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NES box art for The Untouchables, the cover of NEStalgia episode 429

429 · The Untouchables

▶ Game info
May 22, 2026 · 39 min · transcript available
About the game

The Untouchables is an action video game released by Ocean Software in 1989 on ZX Spectrum, Amstrad CPC, Commodore 64, MSX, Atari ST, Amiga, MS-DOS, Nintendo Entertainment System, and Super NES. It is based on the 1987 film The Untouchables.

From Wikipedia: The Untouchables (video game) (CC BY-SA 4.0)

Our verdict: Skip it

The Untouchables reached the NES in January 1991, four years after the De Palma film, which was itself based on a 1959 TV show and a 1957 memoir. A Super Nintendo version followed in 1993. Joe was out, so this was Mike and Sean. The game swaps genres almost every scene, and the film's big moments become levels whether or not they should.

What it attempts

  • A different game per scene. Alley shootouts, a bridge raid, a warehouse side scroller, a train station escort, a hostage shot, a rooftop duel. Seven levels, at least four play styles, stitched together the Ghostbusters and Back to the Future way.
  • The newspaper screens. "Elliot Ness wins fight with the mob" or "Elliot Ness dies in warehouse bust." They work as win and lose screens, but they were the one place the story moved and the period showed up, so they did more work than most of the game.
  • All four Untouchables. Select swaps the character. Only the mugshot and health bar change, and Connery stays the back of a nondescript head, but the health of whoever is off screen slowly refills, so you will want it.

Where it misfires

  • Two bullets and a slow cursor. Gangsters pop out, fire at your chest and vanish before the cursor arrives. We kept wanting a light gun.
  • The bridge raid. You roll across a sand pit to shoot beer bottles, each worth 5 percent of the evidence, so you do it about 20 times, losing cursor control through every roll. We looked like we were destroying evidence. The Punisher mixed moving and aiming on one D-pad far better.
  • The warehouse. The most conventional stage felt worse than the rolling. Jump and shoot seem swapped from what we expected, and the manual lists only the technical names of the buttons.
  • The baby carriage. The train station is a nine-minute slow-motion shootout in the film and an escort mission here. You can only nudge the carriage, and it fails if it hits a wall or takes too much damage. We kept asking why the wheels roll on their own.
  • The hostage. One shot, and a miss is game over. The game never says who the gunman or hostage is, so it assumes you have seen the movie.
  • A 100-second timer in a game that rewrites its rules every stage.

Beyond the game

The ZX Spectrum and Commodore 64 versions scored 96 percent from UK magazines. The rooftop boss is Frank Nitty, a real person the movie kills off in a way real life did not. We argued about how far a true story can bend.

The bottom line

Skip it. With Joe out, we counted him as the one yes, since he would have loved it. Sean voted no: mostly a shooting gallery, a below-replacement side scroller, and one of the worst escort missions in video game history. Mike's closing summary landed the same way, and one yes out of three was not enough. It looks nice and suits fans of the movie, but it is not a good game.

Written from our conversation in this episode.

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