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NES box art for Snake Rattle N Roll, the cover of NEStalgia episode 345

345 · Snake Rattle N Roll

▶ Game info
VerdictEssential
ReleasedJuly 1990
SeasonSeason 6
DeveloperRare
PublisherNintendo
October 4, 2024 · 37 min · transcript available

It's a race to the moon for the two snakes, Rattle and Roll! Play alone or simultaneously with a friend as you out-score and out-eat your opponent - then weigh yourself on the scales and make for the exit!

Our verdict: Essential

Rare's isometric snake platformer snuck up on us. Mike, Sean and Joe expected a title that "just doesn't really stand out" on a list, and found a polished, charming game with an awkward camera. We also spent the opening minutes debating whether Rattle and Roll have last names, which tells you how much lore the manual provides.

Why it won us over

  • Eat, grow, weigh in. You start as a snake head, swallow nibbly pibblies until you are long enough, and hit the scale to open the exit. Ten stages and a Bigfoot boss keep changing the loop so it never goes stale.
  • A gentle start. Early stages let you learn the jumping without much punishment, and a hit costs you part of your tail, like losing rings in Sonic. There is no health bar.
  • The shadow. A crisp circle under you eases the height problem every isometric game has. It never saved a first jump, but it taught us what we could land on afterward.
  • The attitude. Toilet seats (we first took them for clams), stomping feet, bodybuilders, and a shark whose music ramps up the second you hit water. Mike had a Banjo-Kazooie flashback.
  • Two players. Joe played co-op and loved it: you combine your weight on the scale, and you shout at your partner to go eat more before you can climb.
  • Controls that click. Pressing down sends you down and to the right, which takes a while to rewire. We all ended up tilting the controller. After that it felt smooth, close to Marble Madness, and ahead of its time.

What gets in the way

  • Depth perception. Some stretches look squishy, and you can't tell whether you missed a jump or it was impossible.
  • Hidden fall deaths. A set drop distance kills you, and it is shorter than it looks.
  • The fake power-up. It reverses your controls. We mostly set the controller down until it wore off, and it takes a minute afterward to trust that things are normal.

Beyond the game

The final stage goes gray, so we assumed it was the moon, where a Bigfoot with a flag tries to claim it. A UFO then takes you to a "Snakes in Space" title card. That sequel never happened, and the Game Boy follow-up was Sneaky Snakes. We kept coming back to wasted branding: cute characters and nothing built around them.

The bottom line

Essential. Mike was conflicted, said his heart said no, then talked himself into a yes: a fun, short-lived, harmless catalog entry that still stands out. Sean voted yes because it is unique and polished, and he had less to complain about than usual. Joe said it was a close call but he could not vote against something he loved. We all voted it onto the Essential Games List. Give the controls real time before you judge them.

Written from our conversation in this episode.

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