NEStalgia

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NES box art for Guerilla War, the cover of NEStalgia episode 187

187 · Guerilla War

▶ Game info
VerdictPlay it
GenreAction
ReleasedJune 1989
SeasonSeason 5
DeveloperSNK
PublisherSNK
September 17, 2021 · 56 min · transcript available

A tropical island (specified as Cuba in the Japanese original) is being  oppressed by a dictator, but fortunately one or two brave US soldiers  (Ernesto "Che" Guevara in the Japanese version) are on hand to restore  justice. March through the rivers, swamps and forests to overthrow the  dictator (specified as Batista in Japan) in this evolution of the Commando style.

SHOW NOTES

Guerilla War Longplay

Guerilla War Arcade

Ikari Warriors Episode

Commando Episode

Our verdict: Play it

SNK made this overhead run and gun, in the same family as Ikari Warriors and Commando, and it started in the arcade. Its claim to fame is the setting: a small island nation that is plainly Cuba, with you as Che Guevara or a follower. We found it a clear step up for the genre, and the Essential vote split.

What works

  • It moves well. The smooth movement is what we kept coming back to. We never felt like we were fighting the controls, and dodging bullets felt more attainable than in other games like it.
  • Environments that matter. You go from jungle to military base to city to sewer. Water slows you, trenches give cover, and walls block your shots until you blow them up with grenades. A flamethrower or rocket launcher can blow up a bridge.
  • It feels chunky. Abrasive explosion sounds, slowdown that somehow feels right, and a boss kill that sets the screen flashing like mad.
  • The tank. A great power boost, and much bigger than the toy tanks in Ikari Warriors. When it beeps, you have to bail or it explodes and kills you. We wished that blast hurt enemies, and it doesn't.
  • A bonus level. One mine cart stage where you lasso passages. It broke up the game, though turning a corner nearly stops everything for about three seconds.

What doesn't

  • You can't really lose. Die and you blink back at the bottom of the screen, without power-ups, with enemies still at the same health. You can nearly run through the whole game dying. One theory: the arcade had quarters as the consequence, and the home version dropped them.
  • Nothing else is at stake. You lose only points. Saving prisoners is optional, and we kept killing them by accident. Setting your own rules made it more of a game.
  • The power-ups are letters. L, F, B. We joked that F could mean fungus.
  • Difficulty never ramps up. Each level has a different feel and layout, but the last one isn't much harder than the first.

Worth knowing

The manual explains a level select and difficulty code: hold start and A or B. That kicked off a long argument about skipping to the end of games, and a short Zelda 2 detour.

The bottom line

Play it. Sean voted it onto the Essential Games List: "the most fun I've ever had playing one," and he expected to be the only yes. Joe voted no because having no consequences is too big a flaw. Mike voted no too, calling it the best overhead run and gun we have and the closest to the arcade on the NES, but not something that holds up as timeless. So it did not make the list.

Written from our conversation in this episode.

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