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NES box art for Isolated Warrior, the cover of NEStalgia episode 438

438 · Isolated Warrior

▶ Game info
VerdictPlay it
GenreSHMUP
SeasonSeason 7
DeveloperKID
July 24, 2026 · 33 min · transcript available
About the game

Isolated Warrior is a 1991 video game developed by KID and published in Japan by VAP, in North America by NTVIC, and Europe by Nintendo.

From Wikipedia: Isolated Warrior (CC BY-SA 4.0)

Our verdict: Play it

A title like Isolated Warrior sounded to us like a pandemic diary, and we preferred "Lone Warrior." Luckily the hero is Max Maverick, who marches forward the whole game on a hovercraft and a motorcycle, shooting aliens on the planet Pan. It is an isometric shmup from KID, the Burai Fighter developers, and we could not remember playing an isometric shmup before. Mike, Sean and Joe were on this one.

Why it looks so good

  • One of the best-looking NES games. We kept coming back to that. A first mini boss looks like it could have been designed ten years ago, not thirty-five.
  • Nightmare bosses. A boss has a brain that bursts into mini brains that shoot at you, and another stretches and repeats its sprite horribly when it dies before breaking apart. It felt like a bad trip turned into a video game.
  • Readable chaos. Despite the aliens and trippy colors, we could always tell platforms, enemies and projectiles apart. One stage waves left and right like a Mode 7 effect on the Super Nintendo, though things slow down.
  • A smart jump. Jumping dodges enemy fire without changing your own shot plane, and spamming it stretched our health far. Your life bar is a break from shmups where one hit kills you.

Why it plays rougher than it looks

  • You can't turn. Max always faces forward but still walks, with diagonal sprites to match. Joe could not shake the feeling that he should be able to turn toward enemies at his side.
  • Hit detection and a cramped screen. Some enemies only get hit while you're airborne, and bosses move between ground and air. There is almost no time when the whole screen is yours, and an invisible wall can drop you into a pit mid-jump.- Pitfalls and speed. Platforming over pits against a slow scroll feels bad, and the speed ramps up on the hovercraft, the motorcycle and the collection bonus stages, leaving you jumping pits that are off screen.
  • Plain power-ups. A laser and a spread, leveled by W and L pickups. We thought it a spectacle first and game design second.
  • Odd details. Max shouts "intermission" between levels, the final boss looks like a Gundam villain of the week, and the game ends by revealing it was a book.

The bottom line

Skip it. On the Essential Games List, Joe said no: he appreciated the look, but the gameplay never got fun and the game needed more. Sean enjoyed it more and agreed it is not quite essential, a game for shmup fans that is better than a lot of the shmups already on the list. A joke about feeling isolated led to the admission that a yes vote was sitting on our Google sheet, with an offer to take it back. By our count we have played 32 shmups, with 24 Skip it, five Play it and three Essential. Sean's own call in the room was Play it.

Written from our conversation in this episode.

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