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NES box art for Orb-3D, the cover of NEStalgia episode 386

386 · Orb-3D

▶ Game info
July 18, 2025 · 23 min · transcript available

The evil space wizard Krohn has mastered the power to control a black hole, and plans on using this power to control the universe. You are an explorer on assignment in a remote corner of the universe. You have just been reassigned to fight Krohn since your ship, the Millennium Orb, is the only space craft cabable of withstanding Krohn's black hole. To defeat Krohn, you must get past 30 different chambers blocking the path.

Our verdict: Skip it

Mike and Sean did this one without Joe. Orb 3D shipped with its own 3D glasses, and we agreed they are probably the most valuable thing about it. It began as Beyond the Black Hole from Software Toolworks, the people behind Chessmaster, Cribbage King and Mavis Beacon. You play a space pilot out to stop an evil wizard named Kron by clearing 30 "fields" first, and nobody could explain why a sci-fi game has a wizard in it.

What's clever

  • Every level is a new puzzle. Level one has you pulling an orb through hoops. Level two is a pinball alley with ten pins and two shots at them, and if you miss, the pins reset. Others use switches, warp holes, ducks, a bingo card, and dice you have to hit in the right order. The controls stay the same while the rules change, which reminded us of WarioWare, though it's slower to read.
  • The paddles. Paddles at the edges of the screen pull the orb toward them with a kind of gravity, and you steer it in a top-down view. Once you think about ellipses and bending the orb back toward you before it reaches a target, it starts to make sense.
  • The fuel bar. It drains steadily and drops faster when you miss the orb, and spiky things released by targets cost you a lot. We agreed it's necessary: otherwise it's a war of attrition over who gets bored first.
  • Vern's. Press select and you reach a gas station where you thread the orb into fueling bays to refill. It is harder than the game itself, and the dollar sign that opens the bays makes no sense when you never collect money.

What isn't

  • Depth is the problem. The orb shrinks as it moves away, but judging where it is in space is hard, and we couldn't see how the glasses would help. We thought it would have been at home on the Virtual Boy, where Mario Tennis gets depth right.
  • Hard to explain, easy to read. Describing it took us far longer than any game so far, and we still doubted a listener could picture it. On screen it's clear enough that you don't need the manual.
  • Respect without fun. Mike felt like he was doing QA for nobody, confirming it works. It is unique, he said, but not memorable.

The bottom line

Skip it. Mike voted no and Sean said it isn't essential, though he thought the developers were "super clever" to build a new idea into every level. With just Mike and Sean on the episode, it did not go on the Essential Games List. We'd happily play a neon-ducks Miami synthwave remake.

Written from our conversation in this episode.

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