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NES box art for Journey to Silius, the cover of NEStalgia episode 362

362 · Journey to Silius

▶ Game info
VerdictPlay it
GenreAction
SeasonSeason 6
DeveloperSunsoft
PublisherSunsoft
January 31, 2025 · 38 min · transcript available

Journey To Silius is a side scrolling platform game. On each level there are a wide variety of robot enemies guarding the terrorist's fortress, along with several weapons to find, which makes the mission easier. There are a total of six stages, each ending with a very large boss.

Our verdict: Play it

Joe was back after a few episodes away, so Mike, Sean and Joe were all on this one. From the title we expected a sprawling sci-fi JRPG. What we got is a short run-and-gun platformer of about six levels that looks and sounds far better than most of the library and punishes you for it.

What works

  • Presentation. The box art sets the mood: the title turned sideways in a sci-fi font, a moon shot, real NES screens laid over it. The opening is cinematic and a little silly, with a utopian city, a mushroom cloud, and a dead dad.
  • The soundtrack. Techno and rock that never lets up, and the stages feel like one game, not a desert level followed by a jungle level.
  • Controls. Jay McCray controls so well that we were still surprised, which is a reaction we'd hoped to have outgrown by now.
  • Guns. The handgun never runs out. The shotgun, machine gun, homing gun, laser rifle and grenade launcher all share one gauge. You earn each from a sub-boss, which feels like Mega Man, except you can use the new gun in the boss fight that follows.
  • Deliberate level design. Every enemy is placed on purpose. It plays like a shmup on foot more than Contra, and one boss is basically a room, a dance of bullets and lasers.
  • A switch-up at the end. The last stage is an auto-scroller with no enemies, then a huge ship, then a final boss that is just a robot.

What doesn't

  • Blind drops. Jump to a lower platform and an enemy is already waiting, with little time to react. Turrets that pop up while another enemy is on screen were the bane of our existence.
  • Damage you can't recover. Enemies fire spreads of five or six bullets, health drops are rare, and gun refills come more often than health. You just can't move on eventually. The only way through is to memorize spawn points.
  • Situational guns. We rarely thought ahead enough to switch weapons for ordinary enemies, so we saved the special guns for sub-bosses. More ammo and a longer game would let us play with them.
  • Short. After the credits it drops you back on stage one.

Beyond the game

It began as a Terminator game, and Sunsoft either lost the license or let the movie get too far behind. Traces remain in the intro screens and in a late Xenomorph-looking enemy. Sunsoft also made Blaster Master, Batman, Fester's Quest, Spy Hunter and Sky Kid. In the Japanese and European versions the hero is covered in body armor.

The bottom line

Play it. All of us left it off the Essential Games List. Mike said difficulty alone doesn't keep a game off, but it cost him enjoyment: you meet an enemy, take damage, and eventually can't continue. Joe went back and forth before settling on Play it. Sean said you're not bad at video games for being frustrated by those blind drops. As an indie game in 2025 it would control the same, with more health and a fairer shot at finishing.

Written from our conversation in this episode.

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