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NES box art for Athena, the cover of NEStalgia episode 54

054 · ATHENA

▶ Game info
VerdictSkip it
GenreAction
ReleasedAugust 1987
SeasonSeason 3
DeveloperMicronics
PublisherSNK
February 8, 2019 · 36 min · transcript available

Athena, the beautiful Goddess of Wisdom, has grown weary of her life in the castle. She yearns for the excitement of Fantasy World, where she can fly through the air or explore the ocean depths. More than adventure, however, awaits Athena. Strange and fearsome creatures lurk at every turn, threatening her very life.

Our verdict: Skip it

Athena is SNK's second NES game after Ikari Warriors, ported by Micronics from the arcade original. We talked about it as our first adventure where the hero is a woman from start to finish, which should have been a bigger moment than it was. The game itself is a side-scroller that spends most of its energy fighting you, and we had more to say about Athena's afterlife than about playing her.

What works

  • A look of its own. The backgrounds, trees included, have a slightly painted feel, and the style stays consistent across all eight worlds. It doesn't read as generic NES art.
  • The armor idea. You build a set from helmets, chest armor, boots and shields, found by digging in the dirt or taking drops from fallen enemies. A helmet lets you smash blocks for pickups. We called the "RPG-like elements" label generous, but the upgrades are a fair hook.
  • The mermaid and wings. In the sea and sky worlds Athena transforms, and it gets you through a tight squeeze or two. That's about all it does, and you lose it quickly.

What doesn't

  • Hits that never register. There are no invincibility frames, so a crowd of those horse-headed enemies drains you every frame you touch one. There is also almost no sound or visual feedback for hitting or being hit, and a game over just cuts to black. We briefly wondered if the controller had come unplugged.
  • Soft locks. In the very first level, a rapid-fire archer's arrows can seal off the only way back, and we had to take a death to escape. Worse, you need the bow to beat the final boss, Dante, and nothing tells you to pick it up. Miss it and you start over.
  • Enemies everywhere. They spawn endlessly and seem placed with no thought, and swapping from a good weapon to a dropped club by accident is a nuisance. We didn't blame the game for that last one, since Mario had only two power-ups to juggle.
  • The jump. Keep jumping and you leap high. Stop for a second and you're back to a low hop that is nearly useless.
  • No story, no transitions. The only scene is Athena jumping into a void, with no door shown, and worlds just cut to black.

Beyond the game

The designer's 1996 interview is mostly pride: he drew Athena himself, got fan mail written to the character, and was proudest of a fire sword effect that ate his memory budget. We joked that it sounds like a filmmaker boasting about one special effect in a movie with no sound. Her descendant Athena Asamiya became a fixture of the King of Fighters series, and the original turns up as a secret boss in SNK vs. Capcom: SVC Chaos, in Neo Geo Battle Coliseum, and in a 2006 Japanese mobile sequel.

The bottom line

Skip it. Nobody voted it onto the Essential Games List, and the arcade version is just as bad, so don't hunt down a cabinet. We had more to say about the history than the game, which tells you enough. Kid Icarus did the Greek-myth hero thing first and better.

Written from our conversation in this episode.

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