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NES box art for Totally Rad, the cover of NEStalgia episode 452

452 · Totally Rad

▶ Game info
VerdictSkip it
GenreAction
ReleasedMarch 1991
SeasonSeason 7
DeveloperAicom
PublisherJaleco
October 30, 2026 · 50 min · transcript available
About the game

Totally Rad, known in Japan as Magic John , is an action-adventure game developed by Aicom and published by Jaleco for the Nintendo Entertainment System. The game was released in Japan on September 28, 1990, in North America in March 1991, and in Europe the same year.

From Wikipedia: Totally Rad (CC BY-SA 4.0)

Our verdict: Skip it

Aicom built it, Jaleco published it, and Jaleco also rewrote the script into skateboard slang for North America. Jake, his girlfriend Allison and a magician named Zebediah Pong end up underground, and the manual spoils the ending in its first sentence. We expected a Winter Games for the 80s. We got a Mega Man style platformer with a very odd vocabulary.

The power-up pile

  • Twelve powers, all at once. Heals, stop time, invincibility, fire, water, wind, earth, tiger, bird, fish, and one that turns you back into Jake. Several do real jobs: the bird flies, the fish swims, the water spell handles crowds.
  • Everything arrives on day one. Mega Man makes you earn each weapon from a boss. Here the bird lets you float over most of a stage, so the best power makes the rest redundant.
  • The magic meter is stingy. Enemies drop nothing to refill it. Only a mid-boss or end boss does, so waste magic early and you reach the fight empty-handed.
  • Menu confusion. You pick an icon, hear a ping, and nothing happens. You have to press up and B together, the same trick as the Castlevania sub weapon.

The charge shot

B does everything, including the charge, which makes this our first charge shot on the NES, ahead of Mega Man 4 later this year. It is clumsy. Jumping releases the charge from the ground instead of at the angle you wanted, there is a cooldown before the next one, and most bosses have weak spots too high for it. The elemental spells are just screen clears, and the water one spirals a bubble around you for about ten seconds while the game waits.

The bosses

This is the part that is totally rad. They are huge, creepy, a little Cronenberg, and painted in pinks, greens and purples that read as shading on a CRT. Health shows as a row of heads that each lose half a head per hit, so a fight runs about 24 hits. Saving the bird and fish for the boss turns it into a shmup, and that helps.

The writing and the box

The cutscenes are the draw. "Zebediah the magician is totally decent" sets up a title joke that never quite lands. Zebediah looks like a Ren and Stimpy character next to two near-photorealistic teens, and the manual spends eight pages on story. The ending is a mess, and Allison gets waved off with "go skateboard." The cover is a mohawked monster bursting out of a mostly yellow box, in a dinosaur font.

Odds and ends

In Japan this was Magic John, with anime-style heroes, and the North American version hits harder: enemies do extra damage, which matters with only six bars of health. Nintendo Power gave it a 3.7. There is no sequel. Jaleco's next reskin is Wampum, with a Native American hero.

The bottom line

Play it. Nobody voted it onto the Essential Games List, because starting with every power means you never feel the thrill of earning one. It is pretty and playable, with great bosses and goofy cutscenes, but strip out the slang and it is a stiff Mega Man clone.

Written from our conversation in this episode.

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