NEStalgia

← All episodes

NES box art for Code Name: Viper, the cover of NEStalgia episode 282

282 · Code Name: Viper

▶ Game info
VerdictSkip it
GenreAction
ReleasedMarch 1990
SeasonSeason 6
PublisherCapcom
July 21, 2023 · 42 min · transcript available

Set against the backdrop of the war on drugs from the late 1980s/early 1990s, Code Name: Viper directly confronts the drug cartel at their bases in South America. You play an American secret agent who must infiltrate the cartel drug bases and mansions, free hostages and informants, and piece together clues about who the kingpin is-- and inevitably bring him down. Equip yourself with a progressively more powerful arsenal as the game progresses in standard NES side-scroller fashion.

Our verdict: Skip it

Arc System Works made this for Capcom in 1990. You play Mr. Smith, sent alone into the South American jungle to take down a drug syndicate and rescue hostages. His khakis are the same color as his face, so he looks pantsless. Mike and Sean played this one without Joe, and we found it polished but not engaging.

What works

  • The presentation. The cutscenes show a pixel-art computer with images inside it, and the cutscene art is very nice.
  • The controls. Serviceable and tight enough, but Contra is on our Essential Games List mostly because of how it controls, and this doesn't feel like Contra.
  • The length. Eight stages, longer than a typical side-scroller, with enough variety in how they look.

What doesn't

  • The enemies. A guy arriving from off screen is already firing, so good controls hardly matter.
  • Trick doors. Rock formations hide hostages, skeletons, power-ups or nothing. Every setting has them and they always work the same way, so they stop being cool. You never interact with the people you rescue. The door just opens.
  • Exploring. Four crates can block the end of a stage until you've rescued the hostage, and the game should tell you, not the manual. It is exploring the way searching your pants pockets for your phone is exploring.
  • Ledges and jumps. Step off a ledge onto a platform directly below and you lose control until you land, which felt like the Atari 2600. Jump into an enemy and the animation looks like a Mario head stomp, but you took the hit and only find out when you land.
  • Two guns. An unlimited pistol and a machine gun with limited ammo. We wanted a flamethrower or fists. It looks realistic but runs on video game logic, an identity crisis.

Worth knowing

  • The story. Rescued agents add words to a loose-leaf letter, a very basic idea of what a clue is. The epilogue says Mr. Smith destroyed the drug routes but not the whole syndicate, so we pitched a sequel where the real cartel is the video game industry. There are no sequels.
  • Fashion. Enemy color sets how many hits it takes. We decided the syndicate follows Prada and Dolce and Gabbana.
  • Arc System Works. They make fighting games like Guilty Gear, but their Double Dragon 4 (2017) got 49 out of 100.

The bottom line

Skip it. Nobody voted it onto the Essential Games List. Mike said it isn't really that bad, just unimpressive all around, and he was surprised given Capcom's name on it. The door searching and the shooting weren't engaging enough.

Written from our conversation in this episode.

← Burai FighterConflict →