NEStalgia

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NES box art for Prisoners of War, the cover of NEStalgia episode 221

221 · Prisoners of War

▶ Game info
VerdictPlay it
SeasonSeason 5
DeveloperSNK
PublisherSNK
May 13, 2022 · 47 min · transcript available

The enemy is unstoppable. They maintain vigilant guard over their front lines! The only way to defeat them is to get behind their lines. But how? By allowing a soldier to get captured, perhaps he could escape and single-handedly defeat the enemy forces in his way. 

SHOW NOTES

NES Longplay

Arcade

SNK 40th Anniversary Collection

NES Ending Collection

Our verdict: Play it

SNK made and published this, another port of one of its own arcade games, and a step up from Bad Street Brawler, the last beat-em-up we played. You break out of your cell and fight through the base to take down whoever runs the whole war. We kept calling him the manager of the war, and agreed he really is the Karen.

What works

  • Enemy variety. Knife guys and gun guys need different approaches, and motorcycle guys are better avoided unless you have a knife to throw. In stage two the divers vanish into the water, then slowly rise back out. It isn't fair, but it is tense.
  • The bosses. The first is a helicopter that keeps spawning grenade throwers. Keep a gun and you can cheese it, or kill the throwers and use their grenades on the helicopter. Angel, a huge shirtless guy, fights you in a cramped elevator with nowhere to go.
  • Optional rooms. Caves and shipping containers off the path hold a mob and a power-up: brass knuckles, which roughly halve the hits it takes to drop an enemy, or an armor vest that bounces projectiles for the rest of the level. Some rooms are hard, so it is real risk and reward, and the arcade version didn't have them.

What doesn't

  • The grind. Enemies get tougher almost only by gaining HP. The hit counts feel balanced at first, then climb, and late fights meant stun-locking three enemies and kicking them about 40 times. Not a fun loop.
  • Three attacks. Punch, kick and jump kick, and the jump kick wins because it reliably knocks enemies back. A back punch exists, but turning around is so quick it felt arbitrary.
  • The screen lock. It locks, you walk five feet, it locks again, and other times enemies are on screen and it never locks. A nitpick, but flow is everything here.
  • A flat finale. The final boss is eight foot five (the manual lists everyone's height and weight) and does nonstop front flips and back flips, predictable like a Mega Man mini boss. The ending misspells "congratulations," then fades to black.

Worth knowing

Leave the start screen alone and you get an overhead projector briefing. There are no sequels or spinoffs.

The bottom line

Play it. Nobody voted it onto the Essential Games List; we all called it a Play it. It is worth it for beat-em-up fans, for the bosses and enemy variety, but Double Dragon is still our Essential beat-em-up and this didn't take the right lessons from it. Joe put it best: it didn't do anything wrong, it just didn't do anything right enough.

Written from our conversation in this episode.

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