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Cover art for Flying Warriors

435 · Flying Warriors

July 3, 2026 · 44 min · transcript available

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  • Enjoy Twice as much with our ultimate action game

I. Setup & Premise

  • The pitch: Long ago, Demonyx of the Dark Dimension led his Soldiers of the Dark Dimension in a war to conquer the Light Dimension. He was sealed away inside the Mandara Talisman by the hero Dragonlord — but not before prophesying that he would return when the Red Evil Star rises.
  • Five warriors were sent to Earth to prepare for that day. One of them is Rick Stalker, a young martial artist.
  • The Red Star has appeared. Rick must find his four teammates, fight his way through a world torn between Light and Dark, compete in martial arts tournaments in his civilian form, and transform into a costumed superhero to battle Demonyx's forces on a cosmic level.
  • Developed and published by Culture Brain.
  • The Japanese source material is two separate Famicom games from the Hiryuu no Ken franchise: Hiryu no Ken II: Dragon no Tsubasa and Hiryu no Ken III: 5 Nin no Ryuu Senshi. Culture Brain blended gameplay and graphical elements from both, fused them into a single North American release.

II. What Makes It Stand Out

  • One of the weirdest genre mashups on the NES
    • Side-scrolling action game
    • One-on-one fighting game
    • RPG-style boss battles
    • Tournament arc anime energy
  • Feels like:
    • Saturday morning kung fu movie
    • Sentai/superhero transformation show
    • Fist of the North Star mixed with Double Dragon
  • The game is simultaneously:
    • Extremely cheesy
    • Surprisingly ambitious
  • The opening of this game has extreme polish in a way that probably sets the rest of the game up for failure. Awesome theme feels like Superman, intro cinematic, Tutorial, NES controller on-screen, clear explanation of fighting mechanics…then you’re thrown into a side-scrolling action platformer where that doesn’t matter so much and enemies are everywhere.

III. Gameplay Structure

  • A. Side-Scrolling Action Stages
  • But its not a stage based side-scrolling action platformer. You don’t just go right, in fact you should go left because going all the way to the right at the start of the game tells you that you need a robe which is to the left. I don’t think I even thought I could go left.
  • Platforming-heavy exploration
  • Environmental hazards:
    • Falling rocks
    • Tiny platforms
    • Waterfalls
    • Spider-spitting plants
    • Stone idols
  • Frequent hidden items and backtracking
  • KO Gauge Mechanics
  • One of the most important systems in the entire game
  • Acts like:
    • A super meter
    • A magic meter
    • A momentum system
  • Filled by defeating enemies during side-scrolling stages
  • Encourages aggressive play instead of avoiding enemies
  • Why the KO Gauge Matters
  • At 100%, Rick gains access to:
    • Flying Saucer projectile
    • Hiryu-no-ken super attack
  • Turns regular encounters into “resource building”
  • Creates a gameplay loop:
    • Fight enemies
    • Build meter
    • Save supers for Dark Dimension fights
  • KO Gauge in Dark Dimension Battles
  • Gauge becomes even more important during boss fights
  • Successful blocks help build meter
  • Creates a rhythm:
    • Defend
    • Fill meter
    • Unleash supers
  • Makes fights feel more tactical than standard button-mashing
  • Risk vs. Reward
  • Do you:
    • Spend the gauge immediately?
    • Save it for a better opening?
  • Discussion Points
  • Surprisingly advanced mechanic for an NES action game
  • Feels ahead of its time compared to:
    • Beat ‘em ups
    • Platformers
    • Early console fighters
  • Without the KO Gauge system, Flying Warriors probably becomes forgettable
  • B. Dark Dimension Battles
  • Game shifts into a one-on-one fighter
  • Basic mechanics:
    • Block high/low
    • Punches and kicks
    • Throws
    • Special moves
  • Mystic Spells
    • Fire Burst
    • Fire Tornado
    • Fire Storm
    • Meteor Shower
  • C. RPG-Style Boss Encounters
  • Turn-based-ish command battles
  • Use:
    • Spells
    • Barriers
    • Magic Water healing
    • Character switching
  • Feels completely different from the rest of the game
  • Narga and Demonyx fights become endurance battles

IV. Standard vs. Master Controls

  • Strongly recommend Standard mode, you won’t know master mode without the manual
  • Master mode:
    • More traditional fighting-game inputs
  • Standard mode simplifies the controls
  • Discussion:
    • Was Flying Warriors trying to be accessible before that was common?

V. The “Tournament Arc” Energy

  • Feels very anime
  • Every opponent has Different martial arts style

VI. Characters & Team Building

  • Rick Stalker
  • Generic but earnest hero
  • Hayato Go
  • Cool sunglasses martial artist
  • Mary Lynn
  • Flying Warrior teammate
  • Very late-80s “don’t underestimate me” energy
  • Greg Cummings
  • Aggressive American brawler
  • Jimmy Cutler Jr.
  • Psychic soldier from an ancient shadow cult
  • Just looks like a regular ass kid
  • Discussion Points
  • Entire cast feels like:
    • Anime stereotypes
    • Action figure lineup
    • Arcade fighting roster prototypes

X. The Lab & Sci-Fi Shift

  • Game starts as an adventure in China and Hong Kong and suddenly becomes:
    • Secret lab
    • Elevators
    • Gargoyles
    • Laser wolves
    • Cyborg vibes

XI. Moonlight Warriors & Final Dungeon

  • Introduction of the Moonlight Warriors
  • Jimmy joins the team officially
  • Abandoned subway station leading to underworld portal
  • Final gauntlet:
    • Thanatos
    • Lunatos
    • Seiros
    • Zakros
  • Demonyx final battle

XIII. Translation & Writing Weirdness

  • Incredible awkward dialogue throughout
  • Strange quotes
  • Odd phrasing
  • Unintentionally hilarious moments
  • Examples:
    • “Any enemy of peace is an enemy of mine!”
    • “The blood of justice flows through me!”

III. Pop Culture, Legacy & Connections

  • The GamePro comic: Culture Brain funded a manga-style promotional comic strip that ran for twelve issues in GamePro magazine. The strip adapted the game's story in multi-page illustrated installments and sold the superhero angle hard.

XVIII. Legacy / Final Thoughts

  • One of the most “NES-ass NES games”
  • Feels like developers crammed:
    • Fighting games
    • RPGs
    • Platformers
    • Anime
    • Martial arts movies
    • Tokusatsu heroes
    • Fantasy
    • Sci-fi
    • Wrestling into one cartridge
  • Not polished, but unforgettable
  • Cult classic energy
  • Tease next episode
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