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NES box art for River City Ransom, the cover of NEStalgia episode 264

264 · River City Ransom

▶ Game info
March 17, 2023 · 56 min · transcript available

The evil Slick has kidnapped Ryan's girlfriend and taken over the high school. The player is cast as either Ryan or Alex (second player) and has to fight his way through River City's merciless gangs before confronting Slick and freeing his girl.

Our verdict: Essential

River City Ransom opens with a ransom note that holds a whole high school captive and also names Ryan's girlfriend, which made us wonder whether anyone had checked on the mayor. It is the Kunio-kun series finally stepping out of the arena, from the same Technos Japan that made Double Dragon. We expected a beat-em-up and got a beat-em-up RPG we didn't think the NES could do.

What works

  • Fighting is the economy. Beat up gang members, take their money, spend it at the mall, come back stronger. Each half feeds the other. Enemies can be walked around, so the game never forces a fight; you just won't get far without them.
  • Shopping with a mystery. Food costs $3 or $5, then Texas boots show up at $99 and you know they must be great. Nobody tells you what anything does until you buy it. Joe and his co-op partner didn't realize they started with $20, so they were broke and took turns escorting each other around to die, since dying costs half your money. When the stone hands and dragon boots finally landed, it felt earned. Playing single player later with a guide, Joe had less fun.
  • Charm. Enemies yell "barf" when they go down, every thug has a name, and you can order a free smile at the mall and blush. We compared the vibe to EarthBound: guys named Greg, nothing over the top except the violence.
  • Gear that sticks. Weapons never break, so a trash can can ride over your head into the mall, where you can't put it down. Bricks stun with knockback, and a thrown chain plus dragon feet handled most things.
  • Forgiving deaths. Losing half your money stings without sending you back.

What doesn't

  • Not really open. It is one long line with short dead ends, and each district is a stage with a mall checkpoint.
  • Same fight, new shirt. Gangs change colors and payouts, and the cowboys and zombies in the manual are flavor only. Bosses mostly gain HP. The two-enemy cap from Double Dragon returns and feels loose on wide streets.
  • Stats you can't read. There are too many, and the shops don't say what you are buying. A line of flavor text would have helped, and we wanted visible gear and CDs that changed the music.

Beyond the game

Merlin's secret shop, unlocked after a clear, sells cough medicine that randomizes your stats, lottery tickets, rocket shoes, and a $999.90 custom character. The X68000 port allows three enemies on screen. The Game Boy Advance EX swaps co-op for an AI partner, which was a dealbreaker for us.

The bottom line

Essential. We split: Sean and Joe voted it onto the Essential Games List, and Mike did not. Mike found it charming but felt the areas, enemies and bosses never evolve beyond "I eat this food, and now my willpower has increased." Joe said it gave him the most agency of any beat-em-up so far, with co-op and solo both a blast. Sean added that the simple fighting feels good and makes a hangout game even alone, especially picking up a dude to throw at his friends.

Written from our conversation in this episode.

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