Ok, here are my thoughts on most of the NES games I own or owned. Um... I imagine there will be some disagreement with these "reviews"...
1943 - 1943 is a fun, easy to play SHMUP… as long as you have a turbo function on your controller/system. It can get repetitive, and the graphics are nothing special, but it plays really well and has just enough variety to keep one interested. Plus, it has an upgrade system that I don't really understand how it works because I only saw the upgrade menu at the start of the game. Oh, and this is a MASSIVE upgrade over 1942. Capcom actually developed this port, unlike the first game. It shows in the game's quality.
Adventures of Dino-Riki - This is a SHMUP from Hudson Soft (Bomberman) where you play as a caveman who shoots at his foes. The massive crux of this entire game is the fact that you can only have a limited number of shots on screen at a time. This means turbo functions are useless. Everything else wouldn't be as much of an issue if the game allowed you to continuously spam your projectiles. The game throws a shitton of enemies in your direction and you have a dinky weapon that can only shoot two bullets at a time. You can power up your weapon and it becomes much easier to hit and kill enemies and it seems to give you more projectiles to toss out, but you are still limited in projectiles. Also, while the game isn't OHK, it makes up for that by making it so that each time you take damage, you lose power. Riki moves like he's stuck in molasses. There is a powerup that allows him to speed up. However, like weapon powerups, if you take damage, you lose that speed boost. There's also platforming sections, for some reason. It's a top down shooter with platforming sections. In the first level, there's a section where you have to jump on a series of lily pads. Some disappear and reappear. Problem: You are constantly moving. Even if you aren't pressing the d-pad, you are constantly moving forward, regardless of where you are on the screen. Riki's movement and the screen scroll are not independent of each other. This wouldn't be awful if there weren't any platforming sections. As such, if you jump on a lily pad, you have to occasionally tap down to stay on the lily pads. Based on reviews, the platforming sections get even worse. Moving platforms, for instance.
Blaster Master - Blaster Master is the Doctor Jekyll and Mr Hyde of video NES games (and I don't mean like the
ACTUAL Dr Jekyll and Mr Hyde NES game). On the Dr Jekyll side, you've got the fantastic vehicle sections. On the Mr Hyde, you've got the top down on-foot sections.
The game starts you in the vehicle. You drive around in non-linear side scrolling map, akin to Metroid. The vehicle performs perfectly. It drives like a dream, and when you've got special weapons, you feel like you can take on almost any obstacle. Later on, you get access to a hover ability and the ability to climb down walls without falling down into gaps. Both of these allow you to access areas that you couldn't previously access, again, like Metroid. There is noticeable slowdown when there starts to be too many moving sprites on the screen as the NES does, but otherwise, it works flawlessly, and makes exploring fun. The graphical detail in the overworld as well as the animations in your vehicle (and when your little guy is outside of the vehicle) are quite good. The music, while catchy, can get repetitive as you explore the areas for long periods of time. Sound effects are effective if unremarkable (to me).
Unfortunately, while your time in the vehicle is great, the time you spend walking on-foot absolutely drags the game down. You see, there are parts that you can only enter on foot. When you enter these areas, the aspect changes to a top down shooter type game, akin to Commando. The issue isn't really the controls. It works fine for what feels like you're playing a twin stick shooter with a d-pad and 2 buttons (same with Commando). However, the issue is in regards to the level design and how the power leveling for your gun works. Firstly, when you switch to on-foot, you get a second meter on your screen above your power level. It's your gun power level. As you collect certain icons, you're gun power increases from a weak peashooter to a screen clearing weapon that hits everything you can see. However, if you take damage, you lose your power level. In order to up your gun power, you have to grind on-foot areas filled with items hiding under blocks and infinitely respawning enemies. This is also your primary way of getting secondary weapons for your vehicle. This is a practical requirement if you intend to do anything in this game that only gets harder and harder as you go, and as such, it becomes EXTREMELY tedious. To make matters worse, the only time you encounter bosses, it's in these on-foot sections… and if you die to the boss, your gun level is reset to the base level. Why not just respawn you at the checkpoint with the power level you were at?
Well, that's because the game has a limited live and continues system. That's right. A Metroidvania style game with limited lives and continues. They can't reset you to your previous status upon a death. As such, if you go back into that boss battle for another go, you're stuck with base level gun power, which makes boss battles seem to take AGES… assuming you can even survive. This adds to the games tedious-ness as you then need to go hunting for weapon power-ups again, which might mean an obnoxious amount of backtracking and mining.
The game is absolutely ruined by it's on-foot sections, and considering how much people talk about this game, I wonder how many of them just completely forgot about how awful the on-foot sections were. Future re-releases supposedly fixed the issues present in the NES game.
One last thing… no password or battery back-up saves. You have to beat the entire game in one go. A game that will take you about 90 minutes to complete if you know where to go and you get lucky with the random pick-ups.
Castlevania - Castlevania is pretty solid stuff. Solid controls. Detailed graphics. Catchy tunes. Fun weapons and items. NO TIME LIMIT. Fair boss battles. I would say that some enemies are cheap, and they love to respawn. This game uses a knockback when damaged system and it can lead to cheap feeling deaths because it turns a game with a health system into a OHK game in some areas. Also, while there's a host of fun weapons, the Holy Water seems to be the meta ability as it freezes bosses in place allowing you to spam your normal attacks on them. Also, you have to watch out to make sure you don't accidentally pick up a weapon you don't want because it replaces the weapon you're using. There are some times where a shitty item will drop in front of your face and/or you'll die at a spot that puts you at a checkpoint that does not give you enough time to pick up a special weapon. It can feel unfair and might force you to just kill yourself so you restart the chapter. TBH, I wish there was an option to reset to the beginning of a chapter. Sometimes, it takes a little time to find a place where you can quickly kill yourself. Also, I feel the whip is inconsistent at times, especially when you're attempting to kill someone that is in your face or are shooting projectiles at you. It can feel unfair at times, but because you can just restart at the beginning of a chapter when you game over, it's not too frustrating. Castlevania is a quality game. It mostly lives up to it's reputation and has mostly aged pretty well.
Commando - This is one of the early CAPCOM ports that CAPCOM actually developed and it MOSTLY shows. My issue with the game, though is that it's a twin stick shooter but you're using an NES controller. Enemies can spawn from all around you and forcing you to deal with people behind you. It's a pain to deal with when you only have a D-Pad and two buttons. Frustrating to play. Performs really well for an early NES game. On a technical side, Commando is really good. Just a shame it's on the NES.
Double Dragon - Double Dragon on the NES plays fine mostly, but the two enemy limit on the screen intended to keep the framerate from chugging makes the game a total bore. Also, in order to adjust to the NES' limited graphical power, they took the art style used in Renegade (and later River City Ransom). Hit boxes kinda blow and enemies can be kinda cheap. I'm not really a fan of this game. Just about the worst thing a game can be is boring and that's what the NES port of Double Dragon is.
Duck Hunt - You can't play this without the zapper. I can't remember the last time I was able to play Duck Hunt… There isn't much to the game, regardless. Shoot ducks or the dog laughs at you. There's also a skeet shooting mini game.
Duck Tales - Most of my experience with Duck Tales is via the Gameboy version, but from what I've seen and played, they're the exact same game, but the NES version has color. Duck Tales is really good. Unlike many Capcom games of the time, Duck Tales isn't too incredibly hard. Just learn how to pogo jump everywhere and you'll be solid. Like the Mega Man games, they let you pick which level to play, allowing you to just go right for the Moon to hear the classic Moon theme.
Faxanadu - This game is ugly, but that's the point. Your character has returned to a home that is practically desolate and dying. Gameplay is mostly comparable to Zelda 2's side scrolling sections. Early combat kinda sucks and your character can't crouch meaning you HAVE to use magic attacks on enemies. If you die, how much money you respawn with is dependant on your character's level. It's a pretty unique system. The platforming fucking sucks. It won't be long before you encounter jumps that will seem to be impossible, but you have to get momentum and pixel perfect accuracy. Super weird choice. I haven't gotten far enough to encounter this issue, but I've seen people complain about the limited inventory system and forced backtracking if you don't have the proper number of keys. Because they didn't invest in a battery backed system, you're stuck with a password system. Unlike many other NES games, where the passwords are just words representing a specific level, this game has long passwords that are just a bunch of random letters. It makes sense since it's an RPG, but they REALLY should have used a battery backup.
Gauntlet - The NES version of Gaunlet is unique in that it's not a direct port of the arcade game. It's got all of the elements of Gaunlet, but the levels are completely different and there are a LOT of levels. It's also technically impressive as it manages to have a shitton of moving enemies on screen with NO slowdown, because they made the enemies background items instead of sprites. The gameplay itself can be a little rough around the edges as it's gridbased, though you can attack diagonally (which will be important as some enemies and generators). You can't move while attacking, which can be a pain if you're trying to advance through a hoard of enemies to get to the generator that spawns them. You can technically brute force your way as enemies die when they touch you, but you take damage as well and there are a lot of enemies. Your health is also your timer. If you run out of health, it's game over. Luckily, there are healing items throughout the levels to help you stay alive but your timer is constantly counting down meaning you can't afford to take your time. Your health doesn't reset at the end of a level, either (except if you find the end of a bonus level). You can occasionally find pick ups that increase your max health. Unfortunately, while the NES was tecnically capable of 4 players if you had the extension, this version of Gaunlet only supports two players, which if you know anything about Gaunlet, you know that this game really excels in 4 player quests. Still, despite the repetitive (though catchy music), weak graphical detail (outside of the fancy trick to keep framerates consistent), mazelike level design, and dated combat mechanics, the game is a fun "pick up and play" type game and I don't think Atari has ever re-released this version on modern consoles, it was only ever the arcade version, making the NES version unique.
Golf (1984)- Golf is hard. Not just the game IRL, but this game, too. Actually, it might be harder to play in this game than IRL. This was co-developed by Hal Labs of Kirby fame. This game pioneered the classic 3 button tap process to determining the speed an accuracy that most golf games used until Tiger Woods 04 added a "true swing" function. First starts the swing, second determines the strength, and third determines how far your draw or fade goes (or hook and slice if you do it poorly). For an NES game it works just fine and since it was the game that pioneered the system, it has it's place in history. The issue is that after you hit the button the second time, you have very little time to hit it the third time, especially if you are waiting on the meter to come back down before you hit it the second time. If you only hit the button once, Mario completely whiffs. This isn't usually an issue… until wedges come into play. Wedges are evil in this game. I can't judge how on earth wedges fucking work in this. There's no consistency. The three button system doesn't work for this. Putting is two buttons, one to start the wing and the other to determine how far you launch it off the green. Green readings are fine. It's hard to putt, but the arrows on the green do it's job. It's a shame it's only one direction, but it's a 1984 game. Also, because it's a 1984 game, there are no drivers, and my guy can't hit the ball for shit. I had to use a 3 wood on a 220 yard par three just to get it to the green. Hell, because of the wind on another par three attempt, I whipped out the 1 wood and still barely made it on the green. The wind has TOO much input on where your ball goes. 10-15 MPH winds should not impact that ball
THAT much… There's no music, the sound effects are limited. The graphics are fine for 1985. There's nothing special about the graphics. I wish there was a scale or something so you could tell how far the yardage was in each hole because not all holes have the same yardage but they all take the same amount of space on the screen. Also, it would be nice if they provided a "yards to the hole" metric. They only give the total yardage from the tee to the hole.
Gyruss - This is a "tube shooter". Sort of like Tempest. I quite like this game. It's not too hard at the start, but doesn't just stay easy. It allows you to get familiar with the game mechanics and feel comfortable with the game so that when the hard stuff comes, it doesn't feel like a brick wall from hell. The difficulty increases gradually. The graphics are nothing special, but it all looks very clean and easy to see things. The audio is solid, though based on the stereo sound I heard from the arcade version, it could sound a whole lot better. I also understand that the Famicom Disk System version has better audio as well. There isn't a whole lot of weapon variety. You have a single shot which upgrades to a double shot when you get the pick up. You have a select number of special attacks that are easy to come by through play and should definitely be used against bosses.
Kung Fu - This game did NOT age well. On a plus side, enemy variety is pretty solid, and spawns are random enough to keep it fresh. Unfortunately, controls feel sluggish, definitely feels dated. Attack variety is poor, only a punch and a kick (both of which you can also do while jumping or crouching). Music is repetitve, and sound effects are muffled. Graphics are colorful, but there's not much to backgrounds. There's two difficulty modes and multiplayer (alternating). There are only 5 levels. Once you beat those 5 levels, you restart from the beginning except it's harder. Still a classic, just a classic that has aged poorly.
Legend of Zelda - This game is a fucking classic. This was the first NES game I ever played. The music and graphics are great, it uses a battery backed save system instead of a stupid password system. Yes, the combat system is limited until you get more items, and a lot of clues are extremely cryptic/useless and some secrets are in baffling locations, but I always found enjoyment just exploring the overworld.
Legendary Wings - I don't like this game. This is a SHMUP that switches between vertical and horizontal scrolling. I appreciate that if you have your weapon leveled up, and you get hit, you don't instantly die, but lose a power level. However, the early level weapons fucking suck forcing you to do more dodging than anything. I also think it's ugly. The animation of the character you play looks off to me. This is a well liked game by many who have played it, but I can't find myself enjoying it even with the Game Genie codes enabled (which don't even seem to work consistently).
Little Samson - Why Taito hasn't re-released this game in any capactiy is baffling to me. This is probably one of the best non-Nintendo games on the NES. I haven't played much, because I want to properly sit down and play through the game, but I've played through the first bit that gives you a sample of all 4 characters that you'll be able to swap to throughout the game, and these controls and game design are really good. The sound, music, and graphics are all fantastic, as well. The hook to this game is that all 4 characters play differently and have strenghts and weaknesses and some are better used in some areas. You can swap characters at any time, kinda like how you can swap abilities in the Mega Man games, but unlike Mega Man, you have access to all 4 the whole game after the introductory period. Little Samson may not be worth the nearly 3k the cart alone is fetching for, but it is a top notch NES game. Totally worth buying an NES everdrive or repro cart. Only problem I have is that it uses password saves to track progress.
Mach Rider - I'm a sucker for Mach Rider. The best comparison I have is Hang-On except in a Mad Max wasteland, with a course creator, something that Nitendo also used for Excitebike. I love the Mach Rider theme. The gameplay took me a bit to get used to, but once I had it figured out, the game becomes a lot of fun. There's not a whole lot of substance outside of the course creator, and the graphics are ugly (early NES game and all), some course obsticles are hard to avoid (especially later on), and there's only one tune, but this game holds a special place in my heart. I prefer this to Hang-On, too.
Ninja Gaiden - Ninja Gaiden is really good… until it isn't. There is a LOT of cheap bullshit going on in this game. Poor enemy placement. Enemies constantly spawning off screen. The knockback system that forces numerous insta-deaths, like Castlevania. Bosses are nearly impossible unless you have a special weapon, and you're left to the whims of the pick up system. The shurikens seem to be the most useful, but like Castlevania, you can only carry one special at a time and if you pick up one, it replaces the other, and unlike Castlevania, some items are on timers and once that timer runs out, you no longer have a special. For instance, both Castlevania and Ninja Gaiden have an item that freezes everything in place for a moment. In Castlevania, it lasts a couple seconds and you can use it again as long as you have hearts. In Ninja Gaiden, it's one time use and it's used the second you pick it up. I'm not a fan of the wall clinging system, either. Be nice if you could just climb or if your jumps got more air. It's fine in the first level, but later levels it becomes a hindrance and a way to pad out the length of the game. There also seems to be a delay after you do something. I feel like jumping and then turning around to deal with a foe quickly coming from behind is janky as fuck, sometimes I can quickly turn around, other times, I can't. The ninja's jump feels like shit. Attacking mid-air is inconsistent. This game feels difficult because of poor design, not because it was hard. The game can play fast if you know how do deal with the bullshit and avoid the useless items, but the game is suuuuper cheap and unfair. Also, levels have checkpoints, but if you die fighting a boss, you go ALL THE WAY BACK TO THE BEGINNING OF THE STAGE, not to the last checkpoint. For a mid-era NES game, this game is kinda ugly, too, though that might be by design. This game is considered a classic. I don't see it. Castlevania is MUCH better. It honestly feels like Tecmo trying to copy Konami's system, but making everything slightly worse. Also, I think the Game Boy Ninja Gaiden game plays better. Also, annoyingly, this version of Ninja Gaiden never got re-released so I can't even take advantage of save states. It got a "re-release on the SNES in trilogy collection and that version also made it's way onto the Ninja Gaiden Xbox reboot as a bonus, and the arcade version is on the Switch, but this NES version is not on anything.
R.C. Pro Am - I dislike isometric racing games like RC Pro Am. I can't tell where I'm going. It requires track memorization than anything, and that is not fun. Graphics and sound are nothing to right home about. I guess it controls fine, but that's not saying much.
Rad Racer - "Racing" game from Square. Mostly known for the 3D included. I don't know if it's the glasses or modern TVs, but the "3D" effect doesn't work. It's supposed to work with red-blue 3D glasses, but it doesn't. It uses a flickering style of 3D where it flickers between the two images. I don't really like the graphics outside of the 3D, either. The graphics are very plain looking. The screen shake effect when you're using turbo is pretty nice. Night track visuals are pretty cool, but the background scrolling is not very good, only half of it scrolls. The music isn't all that catchy, either. Game is kinda like Outrun without the branching paths. You have to make it through checkpoints before you run our of time. There is no one to race, just the time. There are cars on the road, but that's it. I don't like how your car just pinballs off of other cars. Time limit is FAR too tight, even with the "more time" code enabled. If it wasn't for the 3D, this game wouldn't have any notoriety.
Rad Racer 2 - IMO, a much better game compared to Rad Racer 1. It removes the 3D but the backgrounds have better detail and scrolling. Controls are tighter, and the sense of speed is much better. Also, I love the two music tunes they have in this game. The previous had 3, but none of them were memorable. The two in this game are much more memorable and catchy. Unfortunately, car engine and turbo sound effects are lost when the music is playing. Skidding and crashing sound effects are there, but not the engine. Must have been a tradeoff to make better songs. You still bounce off of cars like a pinball, but you aren't flung as far, making it easier to course correct. Time limit is still tight as hell. I haven't been able to finish any of the tracks. At least it's easier to choose a track. They have an in game cheat instead of forcing you to use Game Genie codes. Rad Racer 2 is not the best game, but it's definitely better than the first game.
Sky Destroyer (Famicom) - This game was only released in Japan. This is an on-rails shooter from Taito that might have been the precursor to After Burner. This plays like a very simple version of After Burner. You fly through the sky, and shoot at incoming planes and try to avoid incoming fire. There is no barrel roll move and no lock-on. You also only get 3 lives and no continues. You do get torpedoes to kill boats. You can also fly right into the water if you want (you lose a life). Because of the limited lives and lack of continues, it's hard to get far. It's not like the game is hard to play, but the shots from the enemy can seem hard to avoid sometimes, because of the weird hitboxes. Sometimes it'll feel like I should have gotten hit and didn't and other times, it feels like I should have avoided it and still got hit. Same goes for shooting enemies down. Just wonky hitboxes. The graphics are fine, but there's very little in the way of variety. It's mostly the same sky and water. The planes all look the same save for a different color. Based on the demo that plays, you eventually see islands but that's it. I did like the details regarding planes that are further away. Sometimes planes will pass behind clouds, and if you shoot down planes that are far away, you can see them careen towards the water instead of just disappearing like they do if you kill them when they're closer. At the end of the afternoon portion, a bomber flies overhead and starts to shoot at you. You can't kill it because the game doesn't let you fly high enough to kill it. Audio is acceptable, there's no annoying sound effects, but the events are very minimal. You mostly only hear your gun and your plane engine. There's only brief music in the menu and the start of a life. There is no in game music. When music is playing at the start of your life, you can't hear any sound effects. Oh… and there's no inverted controls. Up flies you up, instead of down like every other flying game, there are no options to change that. Another weird thing about the game is that there's no Japanese. It's all in English, despite this never getting a release outside of Japan.
Slalom - Skiing game by Rare. This game is on Rare Replay and a bought it before realizing it was a Rare game. It's nothing special. I don't like that I have to press forward on the d-pad to speed up. Makes it too easy to accidentally turn too much. Each time you miss the flag, your skier automatically slows down, and some of the gaps in the flags are minuscule. Other skiers can get in the way of attempting to navigate into the flag gates. Graphics are fine. Decent scaling effects for an NES game, but the mountains all seem to have the same background. Your skier has a big dumpy, though, and when he leans forward to ski faster, he's showing it to the world. Music and sound effects do the job. Nothing memorable.
Star Force - Dull lifeless space SHMUP from Tecmo. Only one upgrade and it only makes you shoot faster. Graphics and sound effects are dull. There's little variation in the level design. It plays well enough, but it's just so uninteresting. I also found an annoying problem with the game when I enabled infinite lives. Every time you die, you don't go back to the beginning of the stage to retry things so you can get familiar with patterns. It LOOKS like it because the spawning location is always the same, but the enemies that you see and the patterns used are completely different. It becomes insanely frustrating to play even though you know that your deaths don't mean anything. Also, there's a super annoying enemy that if you shoot it, it breaks into 4 pieces that descend towards you in a spread motion. If you don't shoot it, it just follows you around until it hits you. These enemies always come in packs, too. It's super annoying. Also, this game is one of those OHK games, where you get hit once and you die. This game is not worth holding onto. I feel like I've given this game too many changes to change my mind.
Street Fighter 2010: The Final Fight - This is the second time I've attempted to play this "Street Fighter" game. I initially bought it because the title was "Street Fighter" and I thought this was the prequel to Street Fighter 2 (this was before I had easy access to the internet, I also thought that Street Fighter Alpha 3 ws the third SF game, not the third of the prequel series). It is supposedly set in the SF universe (somehow) and the main character's name is Ken. First time I had this game, I couldn't figure out what the fuck I was supposed to do. There is no indication as to how you're supposed to play, or that you can climb walls and shit. I gave up and got rid of it. I reacquired the game after I watched a video of a Youtuber named Ryukar who used to focus heavily on Mario Maker content while making obnoxiously difficult levels look easy as pie. He made SF 2010 look MUCH easier and more enjoyable than it definitely seems. The game's combat is janky and unwieldy. You start off pretty weak and have to look around for power ups, but if you take damage, your power level decreases. Enemies in the first level constantly respawn making it difficult to contend with the levels's "boss" enemy who has irratic movement. Even when I made my character invincible, it felt like a pain in the ass because of how the game plays and the constant stream of enemies. Also, the framerate is not consistent, it likes to dip all the time, which does not add to the experience. If you can get used to how the game plays, and avoid taking damage, the game seems like it could be fun.
Super Mario Bros - I've never been a fan of the physics in this game, nor the fact that you can't go back in a level. I grew up with Super Mario World and got more of my Super Mario Bros experience in Super Mario All-Stars. I will never say it's a bad game and I am definitely bad at it, but IMO, it didn't age nearly as well as the other two games did. I respect it for the impact it has had on the industry... but man, this game didn't age nearly as well as the other Mario games.
Super Mario Bros 2 - Anyone who uses Peach is a cheater. Also, tiny Mario is adorable. The graphics are a MASSIVE step up from the first game. Even ignoring the fact that it wasn't supposed to be a Mario game, this was by far the better choice than what became the "Lost Levels" here in the US. This game is good fun. I don't like the screen shifting when you move to a screen above or below you. Each time you move into a different screen, the enemies respawn. You have no idea how much I wish I new about the shortcut in the first level that puts you right behind Birdo when I was younger. I despised the vine climbing section.
Super Mario Bros 3 - Another game ruined by Super Mario All-Stars for me. Where's the fucking title screen music, Nintendo? Where? Otherwise, it's Super Mario Bros 3. Plays really well even today. I like that they show you that you can slide on your butt on slopes. Only problem is the fact that sound effects can interupt the music because of how limited the NES' sound chip is. Not really a game issue, though I feel like better sound choices would have helped. I think the GBA version is the best simply because of the e-reader cards.
Tecmo Bowl - Most will probably state that Tecmo Super Bowl is the better game. They might be right. Tecmo Bowl only has about a dozen teams to choose for, but there are no team names. You can't choose your opponent. You only have 4 plays on offense and defense to choose from. The graphics are fine. Tecmo Super Bowl proved it could be a lot better. And based on videos discussing it, "a lot" is underselling it.
Wrecking Crew - Classic Nintendo puzzle "platformer". You go through increasingly complex levels filled with enemies to avoid and need to destroy everything. There is no time limit, but there fireballs will start to come from the side and become another obsticle in your quest to wreck everything. You can easily screw yourself over if you destroy the wrong ladder, requiring foresight into which order you destroy stuff in. The music can get repetitive as there's only one tune during normal play and it isn't very long before it repeats. There's a bonus level tune, and a start and end level tune, but while playing normal levels, it's the same tune. Luckily, it's a catchy one. Graphics are fine for an early NES game. I'm not much of a puzzle game guy, but Wrecking Crew has a special place in my heart. Shame the Smash Bros level based on it sucks.
Games I'm still working on:
- Legacy of the Wizard
- The Guardian Legend
- Metroid
- Xexyz
- Section Z
- Excitebike
- Bionic Commando