Kid Icarus: Of Myths and Monsters (Game Boy Review)
July 15, 2025 3 Comments
Kid Icarus: Of Myths and Monsters
Platform: Game Boy
First Released November, 1991
Designed by Masafumi Sakashita
Developed by Nintendo and Tose Co., Ltd
UPDATE: Now Available with Switch Online Subscription (Standard)

Déjà vu.
Alright, let’s make this one go quickly. I’m not really THAT interested in the sequel to Kid Icarus. I’m only doing this because of a niggling little voice in my head asking how the f*ck Kid Icarus as a gaming franchise was in the same boat as Metroid to the point that they were basically identical twins for the first, oh, eight years of their existence. I know that’s stating the obvious, but when you lay out the comparisons, it’s actually jaw-dropping.
- Both are Famicom Disk games that debuted in 1986.
- They were developed by the same team. I mean, eventually.
- Both released in the United States in the Summer of 1987.
- Nintendo opted to convert the save systems of the Famicom Disk System versions to a new password back-up system even though they had perfected the battery-backup format for Legend of Zelda (arguably their triplet since it was an FDS game released in 1986 which also debuted in the US in the Summer of 1987, but it had a different development team).
- Both games are among the 40 top-selling games of the NES/Famicom. Metroid ranks #18 at 2.73 million copies while Kid Icarus finished #34 at 1.76 million units sold.
- And both went on to get underwhelming Game Boy sequels made by literally the same lead designer, Masafumi Sakashita that fixed some problems but ended up much more bland than the original, as if they were afraid to experiment too much.

Kiss the memorable enemy sprites of the first game good bye. Myths’ enemy sprites suck. These things look like malicious portable electric fans.
It’s like the Kennedy/Lincoln comparison of Nintendo, only, you know, real. But Metroid went on to be one of the biggest franchises in Nintendo’s lineup while Kid Icarus apparently wandered off into the woods, never to be seen again. Oh, they say it had a game on 3DS but if it had basically no gameplay connection to Kid Icarus, is it really a sequel to Kid Icarus or a completely new game that just uses the name that was suddenly relevant again because Pit was in Super Smash Bros. You know, the famous fighting game franchise directed by the guy who did the Kid Icarus revival? I don’t really care if the 3DS game is good or not (I couldn’t play it without risking a live reenactment of the stoner film Idle Hands) because the actual Kid Icarus is just gone, like StarTropics, Wave Race, or Gyromite or modern stuff like Chibi Robo or Nintendogs. If I had to guess why, I’d say maybe Nintendo just realized Kid Icarus was never that good.

I thought the bosses of Kid Icarus were lame, but I’ll take them over these bosses that are so spongy and repetitive that all five boss battles become boring.
Kid Icarus on Game Boy is a much closer remake of the original than Return of Samus was for Metroid. If there was anything to salvage from Kid Icarus, this was the chance. And there are some improvements. There’s no falling deaths in this game, it controls MUCH better, and there’s also a much greater emphasis on exploration. The hammers that were only good for freeing NPCs to help you fight bosses now can uncover hidden doors. That’s a great idea. Zelda is basically based around how awesome hidden doors are. Well, except the stuff you uncover in Zelda helps you, and some of it is even essential to finishing the game. That’s not true of Kid Icarus GB, where I’m not sure I found a single hidden room that was actually worth seeking out.

The only hidden items of substance are keys that allow you to go back to already-visited rooms. This is another idea that should have been killed on the drawing board. Nearly every major risk/reward factor of the original game didn’t carry-over to the sequel. This isn’t specifically why the game died a miserable death, but the autopsy certainly lists it as contributing factor.
Most, if not all, of the hidden rooms I found offered a hot-spring to refill your life. That would have been swell, but they also added life drops, including hiding them in the fixtures you smash to reveal the doors to the hot springs. So in order to uncover a thing that refills your life, you have to collect things that refill your life. It made me realize how well done the original game’s damage/healing system was and how destructive just adding the ability to find health refills sitting around is. Hell, at one point the game teased that there was a hidden door at the entrance to the level I was on, so I jumped down to the beginning of the stage and found out that the hidden door was, you guessed it, a life refill. Well, that was totally worth starting the level over again.

I was confused at first by the level design, because the wrap-around playfield from the original game returns for the vertical stages, except now the playfield is wider than the screen is, so instead of walking through one edge of the screen and popping out the other side, you now scroll the screen like a cylinder. I never quite adapted to it, either. It was still disorienting right up until I walked through the final door of the final vertical stage.
Kid Icarus: Of Myths and Monsters is one of the strangest cases of a failed sequel I’ve ever seen. It retains the three power-ups (with the same life-based requirements) and the exact level formula of the first game. Three vertical levels and a dungeon, then three side-scrolling stages and a dungeon, then three more vertical stages and a dungeon. The only change to the formula is that the shmup finale is replaced with an actual platforming level that features free-roaming flight. That part certainly works better and the stage is probably the highlight of the game because it’s the only part that doesn’t feel like it’s made by a game designer who keeps checking their watch. Even if, when you stop and think about it, it’s functionally identical to a swimming level in a Mario game. Pump a button to stay buoyant while you navigate tight squeezes. Okay, so you’re shooting arrows instead of fireballs, but it’s the same basic concept.

Whatever. At least the level design is okay here.
But while the finale might be tolerable, at least before you take on the slow, clunky final boss fight, nothing that happens before that final stage is worth anything. NONE of the vertical levels offer the same thrills as the highlights of the NES game’s climbing sequences. It’s not just because the stakes are removed, either. They’re just not that well designed. I thought Kid Icarus had some damn elegant enemy placement, especially considering the nightmarish development cycle. The Game Boy title’s enemies often feel arbitrary. Like “well, we have to put SOMETHING here” without having any logic of how that something relates to the landscape. They also somehow made the moving platforming even slower and more miserable to utilize.

The Grim Reapers are significantly less threatening this time around.
And then there’s the side-scrolling levels, which are a complete disaster because they’re completely spammed with doors to explore. Even if you pretend there are no hidden doors, by the mid-point of the game, Kid Icarus is so completely bloated with shops, enemy chambers, test chambers, arrow upgrades, and assorted other doors that the game has no flow to it at all. When the rooms continuously offer the same stuff, that gets boring. “Just don’t go into the rooms!” But nobody is going to do that. It’s up to the designers to assure that the pace and spacing of their game isn’t interrupted by useless gameplay stoppages. You can’t put that sh*t on players. Even if they had given an actual reason to go inside every single room, I don’t want level design where the main stage has a door every few seconds. The gameplay I’m actually here for isn’t going to be inside them.

This boss looks fantastic, but it’s AWFUL. It pokes its head out for a second or two, then retracts and does the same attack pattern with no variation until one of you dies.
For all of its many, MANY problems, I was never bored with Kid Icarus on the NES, at least until the final stage. Frustrated? Sure. Annoyed? Of course. But never bored. I was SO BORED playing Kid Icarus: Of Myths and Monsters. Even the dungeons were complete letdowns. The only reason I really played the Game Boy game was to experience three more dungeons, but these ones were smaller in scope and much easier to navigate, with no real sense that they’re trying to trick you into getting lost. In the NES game, you might have to climb down a ladder, then fall to the side in order to continue towards the boss. That idea is removed completely. They never even really feel maze-like. They feel slapped-together, because they probably are. Kid Icarus often had the vibe of a game that nobody had confidence in, but this sequel is so much worse because it just doesn’t feel like it comes from a place of inspiration. It feels like Nintendo poking Kid Icarus with a stick to see if it’s really dead, and it is.

It really doesn’t help that, by the time I reached the end, I was killing the Eggplant Wizards in one shot. There’s too many arrow upgrades. What’s really remarkable is those upgrades don’t make the bosses any less spongy. I’m shuddering thinking about “what if I hadn’t gotten those?” I’d probably still be fighting the second and third bosses. Oh, and you’ll note the items work in the dungeons this time.
Now, in fairness, this wasn’t Kid Icarus’ shot at redemption any more than Return of Samus was for Metroid. The redemption would have been an SNES game made by a team that was bound and determined to turn Kid Icarus into a flagship franchise. That’s what Super Metroid was, and that series has been a pretty damn big deal ever since. I said it was unfair, but if I had been a decision maker at Nintendo and had to do a Sophie’s Choice between these two, I’d have chosen Metroid as well. The truth is, Kid Icarus’ vertical gameplay was already topped by Super Mario Bros. 2, and the shooting mechanics with a colorful cast of enemies was topped by Metroid itself, and even the potential for a game based around flying was taken over by Kirby. What really is left for Kid Icarus? The dungeons? That’s what Zelda is for. The humor that the original designer didn’t even want in the first place? Hell, that could be any Nintendo game.

The boss chambers are bigger than the screen. Don’t you just LOVE fighting super-spongy bosses who make the fight last even longer by weaving in and out of the visible playfield. No? Yeah, me neither.
It kind of hit me while making this review that Kid Icarus is just a hodgepodge of gameplay concepts that Nintendo already was building other games heavily around. Everything bad about Kid Icarus WAS improved. It just wasn’t done in a Kid Icarus game. So, my new theory is that Kid Icarus went to video game heaven because it just didn’t offer anything that you couldn’t already get elsewhere from Nintendo. Why put the resources into rescuing a franchise whose core gameplay is already found in more viable titles? The only reason to even try would be if the game’s main reputation is anything but being “the janky one.” But even fans of Kid Icarus will concede that, among famous Nintendo-developed games, it’s “the janky one.” That’s why it died, and that’s why the 3DS game was completely different. Because it kind of had to be, because Kid Icarus as a concept was already dead and forgotten before I was even born. It’s the video game equivalent of an organ donor. Of Myths and Monsters isn’t a sequel. It’s a eulogy for a potential series that died, but in doing so, it might have saved others just by providing a road map of what not to do.
Verdict: NO!
Kid Icarus












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