Reviews from

in the past


de los mejores juegos de la nes para mi un juego muy largo que facil mente te puede quitar de 5 a 4 horas y la musica es lo mejor.

A great concept and top-notch presentation, especially the soundtrack, but that comes across to me as a veneer for subpar level design and atrocious bosses.

I tried this as a kid and felt like I didn't "get it" and I tried it now and while I can recognize the idea is novel, the game becomes quickly unplayable due to one reason in specific: No way to reposition Sophia once you get out of it! Within my thirty minutes of retrying this game I found myself in a position twice where I was unable to either get back to or get back inside of Sophia due to vehicle placement, which is awful design when she is needed to progress.

Great game. One of the best on NES!

A cool little game that fit's the metroidvania mold. The gimmick of piloting a tank and being able to get out on foot feels very ambitious for it's time. Was unfortunately held back for me by its NES era mean-ness with its enemy placement and level design, and the lack of an in game map makes navigating difficult and confusing. Also it doesn't affect the gameplay at all but I don't know why they made the localization changes they did? An intergalactic war feels like a much more interesting set up than a boy chasing his pet frog.


Has aged as well as most NES games.

(Played using Nintendo Switch Online NES)
This game honestly just sucks. Enemy placements are horrendous, the boss battles aren't fun at all. The controls also suck, the car is slippery and during later sections of the game you climb on walls and at the final area of the game you just ram into spikes that do like a million damage it sucks its terrible. The game stinks don't play it

Played on Nintendo Entertainment System - Nintendo Switch Online, as well as FCE Ultra GX using my modded Wii. Seems like a good enough game, but it didn't hook me like I expected it to, so I will not be returning to this game.

Even though I played this after playing Blaster Master Zero, this game holds up pretty well as a rather ahead of it’s time cross between a Metroid-esque sidescroller and an overhead shooter. Limited continues are annoying, and I wouldn’t blame anyone for using the grenade glitch on some of the bosses, but I still had fun.

Play the Japanese version if you're interested on Kane Gardner, really recommend it. Otherwise play Zero

A Nes classic that has not aged as well as others. The lack of continues really hurts the game and the level design can be frustrating especially with the clunky controls. Many of the doors scattered throughout the levels only exist to waste time which is simply put, a bad design choice. Still a fun game and worth a try.

Con un uso creativo de todo el potencial de visual que le ofrecía el limitado hardware del NES, este increíble título de la subestimada Sunsoft da catedra del diseño de niveles variable así como de alternar entre dos jugabilidades que son dos mundos muy distintos.

Como tanque, Sophia the third tiene un arsenal vastísimo que brinda al jugador un apetitoso abanico de posibilidades para defenderse de los monstruos del sub-suelo además de contar con una movilidad que se siente de ensueño y un mapeado extenso e inter-conectado que no tenía nada que envidiar al mapa del primer metroid.

Y en cuanto a las partes del piloto a pie, si bien el control es algo tosco pone al jugador en segmentos de acción rápida y de sumo cuidado donde la potencia del poder ofensivo de nuestra arma dependerá de lo bien que sorteemos los peligros que rodean nuestro entorno.

Con jefes de ensueño que ponen en práctica nuestros aprendizajes del arsenal variopinto y una música tan ambiental como mítica Blaster Master es sin duda uno de esos títulos que con justa razón han cosechado un nicho de fanáticos, cada vez más creciente gracias a la intervención de Inti Creates con el fantástico reboot (Zero).

Y es que, aun cuando ya hayan jugado los títulos modernos dar un repaso histórico a la aventura original de Jason en busca de su rana Fred es más que obligado, háganse un favor y no se priven de esta joya del pasado.

This review contains spoilers

An early metroidvania with the dumbest child isekai plot you could ever think of and a lack of infinite continues in the western version because videogames back then were simple toys that needed to last long instead of works of art.

Despite the ambition that shines through at first with the vulnerability with which the Sunsoft team portrayed the pilot of the SOPHIA in a manner similar to cinematic platformers, a massive world for NES standards bringing different little environments with a graphical simulation of 3D depht at some points...

Gameplay wise it's just clunky. As one of their first projects it was maybe too ambitious and couldn't be polished properly. Early on, there are some spots where the SOPHIA can get stuck on and you simply need to commit suicide to reset things, even if later when you come through that area with the new powerups, you can get out. Unlike posterior games in the genre like Super Metroid, where you can toggle the weapons on and off: you can fire the special shots when pressing down and the fire button (good luck swimming without wasting it) and near the end of the game the platforming becomes extremely annoying because there's a required improvement to the vehicle where it starts automatically climbing up and down walls, making jumps unnecesarily complicated because you can't turn that off. Metroid II would later improve on this wall-climb ability by making it activate while you are in rolling ball mode.

And well, compared to Metroid or The Guardian Legend for NES, the atmosphere is lacking, and compared to the latter, the story is as minimal as you can get. Because it doesn't have a password system in neither the japanese or the western versions, you also have to beat it in one sitting, forcing you to replay it from scratch whenever you turn it off, which is a sin for a 4 hour metroidvania. I used save states at the start of every area so I could continue later once I got tired, I'm not falling on this archaic trap for kids from the 80s who had nothing better to escape to.

really unique game, but it became very boring to me after area 4

An early metroidvania with a neat use of a vehicle. I liked it as a kid, but I could never beat it. 3 lives, 2 continues (basically 9 lives with a severe punishment for every third death, in modern terms), and the game takes hours to beat, with you starting from the beginning every time. I have to say, the remake, Blaster Master Zero, fixed a lot of what this game did wrong, though I like the original game's music kinda better.

The game that lit my imagination as a child. As horrible as that intro is, it really introduced me to the idea of an adventure.

Quite a confusing labyrinth to go through, the beginning of the game feels really rough cuz you're missing some essential abilities and the bosses are pretty damn hard too.

Not a bad NES game though.

One of the best action games on the NES. Smooth controls, great music, and the levels are well designed for the most part.
I will say tho, there is absolutely no reason to explore. You get the tank upgrades from the bosses, nothing outside of that. Honestly, considering the lack of a map and how annoying some later areas can be sometimes, I'm thankful for this.

this game is so cool! you got a cool little tank thing and the music is so fun. when i was a little kid i saw it had a book at the library and i was so excited but then i remembered i can't read books and i almost forgot to return it because i still wanted to read it

Pretty challenging but it holds up pretty well.

A weird blend of Metroid (including literal Metroids floating around...) and top down running and gunning. The story premise is just as bizarre. Visually it looks fantastic for a NES game, but the somewhat clunky controls and rather repetitive gameplay keep it from true greatness.

I love the music and the animations, but I just couldn't get into the game

Definitely one of the few NES games that is like actually pretty good.

cool game about exploring the underworld to get your asshole pet frog. i dont know why the publishers thought this was far better story than the original one but whatever. like most games of this era, it gets to be a pain in the ass but at least you got kickass music to help you fight through it.


I played this game a lot with my older brother when I was a kid and had fond memories, and I finally revisited it and beat it for myself. I have a lot to say about this game after dwelling on it for a couple days, so get comfy.

Non-gameplay stuff:

The game opens with a short cutscene of a boy named Jason with a pet frog. The frog escapes its enclosure and hops out an open window and towards a crate marked "Radioactive." The frog grows bigger and the ground beneath it caves in. Jason jumps down the hole after the frog and finds an advanced battle tank so he puts on the pilot suit inside and takes off after the frog. This is the extent of story within the game itself, and it's fine enough for setting up the adventure. (Worth noting that the Japanese version has no story cutscene at all and an entirely different plot described in its manual, but that's not the version I played, so that's not what I'm reviewing.)

The music, like almost all of Sunsoft's titles, is back-to-back great tracks. The music fits the area you're in, and sets a good tone for a mostly lighthearted adventure. Sound effect design is similarly on-point.

The sprites and environments look great, I have no complaints in that area. Monster designs are mostly cool, particularly most of the bosses have great screen presence. It's not all good in the graphics department though. When entering a boss room, the entire screen rapidly flashes bright white. I had to cover my eyes during these sequences because flashing lights can trigger migraines for me. At least the flashing happens at set times so it can be prepared for, but that's far from an excuse.

Gameplay stuff:

The gameplay is split into two different styles. You begin the game in the first style, which I will refer to as the overworld. In the overworld you pilot the tank in an open side-scrolling environment where you can explore at your leisure. The tank can jump, shoot its main cannon, and fire sub-weapons. There are three sub-weapons you can select in the pause menu and use by pressing down+shoot, though you must first collect ammo for them. The sub-weapons serve mostly to hit enemies that are otherwise in difficult positions to hit with the main cannon, making them fairly valuable. You can also get out of the tank by pressing Select, which you will need to do periodically throughout the game. On foot you can access some areas the tank cannot reach as well as enter dungeons, which take you to the other style of gameplay, which I'll talk about later.

There's a lot of platforming and plenty of enemies while exploring the overworld, and in similar fashion to games like Metroid, you gradually get upgrades throughout the game that allow you to reach new places and bypass new obstacles. The overworld is split up into 8 zones, each containing a handful of dungeons. One of the dungeons in each zone will contain a boss, and defeating it will reward you with one of the tank upgrades.

Overall I consider this part of the game to be pretty good. The controls are responsive and the tank feels good to drive around. Enemies don't take too much damage to kill and regularly drop health recovery pickups. Most enemies you kill don't respawn until you change zones or enter a dungeon. It's a nice feature that lets you clear out monsters so you can explore and tackle tough jumps unharassed. I mostly enjoyed my time with the overworld.

That said, it is not without some flaws. There are two major things here I take issue with: First, the game gives you zero indication or hints on where to go. This is not a unique problem for an exploration heavy NES game, but it is no less frustrating to deal with. Some of the zones are easy to get lost in while looking for the boss dungeon or the door to the next zone. This problem is made worse by the fact that several times you have to backtrack to previous zones to find the entrance to the next zone.

The second major issue tied to one of the upgrades for the tank. You get a hover module that gives you limited flight that controls akin to a jetpack. The hover upgrade is required to reach a few mandatory areas but has limited fuel that does not recharge on its own. This means you need to find and collect fuel pickups that only drop off certain enemies or show up in dungeons. It is very frustrating having to leave to go collect fuel if you happen to run out at a crucial time, and in general it means you don't get to use the flight as freely as you'd probably want. Later overworld exploration would be considerably better if the jets either slowly recharged, or if the fuel pickups were more readily available.

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The second gameplay style occurs when you enter a dungeon and I'm going to say this upfront: these top-down segments end up being the bulk of the game and they range from almost tolerable to completely miserable. Once inside, the game switches to a top-down view and you must fight a variety of different enemies as you explore it. At your disposal is a gun and hand grenades, used with B and A respectively. The gun fires in the four cardinal directions and you can collect up to 8 upgrade pickups that power up its range, damage, and every few levels change the pattern of its shots. The grenades are thrown a short distance and explode on the ground, causing large amounts of damage but requiring careful spacing to use. Also within the dungeons are breakable blocks, some of which contain pickups, but most of which don't.

I...don't have much positive to say about these segments. Much like in the overworld, enemies remain dead until you leave the dungeon, with some rare exceptions, so that's a plus. The boss designs are neat but I said that before. Some of the tile sets are cool. I've already run out of nice things to say, so now it's time for the bad.

Your character sprite and hitbox are pretty large and you don't move super fast. Sometimes this leads to taking damage that feels nearly unavoidable, especially during some boss fights. Taking damage lowers the upgrade level of your gun by one, making it a frustrating tug-of-war to keep your gun at high levels. The last couple levels of gun upgrade change your shots to fire in a wave pattern, which can be useful for hitting enemies without needing to line up with them, but makes fighting in tighter spaces difficult, and sometimes the shots just outright miss the enemies. Dungeons that don't have a boss at the end only offer pickups and for the most part end up being a waste of time unless you're desperate for supplies.

The difficulty of the dungeons is overall not too bad, with the exception of the bosses. The boss fights that await you in progress dungeons range from trivial to completely asinine hard, with only one I considered a good middle-ground that was actually fun to fight. If you run out of lives and have to continue, you are sent back to the entrance of the overworld zone with no sub-weapon ammo and must make your way back to the dungeon. If you run out of continues, you must start the whole game over again. While there is a secret input on the title screen that lets you continue after a game over, I am considering that another negative point. Instead of putting that secret in, the game should just have unlimited continues.

Ultimately, the sad part of this game is that the overworld that I actually enjoy the gameplay of feels like it only serves to ferry you between the dungeons. There are no boss fights or any real goals to accomplish in the overworld other than "reach the next awful top-down segment." The concept of an exploration game having two completely different gameplay styles is a neat novelty for the time that I really wish was better, but its implementation leaves so much to be desired.

Do I recommend this?

No. The more I think about it, the more disappointed I am with the experience. If you have nostalgia for this game as I did, I advise you to just keep your rose tinted glasses intact and appreciate the memory you have of it. If you REALLY like "metroidvania" style games and feel the need to play this anyway, I suppose you could do worse, but there's no shortage of better offerings out there.

Your Frog gets lost, then you kill it in Stage 4. Then you kill it again in Stage 7. Then he appears in the Ending. I don't get it but the game is good

Play the Japanese version, the U.S. version's limited continues are an annoying change. It's a fun metroidvania though I wish your upgrades had a greater effect (aside from Wall 2 which just makes the final area super frustrating) and it was easier to find hover and gun pickups.

The first time I got to Area 6 as a kid, I knew I could not stop until I finished this game because the soundtrack was too good to not be fully appreciated.