NEStalgia

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NES box art for North and South, the cover of NEStalgia episode 413

413 · North and South

▶ Game info
VerdictPlay it
SeasonSeason 6
DeveloperKemco
PublisherKemco*Seika
January 23, 2026 · 43 min · transcript available
About the game

North & South is a strategy action game released in 1989 for the Amiga, and Atari ST and ported to the Nintendo Entertainment System, Amstrad CPC, MSX, MS-DOS, Commodore 64 and ZX Spectrum. It was developed and published by Infogrames.

From Wikipedia: North & South (video game) (CC BY-SA 4.0)

Our verdict: Play it

North & South is Risk with a side-scrolling stunt show attached. You pick the Union or the Confederacy, take over a cartoon map of states, and settle the fights yourself on the field. It started as a computer game based on the Belgian comic Les Tuniques Bleues, and it looks like it: a serious war drawn as a cartoon. Only Mike and Sean recorded this one, though Mike had played it earlier with Joe. After a run of Koei-style spreadsheets, this was the strategy game Sean said he had been hoping the NES would have.

Where the fun is

  • Strategy light, in a good way. You choose a start year from 1861 to 1864, then move armies state to state and grab empty ones for free. You don't ration rice or marry into dynasties. We thought it was just enough strategy for anyone, even a ten-year-old.
  • The railroad is the economy. Each turn the train collects tax from the rail towns you hold, and five bags of gold buy a new unit. Mike and Joe fought over rail towns and ignored Maine. Armies can merge, but a merge can never be undone, and a big stack is only one unit on the board.
  • Battles with a controller. Infantry, cavalry and artillery all move at once, and the cannons carry you. It rewards multitasking over bigger numbers, so a misplay can flip a fight that should have been safe. A narrow win leaves you with a lone cannon, and one loss can start a death spiral.
  • Optional chaos. Storms freeze an army in place, Mexicans and Native Americans attack at the edges, and European reinforcements land in North Carolina, which makes that state matter. Mike wished for more of this kind of geography.

Where it goes thin

  • The raid mini-games. Forts and trains are side-scrolling runs where a knife-throwing soldier races a clock, with no jump button and ladders to climb. The attacker is nearly invincible while the defender pops in at random, and Mike said it cost Joe the game. We both thought the defender was too weak and that army size should matter.
  • Easy to miss the game. Against the computer on level one in 1861, few units are on the board and the war ends in what felt like six months. Multiplayer is probably the right way to play.
  • Once is enough. Mike had a lot of fun figuring it out with Joe, but once they did, they moved on.

Beyond the game

Ports ran across Amiga, Atari ST, C64 and ZX Spectrum. Two remakes arrived in 2012, and in 2020 the series reached the Switch with first-person shooter battles.

The bottom line

Play it. In the Essential Games List vote, we both left it off: Mike won't come back to it and found the action parts too divided from the board game, and Sean called it not essential but recommended it. If the Nobunaga games made you doubt you like strategy, this scratches the itch.

Written from our conversation in this episode.

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