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NES box art for Clash at Demonhead, the cover of NEStalgia episode 255

255 · Clash at Demonhead

▶ Game info
VerdictPlay it
ReleasedJanuary 1990
SeasonSeason 6
DeveloperVic Tokai
PublisherVic Tokai
January 13, 2023 · 1 hr 5 min · transcript available

Professor Plum and his designs for the "doomsday device", DEAD END have been taken by the diabolical LAWBREAKERS - a sinister group dedicated to the destruction of mankind. It's only a matter of time before the device is assembled and the final countdown begins.

Our verdict: Play it

Vic Tokai made and published this platformer, adventure game and RPG in one, with branching paths of over 40 routes. We liked the big design more than the moment-to-moment play, and it ended in three reluctant no's on the Essential Games List.

What works

  • The structure. Levels are short bursts, not five-minute stages. Progress is gated: stage 17 needs the jetpack, so you can arrive early and have to work out why. Fetch quests, an economy and inventory make it more than the sum of its parts.
  • The shop. Buy the shop call and the shop falls from the sky wherever you are, so the first purchase should be another shop call. Guns and gear run out, but you can unequip them to save what is left.
  • The bosses. Learn the pattern and hit them. It is Mega Man without matching a power-up, and better than most NES bosses. One starts tiny and grows, which fits the game's sense of humor.
  • The flavor. A fairy, a Hermit who teaches force powers like going micro, and a translation that calls bosses "governors."

What doesn't

  • Shaky basics. The jump arc is strange, you bump an invisible ceiling at the top of the screen, and only three shots can be out at once. The levels feel cave-like.
  • Health you cannot read. Each square is secretly subdivided, so you take hits without the meter moving.
  • The map. About 40 dots and no numbers, while NPCs say "go to route seven." We drew our own. It looks like MS Paint, with a yellow smiley face as your marker.
  • The manual. Joe kept dying in the water until he realized he needed the scuba gear, and admitted he should have read the manual.

Worth knowing

You are an agent of Sabre, the Special Assault Brigade for real emergencies, which made us wonder about fake ones. Professor Plum, who built a doomsday bomb, is kidnapped while you are on the beach. Defusing it means guessing where each medallion goes. Get it wrong and you get the bad ending. Get it right and Bang turns down the Hermit's apprenticeship to make a game about these adventures, implying he made the one you are playing.

The North American version added a mustache to the shopkeeper. Sean found no sequels or spinoffs, only the band in Scott Pilgrim.

The bottom line

Play it. Nobody voted it onto the Essential Games List, and we were sad about that. The design, economy and vibe are great, but you spend most of your time shooting the basic gun and jumping, and that is where it falls short. Joe may revisit it for the best of 1990.

Written from our conversation in this episode.

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