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NES box art for StarTropics, the cover of NEStalgia episode 415

415 · StarTropics

▶ Game info
February 6, 2026 · 1 hr 29 min · transcript available
About the game

StarTropics is a 1990 action-adventure video game developed and published by Nintendo for the Nintendo Entertainment System. Unlike most of Nintendo's games, it was never released in Japan, and was released only in North America and Europe. The story follows teenager Mike Jones as he embarks on a quest to rescue his uncle. Gameplay involves exploring settlements and navigating dungeons to progress.

From Wikipedia: StarTropics (CC BY-SA 4.0)

Our verdict: Essential

StarTropics is a Nintendo-published top-down adventure that never came out in Japan and landed in North America in 1990 as the big holiday game. You play Mike Jones, an ace pitcher who goes looking for his archaeologist uncle and ends up with a yo-yo, a submarine and a talking dolphin. Mike, Sean and Joe played it. Its reputation set a high bar, and it cleared it.

What makes it essential

  • Zelda's coat, a different game. The menus and view are familiar, but movement is chunky and grid-based, you hop between tiles, and the dungeons lean closer to puzzles than swordplay. We agreed it borrows chunks of Zelda and builds something else around them.
  • Set pieces, chapter after chapter. A dolphin, a fortune teller, dressing up to get into She-Cola, being swallowed by a whale, the underwater caves, and a giant piano you hop across in a Do Re Mi sequence. Joe said it felt like a real grand adventure and may even crack his NES top 10.
  • Puzzles you can solve from context. The Rod of Sight is the best case. Doors open when you clear a room, so at a dead end you suspect an invisible enemy is the switch. The boss you sink by cutting it loose was a favorite.
  • Dungeon items for that dungeon. The baseball bat and snowman freeze make the octopus fight, and we liked trusting the game to hand us what we need.
  • Charm. The story is thin (we compared it to original Pokemon in how it pulls you along), but the humor lands, and short text boxes beat eight minutes of cutscenes.
  • A real ending. After the credits you get pixel art of every notable scene, plus a look at what you look like as a girl.

Where it frustrates

  • Very linear. It looks open and is not. It is what people feared Zelda would become before Breath of the Wild, and the gameplay carries it anyway.
  • The yo-yo. Short range, and your weapon depends on hearts, so a hit can drop you back to it. Only gun ammo hurts the Main Engine boss.
  • Traps and a coin-toss 1-up that can cost you a life. We called it "bitch ass game design", and Switch rewind helped.
  • One dungeon track. One more song would have done it.
  • Turning before you move. Eight frames to face a direction felt wrong at first, then fine. A ROM hack that shortens it made combat too easy.

Worth knowing

A letter in the box has to be dunked in water to reveal the sub's frequency code. Rental shops were out of luck, and Switch Online offers no fix, though the Wii and Wii U versions did. The sequel, Zoda's Revenge, arrives in March 1994.

The bottom line

Essential. All three hosts on the episode voted it onto the Essential Games List, so it was unanimous. Mike called it one of the great games on the NES. Joe said he loved it. Sean said great game too, and that people would take his head off otherwise.

Written from our conversation in this episode.

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