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NES box art for Tecmo World Wrestling, the cover of NEStalgia episode 304

304 · Tecmo World Wrestling

▶ Game info
VerdictSkip it
GenreSports
ReleasedApril 1990
SeasonSeason 6
DeveloperTecmo
PublisherTecmo
December 22, 2023 · 40 min · transcript available

In Tecmo World Wrestling, you select from 10 fictional wrestlers and compete against the others for the coveted Tecmo World Wrestling Title. When your match begins you'll find you've got all the moves of the pros. You can run, climb to the top ropes, climb outside the ring, pick up your opponent, throw them over the ropes, pin them, and escape from a pin yourself.

Our verdict: Skip it

Tecmo World Wrestling is probably the best-looking wrestling game we have played on the NES, and it feels like wrestling even when we couldn't say what we were doing. We wanted to give it a fair shot, but the novelty ran out after about one match.

What works

  • It looks and feels the part. Nine wrestlers with real personalities, an announcer, and ropes to climb for an elbow drop. It has the early DNA of the THQ wrestling games.
  • Names you can change. Every wrestler can be renamed, and the names stick after a match. We tried every wrestler in two-player and ended up with silly names all around.
  • Energy bars that tell a story. The two meters rise and fall with the match, so a comeback is possible and it doesn't play like a flat first-to-zero health bar. Pro wrestling does not end in a knockout, and this feels closer to that.
  • A big grapple list. Knee lifts, brainbusters, body slams, headlocks, piledrivers, plus moves unique to each wrestler.
  • A secret final opponent. Win the world title and you face Blue King, the Manic Warrior, who was teased in the manual's epilogue. We wished the manual had held that back, and that we could play as him afterward.

What doesn't

  • Grappling is a coin flip. Once you clench, any direction plus A or B does something, and about 40 to 50 percent of the time it works for you. Punches and kicks barely matter, since the opponent just grabs you. With no feedback on why a move landed or failed, we never learned the system.
  • Training that trains nothing. After a loss you mash A through 15 push-ups for a point of strength, but all three exercises are the same minigame and do the same thing. We wanted different stats and a real tradeoff.
  • An announcer you cannot read. Tom Talker's commentary scrolls by too fast to follow in the middle of a match, and since it is text, it can't hint at your next move. We joked that it needs a third person reading it aloud.
  • A manual with a mystery. Some moves in the manual are marked with a triangle that is never explained, and the manual keeps calling the D-pad a "control cross."
  • Long matches. The limit is seven minutes and a match runs at least four.

Beyond the game

In two-player, a pink and blue meter swings back and forth in the middle of the screen, and hitting a move while yours is full gives you the advantage. We figured that is probably running invisibly in single player too, and showing it would have helped.

The bottom line

Skip it. We all voted no. We called it better than other NES wrestling games, which says more about the others, and the best one so far is still Pro Wrestling, with its unplayable final boss Great Puma. After the first match you've had your fill, and we weren't looking for more of this in 2023.

Written from our conversation in this episode.

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