Shootin’ at the walls of heartache! Bang! Bang!
Meet Nicol. He’s a 14 year-old boy genius that’s invented a new interdimensional transporter with the help of his girlfriend, Stella. This breakthrough attracts the attention of Gyumao, an evil alien cow demon (don’t look at me like that, it’s in the manual) from the Dairasu star system. Viewing the transporter as a potential means of galactic conquest, Gyumao sends biomonsters to steal it and kidnap Stella so that he can use her as leverage to extort Nicol into revealing the device’s secrets. What he didn’t count on is that Nicol is not just your everyday warrior. He’s a love warrior, dammit. That’s totally better.
Unlike so many of the games I cover, Ai Senshi Nicol (“Love Warrior Nicol”) can’t claim any sort of storied development history or lingering impact on the hobby. This 1987 Famicom Disk System exclusive simply came and went. Don’t mistake its one-off status as a reflection of its quality, however. It’s titles like this one, Arumana no Kiseki, and Bio Miracle Bokutte Upa that made Konami the FDS’s undisputed third party MVP.
Colorful backgrounds, charming spritework, and jaunty music all unite to make a strong first impression. Nicol’s bulky ray gun, skin-tight body suit, and goofy alien adversaries evoke a swashbuckling retro ’50s sci-fi vibe that I really dig. The bright, cartoony visuals are similar to those of King Kong 2: Ikari no Megaton Punch, Esper Dream, and other overhead-view Konami games of the period. They stand in stark contrast to the grittier ones seen in their popular side-scrollers like Contra and Castlevania. I find this early diversity in house styles fascinating, since it was mostly the side-scrolling titles that were chosen to receive NES localizations and consequently came to define the company’s 8-bit aesthetic for so many gamers outside Japan. Digging into the Famicom side of things feels a bit like unearthing a whole new cute Konami I never knew existed.
Nicol’s search for Stella plays out over seven sprawling overhead levels. Each holds three giant diamonds (parts of the stolen transporter, supposedly) that Nicol must locate and destroy before he can move on to the next world. Some of the diamonds are guarded by boss monsters. Others are laying around unguarded in out-of-the-way spots and finding them is the only real challenge. Consisting of a few dozen interconnected screens apiece at most, the levels in Ai Senshi Nicol are large enough to make exploration interesting and rewarding without requiring players to break out the graph paper and get mapping. Each also has its own unique background graphics and compliment of enemies to fight, although many of the baddies in the later levels are really just tougher versions of ones that came before with some cosmetic alterations.
The action here is very much of the pick-up-and-play variety. Nicol can walk, jump, and fire his gun in eight directions. Beyond that, the only other thing you’ll need to manage are his limited supply of Cosmo Balls, which damage every enemy on-screen and are triggered with the Select button. Try to save them for use against boss monsters. The general flow of the game is similar to the previous year’s King Kong 2 in many ways, albeit far less cryptic and difficult. Nicol benefits from numerous kindnesses that Kong didn’t: More straightforward stage layouts, unlimited continues, a save feature, and, most interestingly, no instant death pits. Taking a spill into a pit will instead see Nicol plunging into a basement of sorts beneath the main stage. He’ll then have to fight his way to a staircase in order to climb back up to where he fell from. Ironically, these basement areas tend to contain some of the most useful hidden items, making Ai Senshi Nicol one of the few platformers ever made where it’s actually in the player’s best interest to fall down every possible hole.
The ongoing hunt for secret power-ups is vital for making your trip through the game as painless as possible. In addition to more Cosmo Balls, you can find Metroid-like energy tanks to expand Nicol’s health bar, permanent boosts to his gun’s power, range, and fire rate, and special clothings items (Astro Wear, Astro Pants, Power Shoes) to enhance his defense and speed. Once you’ve managed to upgrade Nicol’s health and weapon some, the game becomes much easier. Perhaps even a touch too easy. Given that this is a Japanese console game from the mid-’80s, though, many of these key items are invisible until you happen to shoot some seemingly empty corner of the screen. Call it the Druaga Effect. Best practice is to constantly blast away at the air in front of you as you explore. Unfortunately, Nicol’s ray gun doesn’t come equipped with an auto-fire feature, so your thumb is in for quite the workout if you’re not using a turbo controller.
Ai Senshi Nicol isn’t Konami’s best work for the Famicom. As a pure action experience, it’s no match for the sheer intensity of a Contra or Gradius. The need to constantly fire your weapon or risk missing out on useful upgrades also grows tedious very quicky. That said, an undistinguished vintage Konami release is still anything but average and I had a good enough time with this one to play it all the way through twice before sitting down to write this review. The setting and characters are instantly likable, the presentation is top-notch, and the controls are tight and responsive. As an added bonus, all of the game’s text is already in English, making it an ideal import pick. Give this love warrior a chance and I’ll wager he’ll win your heart, too.