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NES box art for Rocket Ranger, the cover of NEStalgia episode 329

329 · Rocket Ranger

▶ Game info
VerdictSkip it
ReleasedJune 1990
SeasonSeason 6
DeveloperBeam Software
PublisherKemco*Seika
June 14, 2024 · 44 min · transcript available

The 21st century needs you! Across the boundaries of time and space you have been chosen to save Planet Earth from a monstrous alien invasion. Rise to the challenge with courage, skill and the help of three fantastic devices: a rocket suit, ray gun and powerful wrist computer. Only you can change our planet's destiny as the world's first hero of the future.

Our verdict: Skip it

Mike, Sean and Joe covered this one. Rocket Ranger comes from Cinemaware, the team behind Defender of the Crown and the Three Stooges game, and it began as an Amiga title in which you fought Nazi Germany. The NES version swaps in invading aliens, the Lutonians, who towed their own moon to Earth yet still fly biplanes and Zeppelins. You play the jet-pack hero, who looks very Rocketeer on the box.

How it plays

  • Two games in one. In the war room you place agents, gather recon, pick destinations and juggle Lunarium, the fuel for your rocket pack. Between decisions you drop into short action stages.
  • Easier to grasp than it looks, though the manual doesn't help as much as you'd hope, and fuel confused us most. The setup is randomized, so there is no FAQ answer to follow.
  • Quiet dangers. Agents on high risk gather information faster and can get caught, and then the enemy leader taunts you. Stay in one place too long and you are arrested for cowardice, which ends the game with a text box.

What didn't work

  • Soft locks. Run out of fuel abroad, SOS back home, and you still have nothing to fly with. There is no game over, only the months ticking by until the enemy reaches the United States, so you keep believing there is a way out.
  • Padded menus. The fuel depot and rocket lab look like big places, and the rocket lab turns out to be a sentence on the screen. You never really build anything.
  • Weak action. One stage is a stripped-down Punch-Out, and the fistfights run long. The shooting stages make you arc a shot with little sense of where it lands, though the ripple on the water stage gave some feedback. The voice acting is a highlight.
  • Strange details. The aliens look human, and the game notices: after you win, it wonders whether they were a disguise, and then a giant alien sprite jump-scares you, the first one we've seen on the NES. The closing kiss has the man staring at you over her shoulder.

Beyond the game

We came to like the long story text between levels. Few NES games give you that much context, and it gave the game a Saturday morning serial feel. A 2014 Kickstarter remake was funded and then cancelled in 2015, with refunds, and Malibu Comics published five issues in 1991 that end on a cliffhanger. Everything we read says to play the computer versions, and Cinemaware went bankrupt the year after this release.

The bottom line

Skip it. All three of us voted no on the Essential Games List. Mike said the strategy makes it look like there is a lot to do and then turns out to be shallow. Sean came in wanting XCOM-style depth and found it frustrating without being complex. Joe said the strategy never gets deep and pointed to Sid Meier's Pirates as the stronger game on the system. It's interesting and ambitious, but that isn't enough.

Written from our conversation in this episode.

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