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NES box art for Boulder Dash, the cover of NEStalgia episode 313

313 · Boulder Dash

▶ Game info
February 23, 2024 · 38 min · transcript available

You are Rockford, and you have to dig through monster infested caves in search of diamonds. In each level you must collect a certain number of these diamonds, in order to open a portal to the next stage. Enemies can be squashed by falling boulders, which are released when the ground below them is removed or they are pushed onto empty ground, but be careful because these can also squash you. In later levels, difficulty is increased by many puzzle elements and shorter time limits.

Our verdict: Skip it

Sean was back for this one, so Mike, Sean and Joe were all here. Boulder Dash began on computers in 1984, made by two people, and the NES version is published by JVC Musical Industries. You play Rockford, whose dying father sends him after the secret jewels of six worlds, a plot that lives in the manual, not the game. In practice you dig through caves, collect enough jewels to open the exit, and leave.

What works

  • Real puzzles under a plain surface. Mike expected non-puzzles after a couple of levels, then found stages that felt designed. The cast grows: some enemies roam, some track you like Pac-Man's ghosts, and boulders stack in particular ways before they fall.
  • Physics you learn to use. Once it clicks, you build avalanches to fill gaps and drop boulders on enemies to turn them into diamonds.
  • Stages that vary. Sometimes the jewels are in view. Sometimes none are, and you have to crush something to reveal them. In one world you trap spreading amoebas with mammoths (that world's boulders) until they fill up and turn into diamonds.
  • Short bursts. The stages are brief enough that we kept saying one more, until we got stuck.
  • A world map. You can start anywhere, which surprised us in an arcade-style game.

What doesn't

  • Two perspectives that disagree. Rockford moves like a top-down digger, yet everything falls as though down is down. It doesn't break the game, but it slowed Joe's grasp of the physics, and a pickaxe animation would have helped.
  • Loosed enemies. Releasing one gives you no way to fight back, so you hope it doesn't reach you. We found this the hardest idea, since everything moves fast.
  • Little to say. Mike's honest complaint was how little there is to describe: rules, solutions, puzzles. We also doubted the map matters when you have to clear every stage anyway.
  • No replay. A solved puzzle stays solved. We wanted a stage editor like the ones in Wrecking Crew and Excitebike.

Beyond the game

The manual spells out what turns into diamonds and has tips on amoebas, which helped, since the game has no tutorial. Joe compared it to Rodent's Revenge, which is Boulder Dash in reverse: you suffocate the enemies. We also learned of 22 sequels and spinoffs, and that Mean Machines called the NES version one of the greatest games ever written.

The bottom line

Skip it. We all voted no. Mike called it unremarkable today and not something he'd remember. Sean said it's playable and fun while it lasts, with real aha moments, but a good game he won't think about again. Joe said it's a satisfying puzzle experience, still adequate now, but nothing to write home about.

Written from our conversation in this episode.

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