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NES box art for G.I. Joe: A Real American Hero, the cover of NEStalgia episode 423

423 · G.I. Joe: A Real American Hero

▶ Game info
VerdictEssential
GenreAction
ReleasedJanuary 1991
SeasonSeason 7
DeveloperKID
PublisherTaxan
April 10, 2026 · 56 min · transcript available

Our verdict: Essential

We came in knowing almost nothing about G.I. Joe. Nobody had a real G.I. Joe collection, and half the episode wandered into action-figure bins, old YouTube PSAs and who actually makes Army Men. It was a pleasant surprise, then, that a licensed 1991 side-scroller turned out to be the first essential game of the year. We all voted for it.

Why it earned the vote

  • A team that matters. Each mission assigns one hero and lets you pick two more. Power-ups carry over, so a favorite who has seen a lot of action ends up far stronger than the others, and you start to care about them. The six differ in jump height, speed, weapons and health: Duke the all-rounder, Snake Eyes the agile one who saves ammo, Rock and Roll with the spread shot, Captain Gridiron the melee guy, Blizzard the skier, and General Hawk, who gets captured and then turns up playable in the last mission.
  • Missions that don't repeat. Each world runs from a straight dash and a mini boss to a more open stage where you plant C4 on marked spots, then another boss. We also get vehicles. Early on it felt close to a boss rush, in a good way, and the levels stop before they wear you out.
  • It feels good. Aiming in nearly any direction, a controllable jump, and none of the NES jank. It felt precise and a little more methodical than most action games we have played. Cut scenes where the enemies trash-talk you were a nice touch.
  • Choice without menus. You set the team before the mission, and switching is seamless. Compared with Heroes of the Lance, as we said, it's what a team system should be.
  • A hard mode, built in. Beating all six missions isn't the end. The second pass limits you to one teammate and moves the C4 spots, and the third doubles the damage you take. We would like more NES games to do this.

What got in our way

  • Death costs too much. There's no shared health bar, so a dead hero is simply gone, yet the survivors go back to the start of the level. One of the biggest complaints, and it stops the momentum.
  • Lazy secrets. Hidden areas are mostly walls you can walk through. The desert level turns it to its advantage with sand dunes that hide the blocky ground.
  • Attrition. Health carries between sub-stages, and by the last boss everyone can be on fumes. Melee does more damage early on, and saving ammo for bosses would have helped.

The bottom line

Essential. Joe voted first after a week of wondering why a really good game wasn't blowing him away, then decided it was simply great to play. Sean followed, which put it on the list with two votes. Mike made it unanimous, calling it not perfect but absolutely fun, and more than a licensed game with a skin. The Atlantis Factor is next, and we already doubt it fits the world.

Written from our conversation in this episode.

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