Reviews from

in the past


Went in there lookin for my frog and I came out with my frog AND a really hot chick hell yeah that's what I'm talkin about

me enjoying this pretty fun if very easy 2d platformer: oh god please dont let there be another half a dozen slow boring 3d sections we've had these 4 areas straight

inti creates in the kitchen:

Super fun combination of a very lite Metroidvania and a top down Zelda. Strongest rumble of all time. Maybe a little long for its own good and the Metroid stuff doesn’t feel fleshed out appropriately (like it should have more or less Metroid, but not this half-measured amount). In the realm of Shovel Knighty revivals and Inti Creates games, this is a good one.

Fairly good remake/reimagining with some questionable design decisions here and there. I've never really liked when games do the whole multiple endings thing unless it's like a visual novel or something, and here it's especially annoying since you have to get all the items to unlock it. The sequels definitely do a better job at this.

I'll say this though, no other game has used the HD rumble of the Switch better than this game. It genuinely adds a lot to it.

I'm in a weird boat playing this. While I love the original Blaster Master on the NES, I enjoy it because it's a condensed, bite-sized experience. Its short length gives its level design more to do and makes me feel like I'm actually exploring a robust area ala Metroid with way better controls than Metroid 1.

Zero expanding on Blaster Master should be a great experience for me on paper, but it does NOTHING ELSE. Sure, there's new toys to play with, but only a few like the mortar shot and the homing missiles felt useful unlike the NES game where I found uses for every sub weapon. The controls still feel great for Sophia but Jason still suuuuuuucks.

Let's talk level design. There's a way bigger map to go around, but this does the game no favors. So much of the game is empty space or very simple platforming that it gets boring and mundane quickly. While there are some interesting mobility options that should lend itself to better level design in a perfect world, they're never used in clever ways aside from progress gates and an actually interesting stealth section in Area 7. Area 5 is dreadful though, you go through your weak as balls pilot through a water level with huge enemies and worse level design than usual. It's more tolerable when you get your water mobility upgrade, but bogging down your speed that badly was unnecessary. I do really enjoy Area 1 though even if it's just a promise of what the game could have been with it being a singular area with different branching paths.
Jason's level design is literally nothing most of the time. Just walk in plain corridors and fire your gun. That's all. When the level design is "spiced" up, the designers seem to have an unhealthy fixation on making you wait. A lot. Waiting for water to rush by, waiting for platforms to get to you, wait for a hazard to go away, a bunch of waiting. The worst part of this is simply that Jason is slow as molasses and can only aim in four cardinal directions without walking so everything feels way too stiff and awkward in what's bad to Baby's First Game level design.

The bosses are...there. The Sophia ones are obviously more interesting just from being in a better control scheme, but they're only just okay unless you wanna see the Area 7 boss shredded by a giant laser. Same goes for Jason's bosses, they exist. There's some decent puzzles you can do, but on the whole they're not good. The final boss specifically is both the best and worst Jason boss, he can drain your health way too quickly to react to but he also has the most robust attacks out of any boss. One step forward, two steps back.

The aesthetics are wonderful, killer combo of the usual Inti aesthetic with some really REALLY good pixel graphics. The Jason sections in Area 5 are gorgeous with the ability to see the water's reflection shining upon you and the shadows casting down from the areas above you. It lends itself to a really cool moment when the Area boss shows up out of nowhere and spears a humpback whale and you're treated to the blood pouring down around you as it flies off to the boss room. I really wish there were more moments like that. I also wish the aesthetics in the Sophia sections were more robust as well, aside from Area 8 I can't really think of any levels aesthetically that popped out aside from simply being in the killer art style.
The music is nice too, although most of it isn't very memorable. My favorite track is the remix of the original Blaster Master's Area 1 you hear in Area 1, it's a great remix that made me pumped to play this game.

The story, uh...it's there? I don't really care about the characters at all, they're given nothing to do aside from just talk about helping each other and killing mutants. I don't get a feel for who these characters are aside from The Good Guys. Eve is more interesting just from having a cool background (and the standard ending being brutal to her, ouch) but Jason is very VERY uninteresting. I guess the novelty of trying to save a frog for the plot could be funny, but I'd have preferred no story over barely a story. Seriously, who ARE these people???

I'd recommend this only if you really REALLY like Blaster Master on the NES or if you can tolerate bland level design and bad top down sections for having fun with Sophia's controls. On the whole, I did not enjoy my time and man I hope the sequel lives up to the expectations I had for this game.


BM0 is, like Shovel Knight, a great "how I imagine retro games were" game. This genre is a lot more fun than actually recreating a proper NES game.

They even nailed the bad localization part.

Feels weird giving this a (slightly) worse score than the original considering its so much more playable, but the last few levels were kind of a pain/bore and every time I died from a small jump outside the tank I felt like I was going to lose my mind. The rest is excellent thought l its a nearly spot on remake of the original with some nice extras to boot. Might have appreciated it more if I waited to play it, but good nonetheless. Excited for the next two to have the room to differentiate a bit more.

Blaster Master Zero é um remake do primeiro Blaster Master de NES. Inicialmente eu esperava um jogo de NES bem simples com vibes de megaman, e isso seria o suficiente. Mas ele me surpreendeu bastante com mecânicas bem únicas e estrutura criativa, especialmente considerado o padrão dá época.

Blaster Master Zero é um jogo de plataforma, ação e exploração. Estruturalmente, ele é meio que um proto-metroidvania. Ele não chega a ser um, mas tem alguns elementos como habilidades novas que liberam áreas novas e backtracking. Acontece que cada área tem uma estrutura mais linear, se assemelhando a uma fase normal de um jogo side-scrolling de ação.

O que torna esse jogo único e interessante é a variedade que ele apresenta na sua gameplay. Inicialmente você começa jogando com um tanque de guerra, você tem bastante mobilidade, tiros poderosos, é resistente. Só que, eventualmente, você descobre que é possível deixar o tanque e jogar apenas com o piloto, que é muito mais frágil e fraco do que o tanque, porém ele tem algumas vantagens, como o seu tamanho. Então alguns lugares só são possíveis de acessar com o piloto. Só essa dinâmica já seria interessante o suficiente, mas o jogo tem um outro twist interessante.

Além das sequências side-scroller com o tanque, tem dungeons espalhadas no mapa em que você joga apenas com o piloto e são em uma câmera vista de cima. Essas sequências são um dungeon crawler em que você tem que explorar, derrotar inimigos e coletar itens. A combinação de um jogo side-scroller de ação/exploração com um dungeon crawler é algo bem criativo e ambicioso pra um jogo de NES e me surpreendeu bastante.

Um pequeno problema é o quão simples e fáceis são a maioria dos chefes e inimigos. Alguns são divertidos, mesmo não sendo super profundos, mas boa parte deles se resume a spammar tiros e pronto. As armas são meio mal balanceadas e tem umas BEM quebradas. É meio que compreensível que sendo um remake de um jogo de NES os inimigos tenham padrões simples e não tenham muita profundidade, porém era algo que podia ser melhorado.

Eu também acho que o jogo se alongou um pouco demais. Ele tem um loop de gameplay bem variado, mas eu demorei cerca de 10 horas pra terminar e no final eu já tava sentindo um pouco de cansaço. Apesar de criativo e variado, ainda é um jogo extremamente simples, então não senti que ele variou o suficiente pra me manter entretida por 10h.

Dito tudo isso, Blaster Master Zero é um jogo bem divertido e confortável de jogar. Não tem grandes desafios e nem é super profundo mas se você curte a simplicidade de um jogo de NES e jogos de exploração e plataforma, é uma recomendação bem fácil.

This was our first time with any Blaster Master game, and damn, what a good time. Your tank on wheels controls like a dream, and the on-foot fighting felt better than we expected, especially when we had the opportunity to tote around the Wave Beam! Short but sweet. Can't wait to play the follow-ups.

How can you expect me to want to play as someone named Jason Frudnick?

Blaster Master Zero is a decent game. But that's all it really is. The format of having both top down and sidescrolling sections is what makes the series unique but this game suffers in particular by having the top down sections be fairly boring due to the overreliance on the Wave/Level 10 gun. It is the answer to literally every problem in the game and it should have been balanced much better. Additionally, Jason just moves slow as sin in the sections and there's a lot of waiting. The tank sections however are much more enjoyable, giving you a more diverse moveset and generally being more snappy. There's a lot to be desired but all in all BMZ is still "good enough."

This game feels like a road trip. I guess it's a road trip where you shoot monsters while in the car, and then make pitstops to shoot more monsters. There are parts that can feel slow, but they also feel like times to just enjoy the scenery. I think the aspects of this game that bothered me would bother me much more if I didn't know it has two sequels, which to my understanding greatly remedy these flaws.

Addendum: Destroyer mode is an interesting alternate mode for those who thought the main game was too easy. Very trivial tasks like traversing a single screen can become serious challenges. Having to rely on your entire available arsenal to clear the game makes it a lot more fun, in my opinion. Still retains some of the same frustrating features though.


this game is rlly cute! i like it quite alot but it falls flat in a few areas, in a way it reminds me of gunvolt 1's shortcomings in a way that it hasn't really come into its own with an identity, but i do reccomend it nonetheless

I played the demo on the 3ds and enjoyed the first two stages so much I decided to buy them on Steam, on sale of course. And kinda wish I didn't, it's not awful but after Stage 2 the game just got really stale. The ost is repetitive platforming got more annoying, human sub section felt so bare, and the plot sounded so rushed. I hope the second game has a better footing in everything.

Fred best boy though. Even if he did absolutely nothing

Not bad, pretty cool for a series revival type game. I don't think I 100%ed it, don't think I intend to go back, but very excited to see what the rest of the new trilogy will bring.

Acho incrível a interatividade que você tem com o tanque e a variação de gameplay que isso causa. O jogo tem uma arte que me agradou bastante e a dificuldade dele é bem tranquila no normal, mas quem gosta de desafio, o modo Destroyer me deu bastante trabalho e foi necessário pra completar os 1000g. Mais um jogão da Inti Creates.

I was getting ready to play the sequel to this game until I found out I got the bad ending. And missed out on the true ending. It was ok, Area 9 has a huge problem with being easily confused on where to go. It doesn't play like any of the other areas so all the "new" mechanics aren't explained at all, so it just lead to constant frustration. The ending was nice though and Sophia Zero was dope.

On a replay I finally get this game.

This is definitely a remake of the original Blaster Master. Very faithful level design philosphy, enemy behavior, and even your controls are extremely similar to the NES original. Where the game differs and really shines is in the tools you get to play with this go around.

Every weapon (except the stupid wide beam) has a lot of ways to use them effectively and well, it's pretty neat how versatile each tool can be for different situations. Weapons I used way more on the replay were the Mortar and Dash, but all the weapons are pretty fun honestly. Even the on foot weapons are all useful due to variable enemy weaknesses so you're never at a true disadvantage unless you're TURBO boned.

I also really like the small optional bits of story and dialogue you can have between Jason and Eve. It's really nice and cute, and it helps solidify their relationship to make the end of the game pay off better.

Still can't believe his last name is Frudnick though.

I feel like the best way to preface all that I'm about to say is to acknowledge what this game is. A remake of the NES original Blaster Master and a love letter to the golden age of SunSoft. In those aspects, this game delivers. Fans of the original BM will not be disappointed. This game has one of the most captivating, faithful and consistent artstyles out of any retro-inspired game I've played. Even something like Cyber Shadow will every so often push the boundaries of what system its supposed to be emulating with its music, effects and so on. Everything about this game SCREAMS SunSoft in their golden age. Every little sound effect, every piece of music, the color palette for each level, I cannot express enough just how devoted Inti clearly were to finding a style that suited the original developers and running with it

So in terms of a remake, then, it absolutely succeeds. Its faithful to the original while having a fantastic upgraded style. Where it falls apart for me is that its TOO faithful to the original. This is built on an NES game that, while impressive, still FEELS like an NES game. The basic controls for the SOFIA and Jason feel great and satisfying (even if Jason is a little slow), but the level design is so often uninteresting and bland to the point where, combined with the lack of difficulty, I often felt discouraged out of pure boredom.

The first area presents itself as if the game is going to be an interconnected Metroidvania, with a tower to climb up, water to traverse etc. Yet the worlds only connect linearly by the start and end; combined with the lack of fast-travel, 100%ing feels like an absolute chore, and the game isn't satisfyingly interconnected at all.

There is absolutely a good, if very basic, foundation here, but most of the interesting design feels as if it was placed on the top-down Jason segments, which as I described feel a little too slow to live up to Inti's standards of hi-octane action gameplay. I can at least say that the game gets moving at a decent pace, there's a lot of variety in the visuals (which remain excellent) and the little tidbits of dialogue between Jason and Eve are very sweet. I really enjoy these two, and the story and world in general are enjoyable.

It feels as if every aspect of this game was just held back by the devotion to be faithful to the original game, and while I respect that for fans of said original game, it was a decision that left me feeling hollow and bored at almost all points of playing. By the time Area 7 and 8 started having more interesting enemy placement and platforming for the SOPHIA segments, I had enough health to bruteforce it. The bosses in general, with Jason especially, are also a complete joke and dont feel properly balanced. But again, I must stress: the style of this game is incredible, and I'm truly hopeful that most if not all of its faults stem from its NES roots. My disappointment with this game has only raised my expectations for the sequel, but as is this is my least favorite Inti Creates game.

This game was a great way to let Inti's staff pay respects to something they love. I'm just hoping that the sequel lets them do that while also making a good game.

[Playtime: 7 hours]
[Key Word: Restraint]

Technically, this is just a copy of Big's story in Sonic Adventure.

If you're unaware, Blaster Master is originally a very old series of games that started on the NES made by Sunsoft. After a long time in hybernation the IP was eventually given to Inticreates who launched this game as a soft reboot of the franchise with a pretty accurate recreation of the 1st game with a lot of Quality of Life changes and small rewrites here and there. You'll spend half of the game in a 2d sidescroller section using the Sophia tank to traverse the map similarly to a metroid game, and then the other half is spent playing a 3d top-down perspective shooter fighting many enemies in small maps and occasionally a boss as well.

The biggest change to this game is the story, which now has our protagonist Jason as a well researched scientist and his eventual support droid Eve who helps him trying to find his strange frog that escaped through a wormhole. The game isn't very difficult, in fact once you unlock a shield that works sort of like the Mantle from Binding of Isaac it becomes very easy to keep your gun level high to spam wave which is easily the most broken weapon shot type.

Slight spoiler warning, but you can only get the true ending of this game if you basically get 100% (iirc it's at least every sophia upgrade, but you might as well go the full mile at that point) which is a bit of a rude requirement, but it honestly doesn't take that much more effort to do so and I think it's worth adding since it unlocks some pretty fun new content and a really cool final boss. Overall it's definitely the weakest entry in the series, but if you enjoy the gameplay enough to stick with it then it's definitely worth your time!

I'd never played any of the original Blaster Master games, but I had friends who had them and so was familiar from seeing them as a kid. I enjoyed this a lot - a fairly straight forward side scrolling action game mixed with top down action scenes with light exploration. On balance the side scrolling action is stronger, but the top-down scenes provide variety and are fun in their own right.

The story is passable, the pixel art strong and the music enjoyable. Feels like there is a lot of room to develop these ideas further, which the sequel confirms.

The 2D parts were more enjoyable than the top down ones, but it's still a really fun game.

I've never played the original Blaster Master so I don't have anything to compare this to, however if it's as good as this then I don't think I would mind. This is just really fun. There's really not much else to it. However the game can be pretty easy which is weird for a retro revival like this. Otherwise amazing game that I totally recommend for fans of classic platformers.


a fun albeit short nes throwback that is way too fucking easy

Solid game and a solid reboot. Not sure if I'll play the sequels yet this has been on my backlog since the Switch's launch LMAO.

This game is exactly the kind of thing that I like to see out of a retro "refresh" type game. It's a fairly well designed Metroidvania, with some cool power-ups and interesting split side-scrolling and top-down sections. I do think that the boss design is a little weak, as most of them go down pretty rapidly, and I'd also say that some of the on-foot side-scrolling sections feel a little janky in terms of controls (I swear I was holding up to get onto that ladder). Overall, solid game, and excited to check out the rest of the Blaster Master series.

a good solid game
no big mistakes, no big hits as well

definitely a video game.