The flame layer flickers, I promise.

Read the full review here.

“Rambo is a game of contradictions.”
– from the full review, which you can read here.

One thing I fail to mention in the full review: The game does have a password option, though it is just as mind-boggling as those other classic NES super-long password systems you remember.

Ah, Rambo. Frankly, maybe it just feels good to check off yet another mediocre action-movie license NES game. Oh, there were so many. This is not among the worst, but neither is it a great game. In fact, I dare suggest that Rambo, especially for 8-bit gaming specifically, forms an excellent case study in how just one or two critical flaws can truly, deeply, devastatingly, unrecoverably ruin a game. In this case, the awkward navigational mechanics, combined with awful introductory scene that only bleeds into other slow-paced unnecessary padding, serves to undercut what is otherwise a solid engine. It may sound shallow to say “Rambo just needed more action, would have been better with a gun at the beginning, and without the boringness, and unlimited ammo,” etc., but it is true. If you doubt it, tell me: Why is Contra so much better than Rambo? Because it definitely is and there are certainly valid reasons why.

I could say more, but I offer a treat instead: A hotlink to Angry Video Game Nerd’s video of his take on Rambo for the NES. Enjoy.

Read The Full Review For: Notes on the controls, specific points of oddity, and a few sharply written critiques.

NES Gameplay Tips for Rambo: Truly, password usage or not, this is not an overwhelmingly difficult game. If needed, just spam all over the early enemies, killing a few thousands bats/snakes/whatever to gain levels. Hoard medicine for healing. Use grenades when the angle offers an indefensible attack. The final boss sucks, as do a few others (those crafty Russian officers!), but, really, you are Rambo, so, whatever.



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