Uploaded August 2026 | Updated September 2026, 2 weeks ago
Developed by Rare and published by Acclaim in 1987, Wizards & Warriors is an early fantasy action-platformer that combines combat, exploration and item collection. Its colorful presentation, memorable soundtrack and forgiving structure give it plenty of charm, although awkward swordplay and relentless enemy spawning keep it below the NES’s best adventures. Rating: 7/10.
You play as the silver-armored knight Kuros, who must travel through the kingdom of Elrond, rescue several captured maidens and defeat the evil wizard Malkil. Despite the dramatic sword-and-sorcery premise, the game is less focused on combat than on navigating large, vertically arranged stages and searching for the objects required to progress.
Each area contains platforms, caves, trees, hidden rooms and locked treasure chests. Colored keys open matching doors and containers, while gems act as a form of progression currency. Before Kuros can enter a boss chamber, he must collect a specific number of gems and hand them to the knight guarding the entrance. Simply finding the exit is therefore not enough; most of the stage must be explored first.
The levels feel unusually open for a 1987 platformer. Kuros often climbs upward rather than simply moving from left to right, and many areas contain branching paths or concealed items. The maps are not especially large, but their vertical layouts provide a convincing sense of adventure and discovery.
The equipment system is one of the game’s strongest features. Kuros can find throwing daggers and axes, shields, magical staffs, levitation potions and boots that improve his movement or protect him from dangerous surfaces. These items add variety and make treasure hunting more rewarding.
Unfortunately, the basic combat is much less satisfying. Kuros’s sword has very limited reach and is held in front of him rather than swung normally. Defeating enemies often means jumping into them with the blade raised or simply running forward and hoping they collide with it. Ranged weapons are far more useful, particularly against bosses.
Enemies appear almost constantly. Bats, spiders, bees and fireballs repeatedly enter from the edges of the screen, often from awkward directions. Avoiding every hit is nearly impossible, so combat frequently becomes a matter of trading health rather than using careful timing. Kuros can also be bounced around by attacks, making platforming difficult when the screen becomes crowded.
Jumping is high and floaty, but it becomes enjoyable once you understand its unusual rhythm. Kuros can bounce from enemies to reach elevated platforms, and many sections encourage risky leaps through swarms of creatures. Small ledges and slopes can still make the controls feel unreliable.
Wizards & Warriors is unusually forgiving by NES standards. Kuros has unlimited continues and normally reappears close to where he died while retaining his equipment. This makes the adventure approachable and allows most players to finish through persistence, though it also removes much of the tension because death carries very little punishment.
The presentation was impressive for 1987. The environments are bright and varied, Kuros has a large and recognizable sprite, and the stages create an effective fantasy atmosphere. The soundtrack, composed by David Wise, is the clear highlight, with energetic and atmospheric melodies that give the game much of its personality. The repetitive low-health warning sound is considerably less pleasant.
Boss encounters are visually interesting but generally simple. Many can be defeated by attacking aggressively and absorbing damage, especially when Kuros has a strong ranged weapon. The final battle with Malkil is more demanding, but most of the adventure rewards endurance more than genuine mastery.
Wizards & Warriors is messy, repetitive and occasionally frustrating, yet it remains an entertaining example of Rare’s early work. Its exploration, magical equipment and vertical stages distinguish it from more straightforward platformers of the period. The weak combat has aged poorly, but the forgiving design, excellent music and strange fantasy atmosphere still make it an enjoyable NES cult classic.
Developed by Rare and published by Acclaim in 1987, Wizards & Warriors is an early fantasy action-platformer that combines combat, exploration and item collection. Its colorful presentation, memorable soundtrack and forgiving structure give it plenty of charm, although awkward swordplay and relentless enemy spawning keep it below the NES’s best adventures. Rating: 7/10.
You play as the silver-armored knight Kuros, who must travel through the kingdom of Elrond, rescue several captured maidens and defeat the evil wizard Malkil. Despite the dramatic sword-and-sorcery premise, the game is less focused on combat than on navigating large, vertically arranged stages and searching for the objects required to progress.
Each area contains platforms, caves, trees, hidden rooms and locked treasure chests. Colored keys open matching doors and containers, while gems act as a form of progression currency. Before Kuros can enter a boss chamber, he must collect a specific number of gems and hand them to the knight guarding the entrance. Simply finding the exit is therefore not enough; most of the stage must be explored first.
The levels feel unusually open for a 1987 platformer. Kuros often climbs upward rather than simply moving from left to right, and many areas contain branching paths or concealed items. The maps are not especially large, but their vertical layouts provide a convincing sense of adventure and discovery.
The equipment system is one of the game’s strongest features. Kuros can find throwing daggers and axes, shields, magical staffs, levitation potions and boots that improve his movement or protect him from dangerous surfaces. These items add variety and make treasure hunting more rewarding.
Unfortunately, the basic combat is much less satisfying. Kuros’s sword has very limited reach and is held in front of him rather than swung normally. Defeating enemies often means jumping into them with the blade raised or simply running forward and hoping they collide with it. Ranged weapons are far more useful, particularly against bosses.
Enemies appear almost constantly. Bats, spiders, bees and fireballs repeatedly enter from the edges of the screen, often from awkward directions. Avoiding every hit is nearly impossible, so combat frequently becomes a matter of trading health rather than using careful timing. Kuros can also be bounced around by attacks, making platforming difficult when the screen becomes crowded.
Jumping is high and floaty, but it becomes enjoyable once you understand its unusual rhythm. Kuros can bounce from enemies to reach elevated platforms, and many sections encourage risky leaps through swarms of creatures. Small ledges and slopes can still make the controls feel unreliable.
Wizards & Warriors is unusually forgiving by NES standards. Kuros has unlimited continues and normally reappears close to where he died while retaining his equipment. This makes the adventure approachable and allows most players to finish through persistence, though it also removes much of the tension because death carries very little punishment.
The presentation was impressive for 1987. The environments are bright and varied, Kuros has a large and recognizable sprite, and the stages create an effective fantasy atmosphere. The soundtrack, composed by David Wise, is the clear highlight, with energetic and atmospheric melodies that give the game much of its personality. The repetitive low-health warning sound is considerably less pleasant.
Boss encounters are visually interesting but generally simple. Many can be defeated by attacking aggressively and absorbing damage, especially when Kuros has a strong ranged weapon. The final battle with Malkil is more demanding, but most of the adventure rewards endurance more than genuine mastery.
Wizards & Warriors is messy, repetitive and occasionally frustrating, yet it remains an entertaining example of Rare’s early work. Its exploration, magical equipment and vertical stages distinguish it from more straightforward platformers of the period. The weak combat has aged poorly, but the forgiving design, excellent music and strange fantasy atmosphere still make it an enjoyable NES cult classic.



![JumpStart Kindergarten [1998] (PC) Playthrough
JumpStart Kindergarten [1998] (PC) Playthrough JumpStart Kindergarten [1998] (PC) Playthrough](https://i.ytimg.com/vi/QVO3UaaSvHc/mqdefault.jpg)






