NEStalgia

← All episodes

Cover art for The Untouchables

429 · The Untouchables

May 22, 2026 · 39 min · transcript available

Support NEStalgia directly by becoming 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. A look at the famicom games you can play without any Japanese knowledge! For More NEStalgia, visit www.NEStalgiacast.com

  • LIVE AN AMERICAN LEGEND

I. Setup & Premise

  • The pitch: You're Eliot Ness. Al Capone runs Chicago. You have a gun that holds two bullets at a time. Good luck
  • Based on Brian De Palma's 1987 film. Kevin Costner as Elliot Ness which is funny cause some people pronounce the NES that way.
  • itself based on the 1959 TV show
  • itself based on the 1957 memoir
  • itself based on the actual Prohibition-era federal investigation.
  • By the time this game reached the NES in January 1991, the source material had been adapted, re-adapted, mythologized, and filtered through so many layers that the question wasn't whether the game would be faithful to the "real" Untouchables — it was which version of the legend it was even trying to be
  • Developed by Special FX Software, published by Ocean Software. Special FX was formed by ex-Ocean employees who wanted to become independent contractors, but Ocean offered a deal that gave them publishing rights to anything Special FX developed.
  • The central thing worth dwelling on: this is a game that changes what kind of game it is at almost every level. Shooting gallery, side-scroller, top-down action, escort mission, boss duel. It's an anthology of gameplay styles stitched together by newspaper headlines and a Prohibition-era veneer. Whether that ambition works or collapses under its own weight is the entire conversation

II. What Makes It Notable

  • The genre-hopping structure mixed
  • Here's the breakdown, scene by scene:
  • Scenes 1 and 4 — Alley Shootouts:
  • Third-person shooting galleries. Gangsters pop out of windows and doorways; you move a crosshair and fire.
  • Ness brings a gun that can only hold two rounds at a time. The premise is to peek out of cover, shoot your two shots, go back into cover to reload — similar to Time Crisis.
  • Except Time Crisis had a light gun and this has a D-pad.
  • The cursor moves fairly slowly and the enemies appear and disappear quickly.
  • While one would think this part of the game would include light gun compatibility, only the NES controller works
  • Scene 2 — Warehouse Raid:
  • Side-scrolling action. You're finding and shooting men with gray hats who are carrying evidence through Capone's bootlegging warehouse.
  • Closer to a conventional NES action game, and probably the most mechanically straightforward stage
  • Scene 3 — Border Raid:
  • Rolling around on the ground, shooting at whiskey bottles. 1 More Castle Yes, really.
  • This is the game's interpretation of the Canadian border liquor interception from the film.
  • You're prone, dodging and shooting, destroying Capone's supply.
  • Similar to The Punisher
  • Scene 5 — The Train Station / Baby Carriage:
  • The film: De Palma's 1987 Untouchables is one of the great crime films of the decade — Costner as Ness, Connery in his Oscar-winning role as Malone, De Niro as Capone, Garcia as Stone, David Mamet on the screenplay, Morricone on the score.
  • The Union Station baby carriage scene is the movie's signature setpiece — a direct ode to the Odessa Steps sequence from Sergei Eisenstein's 1925 film Battleship Potemkin, one of the most referenced sequences in cinema history.
  • The game turns that sequence — nine minutes of De Palma at his most operatic, slow-motion gunfire intercut with a baby carriage bouncing down marble steps while Morricone's score swells — into an escort mission where you push a carriage and try not to hit walls.
  • The objective is to protect a baby carriage as it travels through a train station.
  • If it takes too much damage, you fail. If you push it into a wall, you fail. If you let it run into a wall, you fail.
  • Scene 6 — Hostage Shot:
  • A gunman is holding someone hostage. You have to shoot the gunman in the head to pass the level; you have one chance, and if you fail game over
  • This is either the most intense moment in the game or the most unfair, depending on how you feel about a game taking away thirty minutes of your time over a single pixel
  • Scene 7 — Rooftop Duel:
  • A shootout between one of Capone's goons and Ness on a roof, similar to the shooting gallery stages except there's only one enemy who must be shot multiple times.
  • The ending is a bit weird; even though the last stage is a gunfight between Ness and one of Capone's guards, Capone ends up in jail
    • Which is actually how the movie works too. Capone goes down for tax evasion, not a gunfight. The game just doesn't have the narrative space to make that feel earned
  • The two-bullet gun feels dated
  • In the shooting gallery stages, Ness fires twice and then has to duck behind cover to automatically reload. Two shots. That's it. The pacing this creates — pop out, fire, fire, duck, wait, repeat — is interesting conceptually. It forces patience in a genre that usually rewards aggression. But in practice, with a slow-moving crosshair and fast-appearing enemies, it mostly creates frustration. You will get tired after three stages of "shoot the guys in the windows" when there's less and less time during each stage.
  • Worth raising: the two-shot limit is probably an intentional reference to the film's period-appropriate weaponry. Ness isn't carrying a machine gun. He's a federal agent with a revolver. The game is trying to make you feel outgunned, which is thematically correct and mechanically irritating in roughly equal measure
  • The time limits
  • In a game where the rules change every stage, being given barely enough time to figure out what you're supposed to do — let alone do it well.
  • The newspaper headlines
  • Between scenes, the game delivers results via newspaper front pages. Win Scene One and it's "Elliot Ness Wins Fight With the Mob." Die in Scene Two and it's "Elliot Ness Dies in Warehouse Bust."
  • They're functionally just win/lose screens, but the framing is smart. It grounds the game in its period, gives weight to your success/failures, and is one of the few places where the story progresses

III. Pop Culture, Legacy & Connections

  • The Untouchables was a hit on European home computers — the ZX Spectrum and C64 versions pulled 94-96% review scores from UK magazines. The NES version arrived two years later, developed by a different studio (Special FX vs. Ocean's in-house team).
  • The R-rated-to-NES pipeline:
  • The Untouchables sits in the same uncomfortable lane as RoboCop, Predator, Total Recall, Rambo, and every other hard-R property that got sanitized for a console marketed at children. Capone's baseball bat scene? Gone. Malone's death scene? Gone. The blood, the moral complexity, All gone.
  • What's left is a guy with a crosshair shooting at windows.
  • Thematic relatives:
  • Dick Tracy (NES, 1990) — another Prohibition-era crime film turned NES game with shooting gallery mechanics.
  • Hogan's Alley (NES, 1984) — the game The Untouchables' shooting gallery stages clearly resemble, except Hogan's Alley had Zapper support. The lack of light gun compatibility in a game built around crosshair shooting is a baffling omission

IV. Closing Bits

  • The Untouchables tries to make every major scene from the film into a different type of game. Seven levels, at least four distinct gameplay styles. In 1991, was that ambition admirable or misguided? Is a game that does five things at a C+ more interesting than a game that does one thing at an A? And in the broader context of movie-to-NES adaptations — a genre defined almost entirely by disappointment — does The Untouchables deserve credit for at least trying to match the film's scope, even if it couldn't match its quality? NO
  • Tease next episode
← QixWayne Gretzky Hockey →