Fun fact: The small development crews of the late 1980s often handled art, programming and music with only a handful of people. The team behind this cartridge-sized adventure clearly favored arcade-minded design—short, sharp levels and a clear, single-mechanic twist that keeps you coming back for the next quarter (or in our case, the next reset).

RetroGamer84 I am on the beach now. The machine gun is satisfying to hold down, but the ammo meter is already blinking. Classic 8-bit sting: you feel powerful, then immediately realise the economy of bullets matters.

GamerFan I just jumped up onto that broken pier and a crab pops out from beneath a plank. The enemy placement is sometimes very “gotcha” — fair in the arcade sense, but not gentle. I like that when enemies drop power-ups they sometimes give ammo or points; that keeps you hunting every scrap.

RetroGamer84 Speaking of power-ups, the Mega Key mechanic is the real hook. Collect the set points plus a key and Amagon becomes Megagon: bigger jump, stronger punch, and instant stage-clearing confidence. It changes the rhythm from cautious shooter to stompy platformer.

GamerFan Gameplay highlights so far: the transformation, compact level design, and bosses that require pattern learning. They squeeze six levels into this cartridge, and each boss feels like a little exam — once you learn the cadence, it clicks. The sprite work is decent: Megagon’s silhouette hits hard on the TV glare.

RetroGamer84 On the other hand, the jumps are sometimes frustratingly tight. There are platforming sections where misjudging a leap costs you an entire chunk of Mega Points, which immediately takes you out of Megagon form. The game’s difficulty spikes are uneven; a handful of screens feel cheap rather than challenging.

GamerFan Hot tips from the couch:

  • Conserve bullets early — enemies often drop ammo if you take them down from a distance instead of spamming shots.
  • Prioritise collecting mega points and keys in safer areas; do not go for the flashy drop if doing so costs a life.
  • When in Megagon form, trade bullets for punches. The melee reach is generous and preserves ammo for when you are small again.
  • Study boss patterns. These are deliberate; the bosses telegraph attacks if you watch a cycle or two.
  • Keep calm at environmental hazards — spikes and collapsing platforms are the real villains here, not just the monsters.

RetroGamer84 Memorable moment: level three’s cavern is unexpectedly atmospheric. The limited palette makes the water shimmer oddly, and there’s this instant where a skeleton warrior appears behind a stalagmite and you both pause, then dance bullets. It feels almost cinematic for the NES.

GamerFan Another moment: I transformed at the end of level four and the sudden permission to jump higher felt like cheating adulthood—like being allowed to run in the house without reprimand. Then I hit a concealed enemy and lose half my Mega Points. That quick reversal of fortune is vintage arcade design: reward and punishment tightly braided.

RetroGamer84 The bosses are the best parts and the worst. They are memorable: large, with a clear pattern and a satisfying hit flash when you land a correct blow. The final boss, without giving away too many surprises, is an enormous island guardian with multiple phases. In phase one it rockets projectiles in arcs; in phase two it uses sweeping electrical fields that force you to keep moving; finally, it tries to separate you from cover and that’s when Amagon’s limited jump can betray you.

GamerFan Our final-boss run had a proper old-school stretch toward the end: we were low on ammo, my Mega Points were dwindling, and the guardian timed a ground slam just as I leapt. I re-spawned back to normal Amagon and had to switch to a hit-and-run tactic. It’s satisfying when it works, frustrating when one mistake costs the entire transformation. Still, beating it felt earned.

RetroGamer84 Sound and presentation: the soundtrack is terse and efficient. Chiptune leads that loop, and a few drum hits that cut through when you take damage. It is not the most memorable score of the era, but it serves the gameplay — it keeps you moving.

GamerFan Where it could improve: more forgiving platform physics, a steadier distribution of ammo, and perhaps a continues or password system. Playing the whole six-level island in one sitting is doable, but it’s a stretch for players who prefer slower, story-driven progression. Also, the backgrounds get repetitive; variety would have helped the sense of exploration.

RetroGamer84 Verdict conversationally: this is a competent action-platformer with a strong central idea. The Megagon mechanic elevates basic shooting, and the bosses provide real satisfaction. It stumbles in places with awkward jumps and uneven resource distribution, but it is entertaining for short, intense play sessions.

GamerFan If you enjoy arcade-style challenge, clear patterns to master, and an immediate power fantasy when you transform, you will find time with it rewarding. If you prefer gradual progression, deeper exploration, or forgiving platforming, this cartridge will test your patience. Either way, we are plugging the second controller in for another run.

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