
G.I. Joe (1991-)
Developer: KID
Publisher: Taxan
Genre: Action
Composer: Nobuyuki Shioda, Yūsuke Takahama
G.I. Joe for the NES was developed by KID (Kindle Imagine Develop) and released in 1991, published by Taxan in North America. Built specifically for Nintendo’s 8-bit hardware, it never saw official ports to other systems and has not had an authorized modern reissue, which lends the cartridge a bit of cult status among fans of late-era NES action games. The game drew on Hasbro’s long-running toyline and the animated series and comics, using familiar characters, logos, and enemy factions to anchor it in the broader brand universe without requiring prior knowledge.
The structure is a mission-based side-scrolling action game in which you assemble a three-member squad from a roster of Joes, then infiltrate Cobra facilities across deserts, jungles, cities, and arctic bases. Each character has distinct strengths—weapon type, range, agility, and special moves—and you can switch between them on the fly to handle different obstacles and enemy patterns. Stages mix forward momentum with light exploration: you plant charges on key installations, hunt for hidden items that power up weapons and health, and complete objectives before tackling a boss. It’s snappy, varied, and tuned to reward mastering character matchups as much as raw reflexes.
Stylistically, it leans into a pulpy military adventure vibe. Sprites are large and readable, background tiles are cleanly themed to each operation, and explosions and projectiles have that satisfying NES punch. The music pushes a steady, martial energy—short, driving melodies with insistent percussion and triumphant interval leaps that signal mission beats and boss encounters—while sound effects keep feedback crisp for jumps, shots, and damage. The overall presentation complements the license without overcomplicating the visuals or audio, keeping the focus on fast, readable action.
There was no earlier installment on the NES to serve as a prequel, but KID followed up with a direct sequel, G.I. Joe: The Atlantis Factor, in 1992, which shifted publishers to Capcom after Taxan’s exit and leaned into a more methodical, mission-hub progression. The original game was promoted through magazine advertisements, tips features, and coverage alongside the toyline’s seasonal pushes, with screenshots highlighting the multiple playable heroes and squad-switching hook. Contemporary reception was generally favorable for its character variety, brisk pacing, and faithful use of the license, with some critics noting a stiff challenge curve and a reliance on memorizing enemy placements; over time it has come to be regarded as one of the stronger late-period NES tie-ins and a solid run-and-gun in its own right.
Images from MobyGames
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