Reviews from

in the past


Strider was a rare example of these multi-version releases of games that where both ended up being decent. It's not as visually impressive as the Arcade variant of course, but it still looks decent, and the combat is just a bit more toned down and akin to Castlevania.

Good idea hindered by bad execution and awful programming. This game feels like it's held together with chewing gum.

I got filtered by the "triangle jump" here, which is the method used to walljump. It's almost impossible to use 100% of the time, which makes platforming ridiculously hard. It's a shame, because unlike the Genesis version this game has somewhat of a story to it, and a better soundtrack, but it's just your run of the mill NES platformer that is plagued with slowdown.

This is my first NES game on an NES Console, so I'm legally allowed to say this game is actually suprisingly fun. Not as good as the Genesis version, but nothing is better than the Genesis version


A shame these older Strider games have such crappy programming (I applaud anyone who can master the wall jump in this Micronics tier NES game sloppiness) because they have some interesting ambitions narratively. You could say it's because the game is also very ambitious gameplay wise due to its metroidvania nature, but they didn't need to do a Super Pitfall-esque huge level which is stored in memory but fails to be smooth when Capcom already made the NES Captain Commando which also was very ambitious for its time.

It's also ridiculous this NES game drops the fact you are trying to rescue your sister when even the crappy Sega Genesis Strider II remembered that at the end


This game was coded by a five year old

This could've been a fantastic game if it had been properly finished. As it stands, it's absolutely loaded with weird bugs and glitches, questionable collision detection, a poor translation even by late 80s Capcom standards, and the triangle jump maneuver you need for certain portions of the game is ridiculously tricky to pull off without a turbo controller.

I really get the feeling that Capcom USA wanted to get this out to ride on the popularity of the arcade game, and just didn't give the Japanese branch time to actually put on the finishing touches this game desperately needed

CAPCATHON, GAME 7: Strider (1989; NES)

Strider on NES was, just like its "sibling" in the arcades, born out of the meeting from artist group Moto Kikaku and Capcom. Together, they formulated a basic storyline, along with outlines for the main characters and the type of world they'd inhabit; all of those elements would be featured in Hiryu's debut manga.
While the arcade game would deviate from the agreed upon storyline in order to better focus on on the action and level design, the NES games adhered to it quite strictly. The resulting game is certainly ambitious and epic in scope, but it ultimately falls flat compared to its sister game.

To start with the positives: a lot of the game's pixel art is really well done. I was really impressed by the Zain Terminals' coloring and shading, and all the levels are fairly colorful and diverse. The title screen and the Striders' base are also standouts. I also thought some of the bosses, such as the spinning ninja and Matic, had simple but interesting strategies to figure out. The feeling of gaining new equipment, moves, or "tricks" kept me motivated and moving forward.

Unfortunately, the biggest complaint I have with the game is apparent from the first few minutes of play: the collision detection. Hiryu will wobble all over the place while going up slopes, refuse to climb platforms he can easily reach, and worst of all, make the dreaded "triangle jump" (a fancy name for a wall jump), a technique mandatory to perform, impossible to do on a consistent basis. Even basic platforming feels stilted and unresponsive, which is baffling considering that, unlike in the arcade Strider, Hiryu does have mid-air control.

Enemy collision feels horrible too: most enemies have no knockback, but poor Hiryu has next to no invincibility frames, leading to total health loss in a matter of seconds. It doesn't help that there are no lives- when Hiryu dies, the game boots back to the title screen.

Level designs feel boring and repetitive, often overusing the transport tubes gimmick to get Hiryu around. Spikes and other hazards are hard to avoid because of the aforementioned controls problems. The music helps make them more bearable, but all of it is pretty forgettable in the end.

The story the game tries to tell is interesting, but only when viewed as a recap on supplementary sites, because it is presented in slightly broken English and either on plain black screens or using the Striders' computer screen as a "speech bubble." Also, unlike the manga, there is no real attachment to the characters in the story, as they haven't really been explored in any meaningful way, like in an RPG.

Strider on NES tried to be something greater than a fun platformer, but it collapses under the weight of its ambitions. It's unfortunate, but I really can't recommend this one.