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NES box art for 8 Eyes, the cover of NEStalgia episode 251

251 · 8 Eyes

▶ Game info
VerdictSkip it
GenreAction
ReleasedJanuary 1990
SeasonSeason 6
PublisherTaxan
December 16, 2022 · 53 min · transcript available

8 Eyes chronicles the adventures of Orin, the falconer, who must visit 8 different houses in 8 different lands and defeat 8 different guardians in order to collect 8 different jewels called eyes. It is a side-scrolling action/adventure game where the lead character can attack with a sword of somewhat limited reach. However, that is not the most powerful tool at his disposal - Orin also has his trusty falcon that he can send around the room to attack enemies or trigger remote switches.

Our verdict: Skip it

Thinking Rabbit made this for Taxan in 1990, a side-scrolling action game that felt like Castlevania with a sword instead of a whip. You are a swordsman and his falcon, played by two people or by one person running both. We liked the idea and the music more than playing it.

The hero and the falcon

  • Co-op is the hook. The falcon hits enemies the swordsman can't and grabs things hidden in the walls. Mike played with his wife, and the falcon still felt like the little brother.
  • Solo is a fumble. You can't steer the falcon, only send it swooping across the screen. Jumping sent the bird out by accident, and sending it meant crouching maniacally. The manual admits you lack full freedom in one player. The back of the box doesn't.
  • Joe's workaround. He swapped between two controllers, sending the falcon ahead to kill enemies below before jumping. He wished Select just switched you to the bird.

Swords and stage order

Stage select works Mega Man style: eight castles, each with a duke holding a jewel. Beating one gives you a colored sword that only works well on one other duke, and you drop it when you grab the next. Guess wrong and it is a grind fest boss fight, which we called padding.

The true ending means beating the game three times, with a code for the third run that the game never gives you. It wasn't okay in Ghosts 'n Goblins, and it isn't here.

What works

  • Music and art. Good music and pretty good art.
  • The tea skeleton. After every level a skeleton serves you tea and your next sword, then walks off looking like he is laughing.
  • A better jump. Better than Castlevania's, and no pits that we saw.

What doesn't

  • The sword. A dinky fencing sword against longer enemy weapons. You step in, stab, step out, and it can miss even when you are close, like a kitchen knife. It makes the longer levels a chore.
  • The switches. The falcon flips switches to open doors, which felt like an artificial way to include the bird.

Worth knowing

It launched at $45, and by December 1990 a $5 coupon on top of a $20 price made it $15. We guessed they overordered.

The bottom line

Skip it. Nobody voted it onto the Essential Games List. Joe called it a Play it and suggested swapping between two controllers if you have no second player, but still not essential. Even with a friend, it doesn't fix the pacing: the sword fights, the door switches and guessing the sword order. It just has a couple bright spots.

Written from our conversation in this episode.

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