NEStalgia

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NES box art for Blaster Master, the cover of NEStalgia episode 135

135 · BLASTER MASTER

▶ Game info
VerdictEssential
SeasonSeason 4
DeveloperSunsoft
PublisherSunsoft
September 4, 2020 · 1 hr 17 min · transcript available

The New York sewers were never like this!

You've fallen down a hidden manhole into a world of creatures so terrifying they’d scare the rats away. You can panic and perish, or blast your way through an endless maze of tunnels, searching for the secret passages to your escape. And that’s the easy part. Because the Masters of the Caverns lay waiting - prehistoric creatures so powerful, so gigantic, they literally fill your screen! So load your arsenal and get ready for Blaster Master. 

SHOW NOTES

Blaster Master NES Gameplay

Blaster Master 2

Blaster Master Boy

Blaster Master: Blasting Again

Blaster Master: Overdrive

Blaster Master Zero

Blaster Master & Scholastic

April Fools!

Yoshiaki Iwata Interview

Our verdict: Essential

Blaster Master has a bad name, a worse box (a CRT photo glued onto clip art, promising an "Authentic Arcade Edition" of a game that never saw an arcade), and a manual about a runaway pet frog that makes the plot less clear. Then the cutscene starts, the tank drops down the hole, and it turns out to be one of the best games we have played so far. Mike, Sean and Joe were on this one.

Why we kept playing

  • It looks better than anything before it. We called it the best-looking NES game yet, with cohesive art, sprites big enough for real detail, and the best bosses we have seen. Sean loved the tank's suspension and turning wheels.
  • The controls are tight. Joe put Sophia the Third just below Mario for 2D feel. It has weight, and the pause screen's blank slots make you want to earn upgrades.
  • The world remembers. Park the tank, climb out, go through a door, and the tank is where you left it. Enemies you killed stay dead. After so many games that reset on every screen change, this amazed us.
  • Getting out of the tank flips a switch. Jason has his own health bar, and climbing back in refills the tank's, which turned into a cheese.
  • Upgrades that change how you play. Hover, wall climbing, the dive engine and the hyper beam change what you can reach, not just what you can shoot. The underwater section is frustrating enough that the dive engine feels earned, like getting the airship in Final Fantasy.
  • Three modes that fit together. The top-down rooms work like Zelda dungeons for the tank game, with bosses and powerups inside. Health is generous and refills drop freely, so mistakes get forgiven.

What doesn't work

  • Joe's three problems. Lives are limited, the game has to be finished in one sitting with no save or password, and you can get stuck outside the tank, where fall damage means dying on purpose. With no score in the game, we wanted unlimited continues.
  • A thin map. We argued over whether it is mostly hallways with no puzzles or secrets in the top-down rooms. Others felt agency while playing. The manual's maps proved useful.
  • Underused ideas. You can usually just jump over what you can't hit, and Jason's gun sits on his right side, which gets awkward along walls.

Beyond the game

Art designer Yoshiaki Iwata said the goal was the best graphics on the NES, and for players to feel the excitement of finding something after a hard search. Blaster Master sold poorly in Japan and well here, which led to a Genesis sequel, a Game Boy spinoff with no tank, and Blaster Master Zero on Switch.

The bottom line

Essential. Mike voted first and said it takes two or three hours to win you over, but he would have been impressed with it on the Super Nintendo. Sean said it felt like someone had hidden it from him and gave it a "raving essential." Joe's three complaints gave him a moment's pause, then he voted yes. Three for three.

Written from our conversation in this episode.

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