The Wing of Madoola (1986)

SUNSOFT

Family Computer · Nintendo 3DS

3.00 from 6 ratings

22 members have it in their collection · 8 backlogged · 7 wish listed

How long? Main story 2h (from 1 logged playthrough)

This side-scrolling action RPG game for the Nintendo Famicom was only released in Japan. Developed by Sunsoft in 1986, it stars the female protagonist Lucia.
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Details

Developers
SUNSOFT
Publishers
SUNSOFT
Genres
Platform
Themes
Fantasy

Release dates

  • Dec 18, 1986 (Full Release) (Japan) Family Computer
  • Jan 30, 2013 (Full Release) (Japan) Nintendo 3DS

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Rating distribution

5 stars
1
4 stars
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3 stars
3
2 stars
2
1 star
0
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Community All Reviews Statuses

scoopings

Review scoopings 5/5 · Jan 4, 2024

Excellent NES RPG-Infused Platformer--Tough But Balanced And Fun

Preliminary: I love the concept of this, RPG-infused platformer, perfect. A bit nervous because there are lot of documented glitches and bugs, and also the password/continue system wasn't even mentioned in the documentation smh. Savestates it is, then! Not every game can be a Castlevania with a flawless Continue system, with levels built around it, I suppose :-p I love …

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Preliminary: I love the concept of this, RPG-infused platformer, perfect. A bit nervous because there are lot of documented glitches and bugs, and also the password/continue system wasn't even mentioned in the documentation smh. Savestates it is, then! Not every game can be a Castlevania with a flawless Continue system, with levels built around it, I suppose :-p I love her, though, and am likely to give this a full playthrough knowing my history with platformers and action-adventures heh

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Look: 8/10 Nothing spectacular but also great NES pixel sprite vibe. Good enemy sprites too.

Sound: 8/10 Again, nothing spectacular but never got old and I'd often bop to it.

Play: 9/10 I'm never a big fan of continuously spawning enemies, like I'd get a good vantage point with a ladder kill an enemy and there was no point cuz another enemy would instantly spawn and be there... But I do love platformers with upgradable equipment! And a level system no less! And lol that first boss was a joke! I assume the difficulty spikes a lot though. At least the doors/items-to-get were quite obvious so far. Grateful for that ha. Those darn purple things in the 2nd stage were a real buzzkill though. It's like Metroids but worse. And they just keep spawning. Luckily the StrategyWiki told me the stategy of crouching and attacking. Then basically when I'd get a moment I'd move a little further or jump across the gap or whatever then go right back to crouch and spam attack lol. (Ohhhh and even better pro-tip: yes duck down, but then let them all accumulate above you they wont hurt you as long as you're crouching, then attack them all at once so they die/spawn at once)

Yay for being able to Metroid/Lode Runner fall! I love when platformers don't have a death-if-fall-a-long-distance factor. On Stage 6, I've already seen several of the bugs/clunkinesses. Namely enemies stuck in the door you have to go through ha. Luckily the StrategyWiki informed me you can just leave the screen so it despawns/respawns. But lol these bosses have been a joke so far. I love how the StrategyWiki wrote so much about the Stage 4 boss and I just charged up, stopped right in front of it (I'm fresh off Deadly Towers, so maybe my responsiveness is super high) and just spam attacked while it was frozen. Dead. No magic weapons used. The regular enemies are the challenge so far... But there are 16 stages so we shall see if this is another Doraemon/Deadly Towers situation where I start out loving it and it goes downhill from there :-p

Why do all these early NES games have to have annoying Bat enemies? :-p But still enjoying it so far. Haven't had to exploit savestates, let alone something like Invincibility like I had to with Deadly Towers.

Feel: 9/10 I was getting unsure about the Sound, seemed repetitive tho I noticed a different tune whether outside or in a dungeon area, but then the Stage 5 jam came on. And my head was a-bobbin'. I am very glad there's no time limit factor in this, not only can I bob my head to the occasional good jingle, but also I can run into deadend after deadend haha.

Ugh gross that the boss regenerated his HP when he left the screen. Seems like a glitch but maybe on purpose? The bosses are definitely getting harder at Stage 7 and on, which makes sense. Also seems glitchy with spawning some of the bosses too.

Lol cute easter egg with the chick/cat tho. For all its clunkiness and glitchiness, I love how responsive the controls are. NES truly brought arcade expectations to the house. Like I was able to quickly switch the Flame Sword when I realized my regular sword wasn't enough for Stage 9 boss and still jump over it charging at me and start getting it with the projectile effect of the Flame Sword. And I love how controllable the jump is, press for longer for more air etc it felt smoother than Metroid, and that was even with a bunch of the Boot upgrades. Now if only you could jump-then-grab onto ladders.

Attachment: 9/10 Omg... a "bossfight" of the annoying frog jumping things... and I have to kill 50 of them. Here goes nothing haha. Welp, got through it. And after the first night/play session, I got to Stage 11 of 16. I would finish it all in one setting (that's a good sign!) but it's 9:40 and Michael got home so it's chill out and movie time. I hope I enjoy this tomorrow as much as I did tonight! I'm excited to have a difficult NES game that, so far, fingers crossed, doesn't let its difficulty completely take over the game. Tho it's seeming to go that way... if that ends up being the case, at least they save it for the last few levels to provide a challenge for those really good gamers. Instead of having the whole towers segment brutally hard like in Deadly Towers heh.

Welp it's the next day and I'm on these difficult levels. Thank goodness for the StrategyWiki map. (and savestates). As it is, I'm still fully enjoying the game. The upgrades to my speed and jumps mean I can dart it to a door when the pesky enemies are swarming me. No better feeling than just barely making it in a situation like that. My main pro-tip is: jumping over enemies is your friend. Running from them too. And always keep in mind your MP is restored after a stage. And there are often "Springs" to full heal you in levels. I feel like these levels are crafted as well as Castlevania levels in providing what you need to beat them (if you have a map or knowledge of where things are), while still being a challenge.

Uff I got very lost in Stage 14, but found my way through. But oooo now I'm on the final stage and gonna get the Wing of Madoola to, gasp, be able to fly?! But ah! Omg I did it! enter image description here That last boss was tough but thanks to the StrategyWiki getting me all the upgrades to have 5000 health etc, I ended with plenty of health and MP (you need at least 1000 MP to finish the game after the boss). Well, plus their strategy (stand in the center of the platform with the final boss and jump up to hit him preferably with Flame Sword, if you have the Boots upgrades don't attack at the top of your jump you'll get the timing right, eventually it just devolved into me jumping and attacking and ignoring getting hit by the fireballs but best to avoid those haha). Wow I feel so proud of myself. I didn't even have to use a savestate for the final boss! Tough game for sure but doable and well-made imo. Cheesy ending but I love that it's the femme character saving the prince, rather than the usual reverse from this era. Yay! Great game! To me this is like the better Metroid? I dunno. Just personal opinion, and a nice surprise.

Completion: Main Story Playtime: 2h 15m

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