Beetlejuice (NES) Review


Wizard Dojo powers through another LJN game on NES…

Wizard Dojo

The opening level in Super Mario Bros. is so expertly realized in introducing players to the game’s fundamental mechanics, that it’s largely taken for granted. From the opening screen that presents Mario is the basics (blocks to jump into for coins and a power-up, a Goomba enemy to avoid or defeat), all the way up to its secret areas and ending flagpole, stage 1-1 of Super Mario Bros. remains a case study on how to properly ease players into the game ahead.

On the complete opposite end of that spectrum, we have the opening stage of Beetlejuice on NES, which is so cryptic, convoluted and unfair that it serves as a means for everything a game designer should avoid when trying to introduce players to the game. Though I suppose for a game this terrible, the introductory stage may actually compliment the rest of the experience (though that statement in…

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