action-platformer designed to engorge pocket-loads of quarters.
Typical of Tecmo, the game was soon ported to the Nintendo Entertainment System, and
also typical of Tecmo, the home version differed vastly from its arcade counterpart.
Released for the NES in July of 1987, Rygar exchanges the linear, platforming stages of
its quarter-munching doppelganger in favor of an open world, akin to the likes of Metroid.
A Metroidvania adventure before Metroidvania was even a thing!
In ’87, this was a fresh and innovative idea.
Equipped with a yo-yo type weapon called the Diskarmor, Rygar jumps and fights his way
through a vast world of beasts and monstrosities.
The game consists of both side-scrolling and overhead levels, loaded with numerous doors,
oftentimes opening a whole new world to explore.
The open area of Garloz serves as a central hub world in which numerous paths to unexplored
regions can be accessed.
Similar to adventure games such as Metroid, certain areas can’t be reached until the
necessary equipment is in hand.
The grappling hook allows Rygar to climb to otherwise unreachable areas, the pulley lets
Rygar cross crevasses along a rope, while the crossbow can provide the rope which is
required to cross certain voids.
Making mental notes of where to return once the correct item is obtained is a must, similar
to other games within the genre.
Of course, being released in 1987, Rygar was leaps and bounds ahead of its time with its
closest resemblance being the aforementioned Metroid along with the Legend of Zelda and
Goonies II.
But being a precursor to all three of those amazing adventures, Rygar does suffer from
some glaring faults.
Despite a large, open world setting, with area after unexplored area to traverse, inhabited
with numerous carnivorous demons and bosses, Rygar lacks any password or save system.
And Rygar is definitely not a game that you will finish in a single sitting.
Backtracking, memorization, trial and error and grinding are all part of the game.
Wait a minute.
Grinding?
Yes.
There’s actually an experience and level up system in Rygar.
While not intricate by any stretch of the imagination, your character can be powered
up by amassing points by defeating enemies.
While the subscreen doesn’t really offer any clues as to when the next level will be
gained, just keep in mind that more points equals more strength; your stamina and life
all increase when leveling up, with the latter collecting more health units similar to the
heart containers in Zelda.
You also have three different spells which can be used, which are accessed through the
subscreen.
Collecting star vials will increase the power required to cast such magic.
On top of that, with several items eventually harbored within the submenu, it’s easy to
see how much Rygar would’ve benefitted from utilizing a save or password feature.
Rygar can be painfully cryptic, offering extremely vague and ambiguous clues, which wasn’t
all too uncommon for a late ‘80s title.
The game offers no map feature whatsoever, so unless you love to draw, you better have
the memory of an elephant.
The instruction booklet at least included a basic map of Garloz to help you get started,
but combine the lack of an in-game map with a non-existent save feature, and the glaring
question becomes: just how the hell were people supposed to beat this game back in the day?!
Well, back in ’88 I used this invaluable piece of literature.
Loaded with maps and tips, The Official Nintendo Player’s Guide along with Nintendo Power
WAS our internet!
This book was my bible in the late ‘80s and was essential when it came to beating
the most archaic and cryptic titles that the NES had to offer.
This is how I was able to play Rygar.
Well that, and keeping the NES powered on for days!
The graphics in Rygar are simply outstanding, especially for a 1987 game.
Coming from Tecmo, this really shouldn’t be a surprise, but the colorful landscapes
and backdrops are fairly impressive for its time, and that sun looming in the blood red
sky is a helluva way to start an adventure to show off Rygar’s outstanding aesthetics.
The enemy sprites are also attractive, though many are just palette swaps, but regardless,
the nefarious cast which opposes Rygar perfectly fits the mood of the game, whether masked,
high in the trees or thriving in one of the game’s more forlorn settings.
And with an absolutely gorgeous, 8-bit world, the soundtrack surely compliments these environments
with justice, right?
Oh yeah.
While some of the tracks are hit or miss, the majority of the music on Rygar is exceptional,
and even plays a familiar tune when visiting one of the many hermits hidden throughout
the game.
I knew it!
Rygar is a fantastic game, buuuuut, hasn’t exactly aged well.
Since I played this game when it was fairly new, I definitely appreciate it for what it
had to offer, despite lacking what its peers had.
Metroid, Zelda and Goonies II—all three of which I had played months before Rygar—all
offered save or password features.
This is a deal-breaker.
While I do highly recommend Rygar, I do so with a caveat.
Emulate it.
Play it with save states.
The game is best enjoyed when you can stop and go as you wish, not when you’re shackled
to an 8-bit machine until completion (cough, Super Mario 3).
Now luckily, for collectors and hardcore purists, Rygar isn’t expensive at all, so definitely
add it to your collection.
Unfortunately, only the arcade version is available on the Wii Virtual Console, so again,
I stress emulation, or pop the cart into your Retron 5.
I advise anyone who enjoys action/adventure/exploration games or Metroidvania titles to revisit the
genre’s roots; if only to fully appreciate what Rygar has done for video games.
Experience this often overshadowed gem for yourself.