NEStalgia

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NES box art for Platoon, the cover of NEStalgia episode 148

148 · Platoon

▶ Game info
VerdictSkip it
GenreAction
SeasonSeason 4
PublisherSunsoft
December 4, 2020 · 1 hr 2 min · transcript available

IN the jungle, everything is invisible. Including the enemy. Suddenly, a firefight explodes all around you. That's jungle combat as you saw it in the movie Platoon.

Now, Sunsoft's Platoon takes you right into the action, You'll fight for your life against deadly guerrillas and hidden snipers, always on guard against the booby traps and napalm air strikes that could end it all in an instant. Jungle combat, as close as you'll ever want to get to the real thing.

You've got it right in the palm of your hand.

SHOW NOTES

Platoon NES Longplay

Platoon RTS

Platoon Trailer

Golgo 13 Episode

Our verdict: Skip it

Ocean Software made this for Sunsoft in 1988, a tie-in to the anti-war movie that becomes a different game every stage: a jungle side-scroller, a first-person tunnel maze, a first-person shooting gallery and a top-down finale. We like that it tries, but it may be hard for one team to make four or five good games in one.

The jungle

  • Nothing tells you where to go. All but one stage is a maze, and the first is the most confusing. You find explosives and plant them on a bridge with no real map. Without the podcast, 45 minutes of getting nowhere would have been it.
  • The enemies do whatever they want. They spawn constantly and pop out of trap doors. The only way we found to kill those is a grenade, which throws slower than they shoot. We all walked into the tripwires the first time.
  • Up is jump. It also changes screens and works the huts, so we kept jumping when we meant to move.

The tunnels, bunker and finale

The tunnels are the best executed first-person stage we've played: smooth movement, and a map arrow shows which way you face, unlike Golgo 13. But ammo is limited, enemies never stop spawning, and you can soft-lock yourself. The bunker plays like a light gun game without the light gun, and it should have supported the Zapper.

The top-down finale is Ikari Warriors style, with four minutes on the clock and bullets so fast it feels like a bullet hell. Sergeant Barnes needs five grenades and shoots left, right, left, right, so he is the easiest part. It is probably the most underwhelming final boss so far.

What works

  • The music. Sweeps that at times sound like they are emulating strings, and a track that fades out and ends before restarting.
  • The look. Nice sprite work and good color.
  • The idea. Jungle, tunnels, trench, then Barnes is one of the better ideas for a game we've seen. Without the first level, it would be an eight minute game.

Worth knowing

The manual gives each level a story the game never shows. This is our first NES game from Ocean. We worried that the Essential Games List would make us the market makers for sealed copies, but the last graded sealed copy went for $199.

The bottom line

Skip it. Nobody voted it onto the Essential Games List. Opinions on how bad it is ranged from not one of the worst we've played to bottom-50 territory. We praised the music and the ambition, but each stage gets a fraction of a game's attention.

Written from our conversation in this episode.

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