Ironsword: Wizards & Warriors II (NES Review)
November 9, 2024 5 Comments
Ironsword: Wizards & Warriors II
Platform: Nintendo Entertainment System
Released December, 1989
Designed by Ste Pickford & Steve Hughes
Developed by Zippo Games via Rare Ltd.
Published by Acclaim
NEVER BEEN RE-RELEASED

Oh, thank heavens that all the good stuff was removed from the first game and all the crap stuff was left in, like sliding-based punishments for platforming f*ck-ups. I was worried this wasn’t a sequel!
Look, I can’t argue that Wizards & Warriors was some kind of amazing platforming adventure. It’s probably one of the worst games I’ve ever given a YES! too. The main criticism was as follows: “Most damning of all is that Wizards & Warriors has one of the most flimsy and unimpactful primary weapons in the history of gaming. A sword so weak that it’s genuinely embarrassing.” That returns for the sequel, and this time, there’s no permanent boomerang-like weapon to supplement it. I suspected the “Dagger of Throwing” single-handedly saved Wizards & Warriors from being flushed into the sewers of gaming history, and Ironsword confirmed that I was mostly right. Hell, I wouldn’t be surprised if that dagger is a big reason why Ironsword sold well enough that it got yet another sequel. The third game, Kuros: Visions of Power was the end of the franchise. I honestly wonder if people who bought Ironsword felt like they got ripped-off when the best part of the first game wasn’t in the second and “noped” out of the franchise for good. Because Ironsword, a game with SWORD right in the title, has the worst sword combat I’ve ever seen in a video game. It’s awful.

The only attack resembling one with any reach is to duck and attack. This allows you to poke at enemies like you’re checking to see if they twitch. This is the only range you get for at least half of every level.
I’d call this “flail-based combat” but that seems far too generous. Flailing implies some sort of striking attack, but almost all your moves stay close within the character sprite box itself. Because of the complete lack of range, your sword is little more than a glorified shield that you have to just wait for enemies to run into. It really, really doesn’t help that most enemies are optimized to work around the sword by circling around you and coming in at you from below, which there’s really no way to defend against. As the game progresses, you can pick up shields and helmets that I assume shrink your collision box, but even late in the game there were enemies that could take an entire life bar down to a sliver or worse from a single hit. But even in instances where they’re coming right at you in a straight line, swinging the sword is ineffective, and there’s never any OOMPH when you actually do successfully land a blow. Oh my God, I figured out the word I’m looking for! “Shoo.” That’s it! Ironsword is shooing-based combat! “Shoo, get away from me, bat! I’m only wearing F*CKING ARMOR!” And by the way, how the hell does a bat flying into a knight’s armored knee do a one shot kill?!

I knew Ironsword was heading to the dump when the second area in the game was a cloud-based trampoline park where you have to hop around to explore. That’s a mid-to-late game trope, not something you can pull out as early as Ironsword does.
By the way, you do get projectiles, but how Ironsword does it is kind of strange. The first four game worlds are divided into two areas, the second of which will always contain a spell that you need to shoot the boss with. Once you have the spell, the projectile can’t be turned off. If you want to use your sword to defend yourself against basic enemies and your magic meter is anywhere but empty, you HAVE to shoot them and waste what can be a precious resource. Disappointingly, none of the four magic spells you pick up feel themed to the stages. They’re just four different types of basic video game peashooters, and you lose them as soon as you beat the boss. There’s apparently a way to trick the game into keeping them, but I never pulled it off, and I was trying to! I also didn’t really care for the projectiles because it didn’t feel like it fit the vibe the game was going for. They’re guns, more or less. This is Wizards & Warriors, right? It doesn’t FEEL like magic. The air one shoots in front of you. The fire one is lobbed in a way that reminded me of a grenade. The best one was probably that fire one, but only because the boss was built specifically for it. I would normally compliment that, but it was hard to take it seriously when it looks like something drawn by a 6 year old with MS Paint.

(blinks) Seriously?
The best thing I can say about Ironsword is that the exploration is fine. The emphasis is kept squarely on locating stuff and plotting your jumps to avoid slopes that cause you to slide and lose progress. In the first half of each world, you have to find some kind of golden doodad to give to an enormous animal, who will give you passage to the second half of the world where the attack spell used to beat the boss is. Along the way, you can find (and buy) keys to open chests, some of which have treasure and some of which have single-use spells that can give you temporary buffs or alternative means of slaying baddies. There’s also permanent upgrades to your sword, shield, and helmet (along with a single movement upgrade that you find in the final level).

This is in the shop in level 2-1. You get what sure seemed to me like the most effective melee weapon in the game barely one-fifth of the way into Ironsword, which means it’s not exciting to find swords afterwards.
The way the upgrades to the sword were scaled didn’t work because the best weapon can be gotten in the first part of the second level. I got this lance-looking thing in from the shop above, the Diamond Sword, that sure felt more effective than the shorter-range swords. The most effective “attack” in the game is jumping into things because, like the first game, you stiffen-up when you jump and hold the sword upright, like you’re skewering enemies. Don’t mistake this for feeling good. It’s got no weight or OOMPH at all. Again, the sword is a glorified shield itself. That’s why having a lance that extends beyond the sprite itself is especially valuable because the best you can hope for is to position yourself in a way where enemies fly into it without having to press the attack button. Attacking is more likely to expose you to damage than sitting still. By the way, I was crushed when I saw that I’d assembled the titular Ironsword after beating the fourth boss, because it meant I had lost the more effective diamond sword. Sure, the Ironsword has the permanent ability to fire, but it was the final level and enemies had an easier time getting through my defenses with the Ironsword than they did the Diamond Sword. What the ever-loving hell were they thinking?

It looks SO FUN in screenshots, but Ironsword isn’t even a tiny bit fun.
Anything else I can say about Ironsword is immediately overridden by how historically terrible the combat is. While the jumping physics and level design, along with all the sliding, might not be everyone’s cup of tea, it does work. But, the combat is the worst, so who cares? The bosses do feel.. large, I guess. I mean, the game ends with you fighting the four LOGOS of the bosses (one at a time, mind you), which are smaller than your sprite, and then the game just ends after you beat the last one. It’s one of the worst last bosses I’ve seen, but the other four bosses are alright, I guess. At least you can shoot them. Too bad the combat along the way is the worst. And the game looks gorgeous, with some of the best sprite work on NES. Who cares though, because the combat is the absolute worst!
And hey, no grinding-up gems to get past toll booths this time. Crying shame that the combat is the worst. Also, and people might disagree, but I think the color-coded keys and treasure chests from the first game were that game’s strongest concepts. They just worked for me and made for an effective primary driver for the entire game, but that’s COMPLETELY gone in the sequel. Doors never require keys, keys only come in one flavor, and keys are ONLY used on chests. There’s no permanent secondary items, an aspect of Wizards & Warriors that made it so weirdly compelling, like the Boots of Force or Feather of Featherfall. How the hell did they maintain the emphasis on exploration while surgically excising almost every exploration element from the original? It’d be an impressive feat if Ironsword wasn’t so f*cking horrendous.

If you’re low on money, you can gamble. I most certainly did not cheat using save states and rewind at any point in this review to build up my loot and make shopping go quicker. Why would you think that? DAMN YOUR ACCUSING EYES!
Everything comes back to the combat, and the ultimate deal breaker was how inconsistent and awful your defensive collision detection is. Ironsword is probably one of the most fascinating games to experience with modern emulation tools, especially rewind. Because there was never any consistency to when I did or didn’t take damage. Enemies that scored one-shot kills in one instance took only a tiny sliver of health the next time from nearly the same angle. HUH? This was constant throughout Ironsword, to the point that I started laughing hysterically at it. It reduces the defensive game of Ironsword into something that feels like real-time Dungeons & Dragons-like probability. Sometimes enemies would hit me in the feet and die, and other times I’d start to blink from damage. WEIRD! But it makes Ironsword a game where you can’t properly gauge risk when you’re dealing with enemies. I assume all this was intentional, but I’m not sure why anyone would make a game that plays like Wizards & Warriors does have combat like this, because it doesn’t make for a fun game! It’s all frustration and no reward.

Believe it or not, that little smiley face is one of the last bosses. I told you that you’re fighting logos!
I’m not sure what the point of Ironsword was. It seems that almost everything that made Wizards & Warriors ultimately work was dropped from the sequel. Wizards & Warriors is sloppy as all hell too, but it had moxie, for lack of a better term. Like the Dagger of Throwing, the Potion of Levitation, and the Feather of Feathered Feathery Feathers were there because the designers were bound and determined to take the abject disaster of a game they built and shove it, kicking and screaming, over the finish line of decency by sheer force of will. That’s ALL gone from Ironsword. It’s everything bad about Wizards & Warriors with none of the good. It’s fascinating! Like someone saw the sales figures of the first game and wanted to convince themselves that the core swordplay and jumping physics were the real reason for the success and not everything else that had to built around that sh*t to make it worthwhile. I’ve never seen a sequel like Ironsword, and that’s a statement that everyone should celebrate.
Verdict: NO!
And yes, I can totally believe it’s not butter. It’s margarine. I know what margarine tastes like.

Great job, Timmy. Keep up the good work.

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