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NES box art for The Immortal, the cover of NEStalgia episode 393

393 · The Immortal

▶ Game info
VerdictPlay it
SeasonSeason 6
DeveloperSandcastle
September 5, 2025 · 1 hr 6 min · transcript available

Your old mentor Mordamir has disappeared - probably kidnapped. You're not too sure where he might be, but a dungeon is always a good place to look, so you seek out the nearest one and plunge into its depths. Beware: eight levels of traps and deadly enemies await. Support NEStalgia directly by becoming a member of our Patreon at https://www.patreon.com/Nestalgia  Members at the $5 and above level get access to our brand new show NEStalgia Bytes. A look at the famicom games you can play without any Japanese knowledge! For More NEStalgia, visit www.NEStalgiacast.com

Our verdict: Play it

The Immortal, "Will Harvey's computer classic," puts you in the shoes of an unnamed old wizard sent into a trap-filled dungeon after his master, Mortimer. It's an isometric, real-time action adventure that looks like Shadowgate and plays nothing like it. Mike, Sean and Joe were all on this one. We admired it more than we enjoyed it, and our verdict is Play it.

What works

  • It looks incredible. We called it the best isometric work on the NES: textured and detailed, with a raft ride that sold us on the current, and a glug-glug sprite so smooth we figured the game runs at 60 frames per second.
  • An old hero. Most heroes are in their prime. The box art alone would make us look in a store, and the letter telling you your name is not Dunrick is the best writing we'd seen on the NES.
  • Puzzles with more than one answer. There's nothing you shouldn't pick up. A merchant haggles his slime potion down from 100 gold to 80, which is every coin from level one. Give the Goblin King water and he's easier on you later. You can also run past the green slime without the potion, just the hard way.
  • Charm. In one room, developers in everyday clothes ask for coffee. Bring them a cup and your body odor knocks out every enemy. When a puzzle clicked, Mike was ready for the next annoying one.

What doesn't

  • Traps you can't see. You can die five different ways in the first five minutes, and a lot of it is invisible: spikes one tile off from each other, a floor pattern that breaks just as you trust it. Joe called it cheap.
  • The manual is half the game. It comes as two booklets, and the Codex of the Serpent holds the whole game in hints. We wondered if it was a kind of DRM. The first level's amulet puzzle (hold it to the light, but don't read the inscription) had Joe on GameFAQs, and the beam of light looked like a staff.
  • The duels. Goblin fights become a Rock 'Em Sock 'Em exchange of attacks and ducks, with ducking and attacking both on the D-pad. The goblins get smarter with each fight, and button-mashing stops working after level one.
  • Loose controls. Isometric movement takes getting used to, the fireball is hard to aim, and the bats gave us no time to think.
  • The finale. A dragon fight, then Mordemir, demands exact timing on six blinks, a fire protection spell for the double breath, and the amulet one more time. It's clever, but it's on rails, and those spells are never taught earlier.

The bottom line

Play it. We all passed on the Essential Games List. Mike loved it in hindsight and would buy it secondhand, but it's better remembered than played moment to moment. Sean liked the humor and the look, and felt the frustration outweighed the fun. Joe wanted to like it more, hoping for Shadowgate crossed with Solstice, and found the action and puzzles got in each other's way.

Written from our conversation in this episode.

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