Transformers: Mystery of Comvoy (1985)

ISCO, Takara Tomy

Family Computer · Wii

1.88 from 8 ratings

29 members have it in their collection · 9 backlogged · 5 wish listed

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

Transformers: Comvoy no Nazo is a 2D side-scrolling action platformer developed by ISCO and published by TAKARA for the Nintendo Entertainment System (in Japan only) on Decmber 5, 1986. Set in the first-generation Transformers universe, players control Autobot Ultra Magnus as he storms through various Decepticon strongholds to find the whereabouts of Autobot leader Convoy (known worldwide as Optimus Prime). … Read more
Transformers: Comvoy no Nazo is a 2D side-scrolling action platformer developed by ISCO and published by TAKARA for the Nintendo Entertainment System (in Japan only) on Decmber 5, 1986. Set in the first-generation Transformers universe, players control Autobot Ultra Magnus as he storms through various Decepticon strongholds to find the whereabouts of Autobot leader Convoy (known worldwide as Optimus Prime). Convoy no Nazo consists of nine stages, each ending in a boss battle. Players can move and shoot as well as transform into a more maneuverable vehicle mode. The game is so difficult, most players do not usually pass the first stage. The 9th stage is a maze which, if not completed in precisely the right way, will infinitely loop. Warp Zones can be found by locating Bumblebee in some levels. Read less
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Details

Developers
ISCO, Takara Tomy
Publishers
Takara, Takara Tomy
Genres
Platform, Shooter
Themes
Action, Science fiction
Franchises
Transformers
Series
Transformers

Release dates

  • Dec 05, 1985 (Full Release) (Japan) Family Computer
  • Jun 10, 2008 (Full Release) (Japan) Wii
  • Jun 10, 2008 (Digital Compatibility Release) (Japan) Wii
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Rating distribution

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

scoopings

Review scoopings 3/5 · Dec 20, 2023

Like The Action Elements of Metroid In The Transformers Universe

Preliminary: The Sound is ugly and the gameplay tacky (tho in usual NES style, the arcade-degree responsiveness of the controls was nice for those last second dodges!), here I was, on Stage 4 (out of 10! very doable amount), wondering why I do this to myself ha. The power-ups were sparse, the mechanics sometimes unintuitive, and its reputation very low. …

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Preliminary: The Sound is ugly and the gameplay tacky (tho in usual NES style, the arcade-degree responsiveness of the controls was nice for those last second dodges!), here I was, on Stage 4 (out of 10! very doable amount), wondering why I do this to myself ha. The power-ups were sparse, the mechanics sometimes unintuitive, and its reputation very low. The bosses were lame (so far), the Truck mode was used really poorly, and you lose your power-ups when go to bosses (hate when games do that)... and the music kept repeating and repeating and repeating. Yet here I was... Finishing Stage 6... There was something oddly addicting about the simple bosses (the bosses basically all had a simple attack pattern and the real challenge was dealing with the awkward specific-time-you-should-hit-fire-during-a-jump-to-hit-their-small-weak-spot mechanic)

Look: 7/10 Decent. If I were more into Transformers, I'd probly recognize more of it. Nothing special though. The bosses had that cool look I associate with Transformers, though.

Sound: 6/10 No. Mostly annoying. Not necessarily bad, but not good enough to be repeated that many times. And without some striking jingle at the end to boost it up.

Play: 7/10 Welp, I guess Imma do a full review. Me and platformers ha... I don't find some of the contemporary and later criticism fair: I see some reviews act like it's crazy to require the player to do a certain path through a level in order to complete the game (in an endgame level, no less) yet Mario decidedly did that a lot... also the difficulty and, indeed, a lot of the mechanics and gameplay reminded me of the acclaimed Metroid. I mean, don't get me wrong, the bosses felt lame, the levels where it was the same as a prior one but going backwards felt silly (but sort of Metroid/adventure esque), but some of the criticism felt like it really only happened because it was a tie-in.

(Once I got to Stage 9, I saw how frustrating it was, but again, that could be said about the "puzzle" Mario castles etc. If only the mechanics in this were a bit more solid and not one of those invisible ceilings you bounce off of situations lol, the music a bit less annoying, and the boss mechanics more varied and interesting, this could've been a great game!)

Feel: 8/10 Uff, indeed, a lot of the mechanics introduced in Stage 7 (the icey one) were really frustrating. The honing enemies (pro-tip: the Truck mode helps a lot with them, tho you will quickly have to change out of it), the things jutting suddenly out of the ground with a floor enemy up ahead, etc. Still, though, Metroid did a lot of those antics too.

Attachment: 8/10 Always nice when an action platformer game includes collectibles and different endings. In this case, both: by collecting the Rodimus letters you get the good ending. I, however, didn't even try for that and didn't refer to a guide at all ha. Which is rare for me. I just enjoyed the straightforward, Metroid-style, difficult action fun. That being said, I love that they included that to encourage replayability beyond just high score chasing. Believe it or not, I could see myself returning to this game. It's not some incredible game, but it's a classic-feeling NES platformer that plays like a simpler, more straightforward Metroid. If you enjoy the action platformer elements of Metroid more than the epicness, puzzles, and adventure elements, then this is worth a try. Just be ready for the high difficulty (as to be expected from a Japan-only Famicom game, though) and nothing spectacular--just good. And that's the kind of stuff I enjoy :-p

Completion: Main story, Score: 248,600 Playtime: ~30 mins

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