Kid Icarus: Of Myths and Monsters has an introduction so simple that every attempt at putting it to words has caused intense mental anguish. Angel Land needs a hero. Pit answered the call. Palutena is all like "Okay, cool. Let's start with a simple training exercise." She then orders the kid to seek out the three legendary treasures. What follows is typical hero-in-training stuff. Pit hops and sometimes hovers through a series of stages. Hounding his every other step is a multitude of creeps that crawl, fly, or spit some manner of projectile. Each land's 4th and final stage is a labyrinth that's explored Zelda 1-style. While all of this is happening, Pit must build up his strength. Collect hearts to buy essential items. Defeat foes to increase maximum health. Follow clues and investigate suspicious walls to uncover valuable weapon upgrades.
There's a pretty good chance that you've already played this game, and I'm not just saying that because it's 35 years old. The handheld edition of Kid Icarus was formed from the same clay as the NES original. However, this is not a replica. Labyrinths, for example, no longer house warriors who'll help Pit with the next boss if he frees them from their stone prison. The layouts of each stage, as well as the bosses themselves, are quite different. Another aspect worth mentioning is the aspect ratio. The Game Boy's smaller screen size means there's quite a bit more scrolling, even in the vertical stages that "wraparound", as if the kid was circling an invisible tower. I know it's done merely to compensate for the limited hardware, but I actually really like this change. The additional scrolling creates a more adventurous spirit, as secrets are less liable to be out in semi-plain sight.
What really sets the Game Boy title apart from its predecessor is that it isn't a piece of shit. Okay, that's rude, I apologize.... psych! Kid Icarus on the NES can swim in a dumpster fire. Nothing good has ever come from spending nearly 2/3rds of a game in vertical stages where everything below the protag is a bottomless abyss. Pit also moves like he embraced inevitability ages ago. I mean, sure. Bad controls weren't exactly uncommon in 1986, but combining them with a fail-state that follows like a shadow? Sheesh. Alright. I think the moment has passed. Way back in the day, I rented Kid Icarus NES only to never see past the second stage. Outright removing the chance of instant death turns Kid Icarus GB into an enjoyable romp. I also really appreciate the crisp controls and ability to hover. It's extremely limited, but quite optional, so every successful use creates a sense of satisfaction.
If you're the sort of gamer who prefers being on the edge of controller-cracking mania, then I'm afraid you'll have to pass on Myths and Monsters. There's one instance of potential frustration; a surprisingly tanky first boss. Otherwise, staying healthy and happy isn't too hard. If you still want a taste of suffering, there's always the option to refrain from saving your progress. Dying causes Pit to give up one of his two credits. If you're saving after every completed stage, then getting kicked back to the title screen is no big thing. If you prefer setbacks, then hey... have fun. These and a handful of other self-imposed challenges help give the game some replay value, though I'd sincerely question anyone who attempts a pacifist run. Unlocking even a microbe of Pit's full potential requires some killing. Bosses are only going to get exponentially tankier if one forgoes the weapon upgrades.
Oh, I guess a word needs to be said about this DX port. It's a romhack that adds a splash of color as well as a small suite of features. Pretty nice, I think. Give it a look, stick to the unaltered original, whichever you prefer; just as long as you make time for the game. Kid Icarus: Of Myths and Monsters makes good on the ideas present in the original. Solid stuff from Nintendo R&D 1.





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