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NES box art for A Nightmare on Elm Street, the cover of NEStalgia episode 385

385 · A Nightmare on Elm Street

▶ Game info
VerdictSkip it
ReleasedOctober 1990
SeasonSeason 6
DeveloperRare
PublisherLJN
July 11, 2025 · 39 min · transcript available

Nightmare has two worlds. In the red-tinted "real world," players fight snakes and spiders while navigating standard platform challenges. The players here have a "sleep meter" that depletes with every hit taken. If the player's sleep meter drops to empty, the game transitions into the blue-tinted "dream world," where enemies take on the appearance of skeletons and ghosts. An invisible timer also starts, counting down until Freddy appears and forces the player into a brief boss battle. The sleep meter becomes a standard life gauge in the dream world, and deducts a life from the player if drained.

Our verdict: Skip it

Joe was missing, so Mike and Sean took this one on their own and blamed the dream demons. Rare developed it and LJN published it, a pairing that left us unsure what we were about to get. It is loosely based on the third movie, Dream Warriors, and you collect Freddy Krueger's scattered bones while a sleep meter ticks down. Up to four players can join with the Four Score.

What works

  • A good idea on paper. Like Castlevania II and Dr. Jekyll and Mr. Hyde, it has a waking world and a dream world. Fall asleep and you can become an acrobat, a shadow warrior (a ninja) or a necromancer, each with a projectile or special move. The javelin acrobat was a favorite.
  • "Freddy's coming." Linger in the dream world and the title card appears, followed by a full-size Freddy. That has real tension, and we could see it scaring a kid.
  • It's competent. Everything works and the controls are tight. We just didn't enjoy it much.

What doesn't

  • The two worlds fight each other. The dream world is more fun and more powerful, yet you're meant to want to stay awake. Doors are locked while you sleep and the power-up icons only appear in the waking world, which at least gives you a reason to be up. Standing still makes the meter run faster, so doing nothing is a legitimate shortcut.
  • Odd enemies. The game opens with a snake already crawling toward you, nearly as big as your teenager. Giant spiders and Frankensteins in the waking world have nothing to do with Elm Street.
  • Freddy is a letdown. The stage bosses are chain-chomp versions of him made of beads, with a head or claws. The full-size fight has him waving a claw around. He shapeshifts in the movies, and the game uses none of that.
  • Not scary. Nightmares make you weak, and you can't even throw a punch. Here you get a projectile and a better jump, not much more. Falling asleep mid-jump makes you feel like a narcoleptic.
  • Four players is a mess. The HUD shows four slots no matter what, and the Angry Video Game Nerd footage Mike found looked like a "clusterfuck": stuck screens, stuck players, and everybody falling asleep when one person does.

Beyond the game

An early concept had you playing as Freddy, which we both wanted. We also pitched a modern version where you start weak and unlock dream powers through a skill tree.

The bottom line

Skip it. Mike said no because the game leaves you with a list of wants it never meets. Sean voted no because it feels like a franchise's coat of paint on a serviceable action platformer, with mechanics that seem tacked on. With just Mike and Sean on the episode, neither put it on the Essential Games List.

Written from our conversation in this episode.

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