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#384 – Mad Max

The future beckons.
Simpler times.
If only Mad Max was more akin to R.C. Pro-Am in the desert.

PLAYERS: 1

PUBLISHER: Mindscape

DEVELOPER: Mindscape

GENRE: Action/adventure

RELEASE DATE: July 1990

Driving around an abandoned wasteland and blowing stuff up in Mad Max sounds like a blast, until you realize there’s absolutely no direction as to where to go. You have a limited amount of fuel, weaponry, and a huge landscape in which to get lost and agitated. Enemies bump right into you, so naturally, you blow them up with dynamite, but you shouldn’t. You need dynamite to blow up barriers that blockade your progress, though it doesn’t really matter if you don’t know where you’re going. Here’s a PROTIP: find a couple caves in the area. Once there, you’re on foot, a wobbly-legged Mad Max racing to find more fuel and dynamite. Some of the items in the cave look as they should, like the dynamite, and others don’t. Search everything to make sure you don’t miss anything. Eventually, you complete this Road War level (GET IT?! ROAD WARRIOR!) and enter the Arena level, where your entire goal is to just blow up cars. The levels go back and forth like this – Road War, Arena, etc – until the end boss. Enemies easily get in your way, your car is too slow and jerky, the graphics look like dump. Mad Max might be one of the most pointless, unnecessary, unfun games I’ve yet to play on the NES, and – shocker of shockers – it’s a licensed title that nobody asked for. Just terrible.

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2 replies on “#384 – Mad Max”

This game just flat out sucks! I was reading about it on the “video game music preservation forum” wiki; and this is what I found:
“According to one of the game testers Chris Pico, three people were given a Famicom with an unfinished version of the game to take home with them for a short amount of time. When they returned the Famicom and game, they were asked their opinion on the game. Two of the testers said the game was good, but Chris said he thought it was bad and what they could do to make the game better. The developers acted interested, but in the end, they didn't listen to him.”

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