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NES box art for Little Nemo: The Dream Master, the cover of NEStalgia episode 364

364 · Little Nemo: The Dream Master

▶ Game info
VerdictPlay it
SeasonSeason 6
DeveloperCapcom
PublisherCapcom
February 14, 2025 · 53 min · transcript available

Based on a comic strip from the 1900s, Nemo is a young boy from London summoned to the kingdom of Slumberland, a fantasy realm filled with strange creatures and dream-like locations. You soon learn that the King of Slumberland has been kidnapped by the Prince of Nightmares, and you are requested to save him by Princess Camille. Using your only weapon, a sack of candy, you stun enemies and lull friendly animals into helping you through levels like the Mushroom Forest and Train Land. This platformer featured licensed characters and artwork from the comic, along with using the animals, such as apes and moles, to traverse through the different terrain.

Our verdict: Play it

Mike, Sean and Joe covered this one, and a good chunk of the episode went to the movie. Mike grew up on the Japanese American film Little Nemo: Adventures in Slumberland, which took about ten years to make, flopped, and which he loves. The game is based on the film, which was based on a 1905 comic strip, and it does something the film never does. Sean had seen neither the film nor the strip.

What works

  • Candy and animals. Candy only stuns enemies. To kill anything you feed candy to an animal (a hermit crab, gorilla, hornet, frog, mole, lizard) and then ride it or wear it. The lizard climbs walls, the hornet flies a bit, and the mole digs. We liked how it opens up the platforming.
  • Exploration. Each stage needs a number of keys, and you only learn how many when you reach the door and see the locks. There is always a moment where you are sure you have them all and you are missing one. Mike was always missing one.
  • Variety. Each level has its own look, new animals and enemies keep arriving, and there are set pieces like the train level, a part that runs vertically, and one where everything is upside down, a nod to the movie.
  • Look and sound. It looks great, and Joe loved the music.
  • Nightmare Land. You drop the keys and carry the Royal Scepter, which needs the spell "pajama, shazama" to work. A fun moment, though the movie's whimsy mostly gets lost in translation.

What doesn't

  • Backtracking. We wanted a count like 3 of 7 keys, or at least to know how many to look for from the start.
  • Blunt animals. Many do no damage, even the missile-shaped crab. We wanted every animal to have an attack. They are also short bursts, and the right one for each spot is obvious. Mike wished you could pick strengths and weaknesses, like the animals in later Kirby games.
  • Big bodies, small hurtboxes. The gorilla has a massive hitbox, yet jumping worms are too short to hit. As an animal you are huge and enemies are huge too, so some hits can't be avoided.
  • Difficulty. We split. Joe thought the enemy placement was better than usual for an NES game. Sean and Mike didn't, and Mike called the train level with its swarm of toy planes tough. Mike advised slowing down.

Beyond the game

Nemo's flying squirrel friend Icarus isn't in the game, and the animal-possession idea has nothing to do with the movie. The arcade version, titled just Nemo, has two-player co-op with Flip and no keys or transformations.

The bottom line

Play it. Mike and Sean voted it off the Essential Games List, and Joe voted it on, so it stays off. Mike enjoyed his time but found the gameplay loop limited and the key collecting a chore. Sean stayed lukewarm and called many of the ideas half baked. Joe, also lukewarm at first, came around to the animal power-ups and the music, and compared them to the Tanooki suit in Super Mario Bros. 3.

Written from our conversation in this episode.

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