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NES box art for Arkista's Ring, the cover of NEStalgia episode 311

311 · Arkista's Ring

▶ Game info
VerdictSkip it
GenreAction
ReleasedJune 1990
SeasonSeason 6
DeveloperNMK
February 9, 2024 · 45 min · transcript available

An evil character named Shogun has stolen the Elven ring of Arkista, and in so doing has plunged the whole Elf kingdom into darkness. All the elves hope lies in one elf warrior named Christine. Equipped in the beginning with only a bow, she proceeds to find the ring and restore her home back to normal.

Our verdict: Skip it

Arkista's Ring promises 125 stages of mystery. Mike and Joe recorded this one with Sean out sick, and the first thing we noticed is that a "stage" here is roughly one Zelda dungeon room. Christine, an elf with a very modern name, clears every enemy off the screen, grabs the key that appears, and leaves through the door. The Shogun has stolen the ring and plunged the kingdom into darkness, though the game is bright and you never see a kingdom.

Why it's easy to settle into

  • Comfort food. Joe's phrase. You enter a room, see the enemies, work out how to clear them, move on. It's a few stages on the subway, and with a limited childhood library we'd have gone back to it constantly.
  • Unlimited arrows. Christine has no sword, only a bow that never runs out. After Zelda, where you need full health to throw your sword, that was a relief.
  • Enemy variety. Ninjas jump walls and home in on you, slow green trolls soak up arrows until you kite them, and skeletons collapse into bone piles. Around stage 30 one room throws six gray ninjas at you.
  • Good item count. A fire wand, a holy stick that wipes most of the screen, and a music box (the manual calls it the ninja stunner) that puts ninjas to sleep.

Where it wears thin

  • Turning costs a step. You can't face a new direction without moving, so rounding a corner toward an enemy walks you into it. This hurt on narrow, maze-like stages and bosses.
  • Not a Zelda clone. It looks the part, but there's no exploration, one staircase per room, and the "puzzles" are a wall of doors with one right one, or a tree that looks different. Joe thought half as many rooms with twice the design would have been better.
  • Armor that is just hearts. The HUD shows a helmet, cape, gauntlet, shield and armor, but each is only another hit point. A character screen appears if you press Select between stages, and it does nothing useful.
  • Pause quirk. Start pauses, but only B unpauses.
  • Repetition. The stages loop fairly early, and Mike called copying and pasting the game to claim 125 stages unacceptable. With no save, five hearts and limited continues, the length catches up with you.
  • A tease. One early stage has blocks colored like houses you can't enter. One line of text from a villager would have given us all the story we needed.

The bottom line

Skip it. It didn't make the Essential Games List. Mike called it an early, stripped-down Binding of Isaac, missing what makes that game great and what made the first Zelda great, a one-off minigame today. Joe was friendlier: fun, relaxing and easy, a B-plus for 1990, but nothing to rave about and not essential.

Written from our conversation in this episode.

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