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NES box art for Taboo: The Sixth Sense, the cover of NEStalgia episode 181

181 · Taboo: The Sixth Sense

▶ Game info
VerdictSkip it
ReleasedApril 1989
SeasonSeason 5
DeveloperRare
PublisherTradewest
July 30, 2021 · 47 min · transcript available

Turn the Nintendo Entertainment System into a tarot card deck with Taboo: The Sixth Sense. Write down a questions via the controller, and after a shuffling of cards, the game will attempt to predict your future.

SHOW NOTES

NES Longplay

Tarot Mystery for Super Famicom

Our verdict: Skip it

Rare made this for Tradewest, and it is not the board game we guessed. It is a tarot reading simulator: you enter your name, gender and birthday, ask a question, and the computer draws cards from a full 78-card deck and gives a reading. All four hosts were there, Mike, Sean, Joe and Sam, and we agreed it is closer to an application than a game.

What works

  • The presentation. There is different music for different kinds of cards and the cards look nice. The text-entry keyboard is the best we have had, and Wheel of Fortune could have learned a thing or two from it.
  • It takes tarot seriously. The manual reads like a textbook, covering the Celtic cross layout, the suits and the major arcana. It also says Taboo is not a game.
  • It makes tarot approachable. The manual plus the cartridge is enough to get something out of the cards, which is harder with a deck on your own. We called it an accessibility tool.

What doesn't

  • The question. A reading gives ten cards, but only the last one answers you. Asking "will the Mets win?" left the earlier cards, covering distant past and environmental factors, meaning nothing. We felt it makes cards one through nine nearly pointless.
  • Mental gymnastics. The phrases plugged into each reading don't always make sense in context, so you do the work of making them fit.
  • It's just bits. Something feels off about buying a reading that is numbers generating text.

Worth knowing

  • The warnings. You are supposed to be over 14, and the manual says it twice. No mystical or magical claims are "guaranteed or inferred", and the manual says it isn't responsible if someone acts on a reading.
  • The readings. Joe asked what year he would die and, later, whether he would vote it essential. The Wikipedia urban legend about it predicting young players' deaths had no real citations.
  • Sam's reading. The Five of Swords: a conflict with someone "malicious but weak". Sam could not think of a better description for gamers.
  • Joe's reading. He walked through all ten cards, and the ten of cups told him to vote it essential. He decided to defy destiny.

The bottom line

Skip it. Nobody voted it onto the Essential Games List. Mike's reason: no game that won't call itself a game belongs there, and he compared it to the SpongeBob and iCarly video cartridges on Game Boy Advance. Sean called it a program on an NES cartridge. It is well done for the time and a fine way into tarot, but it is not a game.

Written from our conversation in this episode.

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