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NES box art for Rygar, the cover of NEStalgia episode 50

050 · RYGAR

▶ Game info
VerdictPlay it
GenreRPG
ReleasedJuly 1987
SeasonSeason 3
DeveloperTecmo
PublisherTecmo
January 11, 2019 · 1 hr 15 min · transcript available

Technically the first "open-world" RPG for the NES, RYGAR yo-yo's onto the screen in a surprisingly fun way! For more NEStalgia as well as show notes, articles, and more check out www.NEStalgiacast.com

Our verdict: Play it

Rygar is a Tecmo game that looks like a plain side-scroller until you leave the first level and land on an open map. From there you travel Argyll, collect five items from bald, bearded legendaries, and take down Ligar. We came away split on how good it is, but nobody was bored, and Joe beat it, the first game in a while that he finished.

What makes it good

  • A real sense of place. Each spot on the overworld is its own side-scrolling stage with its own enemies and boss, and a few switch to a top-down, Zelda-like view. By the end we remembered where things were without the manual's map. It also arrives before both Zelda and Metroid.
  • Items that open up the map. The grappling hook, the crossbow that makes a zip line and the rest work as keys, and going back to a stage with a new tool is satisfying. They trigger contextually with up or down plus attack, with no menu.
  • Character progression. Enemies drop Tone (strength) and Last (health), and you spend mind points on spells. Power-up lengthens your weapon, Attack and Assail zaps everything on screen for your first ten swings, and Recover refills your health. It was the first grinding game we'd played on the NES, and Joe found killing a pile of enemies satisfying.
  • Good game feel. The attack is tight and punchy, with a little stun and knockback on enemies. The manual is worth reading too: its enemies are "animalized men wriggling eerily."
  • Short and forgiving about death. You can finish in a couple of hours, four at most. Dying drops you back on the same screen, even in a boss room.

Where it's rough

  • Enemies respawn from nowhere. They show up behind you, and walking off the edge of the screen despawns them, which makes grinding easy to exploit and the encounters feel unplanned.
  • One weapon. The loop is hit everything with the yo-yo. Sean put it as an orchestra playing "Hot Cross Buns," and we all wished the crossbow or grappling hook could hurt enemies. Several items are really just keys.
  • Bosses. They are mostly a pile of hit points. The first one took around 100 hits before grinding helped, and Ligar went down quickly once health was stocked.
  • Top-down stages. You only move in four directions, the floors repeat, and jumping uses the wrong depth, so you can hit enemies behind you.
  • No save, no password. You have to leave the system on, which hurts a game you can't finish in one sitting.
  • Music. Some of it is nice, but the loops are short, one dungeon is about four notes, and the Grand Mountain theme felt like a lullaby.
  • A weak ending. It's one screen with a dove, and you have to hit reset.

Beyond the game

Tecmo also made our last game, Mighty Bomb Jack, and Solomon's Key comes up in a couple of weeks. We joked about a 4086 stat cap, and we all wanted a new-game-plus.

The bottom line

Play it. It is not Essential: the ideas are good, but we feel they are done better and more completely in later games. Joe voted it Essential after going back to it again and again, and that vote did not carry. It did make us wonder whether a few games we've already put on the list belong there. For anyone curious about pre-Zelda, pre-Metroid design, it is worth the afternoon.

Written from our conversation in this episode.

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