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NES box art for The Adventures of Rad Gravity, the cover of NEStalgia episode 403

403 · The Adventures of Rad Gravity

▶ Game info
November 14, 2025 · 41 min · transcript available

In this game you are Rad Gravity, a futuristic heroic spaceman. A mad scientist disrupts the peaceful universe and it is your job to visit various planets to re-establish contact between all the worlds. Sights vary between verdant planets, lava pits and hazardous jumps, with gravity variations and craters. For more episodes like this become 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. For More NEStalgia, visit www.NEStalgiacast.com

Our verdict: Skip it

Mike and Sean played this one, and it is the first game from Sean's birth month: it came out in December 1990, so Sean is now born. It opens with the most unhinged music we've heard on an NES game, less a song than a glitchy cartridge. The game barely uses gravity.

What's interesting

  • Big ideas from the West. Rad Gravity and his computer buddy Kakos hop planets from a hub ship, reactivating the galaxy's "compu minds," which are living beings merged with robots. The designer is the same one behind Wasteland, which explains why it ignores NES norms: sub-objectives, pop-up text boxes, story moments mid-play.
  • Planets that change the game. A jungle, an underground maze, a cloud city, a trash planet. One planet is drawn upside down, and one stretch is open space where you push yourself along by firing your weapon the other way. We liked the space one more than flipping the whole screen.
  • Friendly fire. Enemies shoot each other. Duck as a projectile comes at you and it hits the robot behind you, and the giant five-hit robots can die this way. It was the most welcome surprise in a glitchy game.
  • Set pieces. A big green blob that turns out to be a stomping dinosaur is the kind of idea that shows up from nowhere.

What doesn't

  • Enemies respawn forever. That kills the friendly fire payoff, and it hurts in the narrow corridors near a compu mind.
  • Can't read what's solid. Blocks look alike, walls act like platforms, and one tunnel is half the size of the sprite. We got stuck and wondered about soft locks.
  • A janky jump. It would have gone in Sam's jank folder, and the wind in the cloud city stacks on top.
  • The loop. Land far from the compu mind, wander a big maze, grab the coordinates, repeat. Planet order doesn't matter beyond the first and the last, so there's no Metroid-style unlocking.
  • One music track. It's less awful than the title screen but it's the only one, and we reached for mute quickly.
  • That head. The close-up portraits on the ship screens give him a head the size of his body. We called it unnerving and just wrong.

Beyond the game

The manual has a 13-page comic that is arguably the best part, and it quietly slips in the trick for the open-space stage. The game never came to Japan, and it felt to us like an Atari 800 or Commodore 64 game that landed on the NES.

The bottom line

Skip it. We both voted it off the Essential Games List. Mike found it competent but offering nothing new. Sean liked it more, since every level has a different idea, but said it isn't well executed. If you're curious about a game that ignores every NES design rule, give it a try.

Written from our conversation in this episode.

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