NEStalgia

← All episodes

NES box art for Bad Street Brawler, the cover of NEStalgia episode 213

213 · Bad Street Brawler

▶ Game info
VerdictSkip it
SeasonSeason 5
DeveloperBeam Software
PublisherMattel
March 18, 2022 · 38 min · transcript available

The city has gone wild! Chaos stalks the streets in the guise of new wave gangsters and motorcycle madmen. Only you can save the day. Only you are tough enough, fast enough, mad enough - and only you look good enough in gold spandex trunks to save the streets of our fair city from the swarms of human (and otherwise) vermin who threaten our grandmother's safety.

SHOW NOTES

Bad Street Brawler

How a Power Glove Works

How a Power Glove ACTUALLY works

Neil Patrick Harris

Ringling Barnum and Baileys

Sweet Bro and Hella Jeff Web Comic

Our verdict: Skip it

Bad Street Brawler is a beat-em-up starring Duke Davis, a former punk rocker in a vest and short shorts, cleaning up streets overrun by thugs and circus renegades. The manual spends a full paragraph on this and could have used one sentence. The game is funnier than it is fun to fight in.

What works

  • Walking feels great. Joe flagged it first: movement and even the jump are smooth in a way plenty of side-scrollers never manage.
  • The enemies are weird in a good way. Basketball players throwing basketballs, a spy who opens his coat to reveal a smaller spy, a somersaulting wrestler in the Ric Flair mold, circus dwarves that need low attacks and gorillas that need heavy ones. We called them the most creative since Stinger.
  • It knows it's a joke. Between levels Duke says things like "don't trouble trouble until trouble troubles you," and the mayor raises his hand while he says "I'll have a cheeseburger." The celebration screens look like MS Paint, and Duke's face changes from screen to screen. Throwing the confiscated weapons, bananas included, into a dumpster while the point numbers bounce like chattering teeth was a highlight.
  • The training room. Between levels you test your next moves on a punching bag, and wanting to see them kept us moving.

What doesn't

  • The timer. You rarely get more than about 100 seconds and can't add any. Most of our deaths were running out of time, and our best runs came from sprinting past everyone until the screen locked and forced a fight. Nothing tells you where that will happen.
  • A new moveset every level. There are 15 force moves, three per stage, all on A, B or both. It sounded fresh and wore off fast; we'd rather have kept what we learned. The headbutt charge, a bit like a spin dash, was a favorite, though it glitched the screen for Sean.
  • Fighting feels off. Hitboxes are unreliable, hits give little feedback, enemies have no stun or invincibility frames, and jump is up on the D-pad.
  • Random stages. Bosses, skippable enemies and regular brawls come in no pattern.
  • A flat ending. The final boss is Duke's old sensei, bazooka in hand, and then Duke rides in a car under confetti that animates in place.

Beyond the game

This was one of two NES games meant for Mattel's Power Glove, and nothing in the game or manual says so. Looking it up mid-show, we found a once-per-stage "glove zap" that beats one enemy, which a regular controller can trigger only by pressing left and right together. The developer, Beam Software, went on to make Back to the Future Part II and III. Computer versions were called Bop and Rumble, and in Europe Street Hassle.

The bottom line

Skip it. Nobody voted it onto the Essential Games List. We liked the style and humor, but the fighting and the unforgiving clock sink it. As Joe put it, the game lives up to its name.

Written from our conversation in this episode.

← Back to the FutureThe Black Bass →