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NES box art for The Mafat Conspiracy, the cover of NEStalgia episode 323

323 · The Mafat Conspiracy

▶ Game info
VerdictSkip it
ReleasedJune 1990
SeasonSeason 6
DeveloperAicom
PublisherVic Tokai
May 3, 2024 · 56 min · transcript available

You play as Golgo 13 aka Duke Togo, ace sharpshooter and assassin. Based off a character of various manga comics, Golgo is a down-to-business man at the end of a gun. Stuck in the world of espionage among such groups as the FBI and the CIA, Golgo is constantly in mortal danger, and a lethal weapon in his own right.

The Mafat Conspiracy is the sequel to the NES game Top Secret Episode. In this chapter, Golgo must track down a missing satellite from the SDI laser defense system, as well as rescue a top scientist and stop those who would use the satellite for blackmail and terror on the world's nations.

Our verdict: Skip it

The back of the box promises "a phantasmagoria of action and interaction," and nowhere does it say Golgo 13. It follows the first Golgo 13, which we played in episode 115 and liked. Mike, Sean and Joe were on this one, and we admire how cinematic it is but missed what made the first fun.

What works

  • It tells a story. A stolen "Star Wars" satellite (Reagan's SDI), the KGB and CIA blaming each other, terrorists demanding a nuclear submarine. A purple skeleton gets its head shot off before every chapter, and the game ends on a headshot of a man walking away, papers flying. It's the most graphically violent game since the first Golgo 13, Bionic Commando's exploding Hitler aside.
  • Smart small choices. With a gun, the game decides whether to shoot or kick by how close the enemy is. Golgo strolls through gunfights with his hands in his pockets, newspaper readers never attack, and Select skips cutscenes.
  • A tidy ending. Sean liked the finale: the woman from earlier turns up at your house dying, a driving stage follows, then a last sniping mission against your former partner. Cringe, he said, but it fits together.

What drags

  • Linear, and thinner. The first game was semi open, with people to talk to. Here the side-scrolling stages are walk right and fight, and the plot lives in long cutscenes of talking heads and exposition. The manual calls these "standard action screens," which says nothing with a lot of words.
  • The labyrinths. The 3D mazes are huge, multi-story, and easy to get lost in; one stray D-pad tap and you don't know which way you face. We ended up on GameFAQs for a map, then had to backtrack out on a time limit. The manual prints the maps, so why not the game? Sean called them unforgivable.
  • Timers everywhere. Stages, mazes and driving all have them, and we asked what the rush is in a story game.
  • Controls shift. Jump is A on scrolling stages and up on the pad on the stationary screens, with kick on B and punch on A.
  • Driving and sniping. The Rad Racer style driving has a three-gear manual shift we liked, but the time limit needs near-perfect runs. Sniping is one input, accounting for wind, and rare.

Beyond the game

Golgo 13 is a manga running since 1968, and Joe noted the name nods to Golgotha, which explains the skeleton in a crown of thorns. The only Golgo game after this is on the Philips CD-i, which might suit a visual-novel format.

The bottom line

Skip it. We all voted no, as with the first game. The mix of action, mazes and driving gets weaker combined, since no part is a breakthrough. Sean still likes the game, and without the labyrinths it might have been on the fence, but they're most of the frustration. Joe said the first one was a jack-of-all-trades, while this is master of none, and it didn't live up to it.

Written from our conversation in this episode.

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