The year is 199X (or is it 1989?). The world is a post-apocalyptic wasteland. You are Max Rockatansky, former cop turned wandering vigilante, and you've got a souped-up car, a sawed-off shotgun, and a whole lot of bad guys to deal with. Nintendo's 1990 Mad Max game for the NES is one of those oddities that's both frustrating and fascinating—a game that tries to capture the vibe of the films while throwing in gameplay elements that sometimes make you wonder what they were thinking.
Let's start with the good: the atmosphere. The NES might not have been built for wastelands, but the developers made it work. Dusty browns, burnt oranges, and crumbling structures dominate the palette. The music is appropriately grim and twangy, with a haunting main theme that feels pulled straight from a desert spaghetti western. This is a world without hope, and the game makes you feel it.
The gameplay is a mix of on-foot shooting and driving sections, alternating between the two. In the overhead driving stages, you cruise through desert roads, Avoiding oil slicks, jumping gaps, and blasting enemy vehicles with your shotgun or harpoon. The controls are a bit floaty, and the collision detection is unforgiving—one wrong move and you're falling into a canyon. The on-foot sections are side-scrolling shooters where Max can jump, crouch, and shoot his way through bandits and mutants.
One of Mad Max's signature features is its puzzle-like progression. To advance, you often need to backtrack to earlier areas, find hidden items, and blow up walls with explosives. There's a Metroidvania-ish quality to it—you'll revisit locations with new abilities or weapons to access previously unreachable spots. It's actually kind of clever, encouraging exploration and observation.
But then there are the... weird choices. The game includes a hang-glider section that controls like a nightmare. There are insta-kill pits EVERYWHERE. Some enemy placements feel downright cheap. And don't get me started on the final boss—a multi-stage affair that demands pixel-perfect platforming while you're being peppered with gunfire. The difficulty curve is more like a cliff.
The graphics are impressive for the hardware. Max's car is detailed, the explosions are satisfyingly chunky, and the enemy sprites are varied (from scuzzy bandits to gas-masked mutants). The overhead driving view uses a pseudo-3D effect that was pretty novel on the NES. The side-scrolling sections are well-animated, especially Max's shotgun animations.
What keeps you playing despite the frustration is that unmistakable Mad Max vibe. You're not saving princesses or collecting stars; you're surviving in a harsh world where resources are scarce and every encounter could be your last. The game even has resource management—you need to find fuel for your car and ammo for your guns. It's oppressive, but in a way that feels thematic.
Is Mad Max perfect? Absolutely not. It's uneven, occasionally unfair, and some design decisions are head-scratchers. But it's also a game with soul—a genuine attempt to translate the films' tone into an interactive experience. It's a cult favorite for a reason, and it holds up as a curious, ambitious piece of NES history.
If you're a fan of offbeat action games or just want to experience something that's truly unique in the NES library, give Mad Max a try. Just bring some patience for the difficulty spikes—and maybe a cheat code for those hang-glider sections.


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