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Kid Icarus: Of Myths and Monsters

Developers: NintendoTOSE Publisher: Nintendo
05 November 1991
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37 Ratings /
#4,985 All-time
#59 for 1991
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1991 Nintendo TOSE  
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XNA 0 45496 73017 8 DMG-KA-USA
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Kid Icarus: Of Myths and Monsters Review - January 2024
Remember those old direct-to-video movie releases? Growing up I had Aladdin 2: The Return of Jafar, which posed to be a sequel to the 1992 classic animated film, but in reality was given less than a fifth of the budget of the original to produce and was made by Disney's TV animation studio rather than their "A-team" film crew. If you rewatched Aladdin 2 or other similarly-produced direct-to-video sequels of the time, you'd probably be able to see some small improvements on the beloved originals, but by and large these releases were panned by fans and critics alike because they just didn't have the passion or technical abilities that were possessed by those who made the original releases. So, if these releases were destined to not live up to their predecessors, why were they released in the first place? Aladdin 2 would go on to sell 15 million VHS copies, grossing over $300 million and making its budget back almost 60 times over. While Disney's "A-team" was busy working on The Lion King and Mulan, Disney saw an opportunity to expand a beloved IP, and by proxy add a very profitable revenue stream to the company, through these direct-to-video releases, even if they knew they wouldn't be critically acclaimed. Kid Icarus: Of Myths and Monsters is Nintendo taking the direct-to-video approach, lending the IP out to a development team who didn’t understand the original game's vision as a means to get a Kid Icarus game on shelves in regions of the world where the Game Boy needed more sales.

Of Myths and Monsters was co-developed by Nintendo R&D1 and third party TOSE software. Series creator Toru Owasa did not come back to design the game - instead it was handed over to Masafumi Sakashita, who joined Nintendo in 1986 as a Graphic Artist, for unknown reasons. Gunpei Yakoi returned as lead producer, and was simultaneously producing Metroid II, which was also released in November 1991 alongside Kid Icarus. The two games were built on the same engines once again, so there were similarities between the two games just like their NES predecessors.

This time around, Palutena has a nightmare that an evil demon named Orcos is going to attack Angel Land. Palutena reaches out to Pit, the leader of the Icarus Army, and explains that the only way that Pit could stand a chance against this oncoming doom is if he wields the three sacred treasures – unfortunately he's not strong enough at the moment, so he'll have to train before he can wield them. These sacred treasures look the exact same as they did in the previous Kid Icarus game, and they give Pit the same exact powerups as they had before – maybe Palutena had a bit too much of that purple Water of Life upon returning to Angel Land, because there's no logical explanation why Pit has to go through all of that shit again. The obvious real-world answer for this plot hole is so the developers could retread old ground, giving Pit the same structures, the same exact worlds, the same (or very similar) enemies to fight, and yes, the same sacred treasures to collect so he could complete the same space shooter-style final boss sequence. Kid Icarus was always meant to synthesize prominent mechanics from other popular Nintendo games at the time, and create something new out of them as to add another game to the shelves when the company needed to push out content. The original Kid Icarus was a byproduct of Nintendo needing titles for the Famicom Disk System, and Of Myths and Monsters released in the early years of Nintendo's first handheld, the Game Boy.

Perhaps unlike those direct-to-video releases, It's pretty clear that the Of Myths and Monsters team hoped to create the definitive Kid Icarus game, much like how the Metroid team took their work on the NES and vastly improved it on the Game Boy. The original Kid Icarus had been rushed out and got its fair share of criticism from fans and critics alike, so needless to say there was plenty of room to grow with Of Myths and Monsters. For players who don't know anything about Kid Icarus and are picking it up for the first time, I'm happy to report that this game is actually beatable. Pit has gotten major buffs to his speed, shooting, and jumping, while enemies largely move slower and are easily telegraphed. In the first Kid Icarus, you'd often lose hits from random shit falling from the sky and hitting you – its sequel mostly balances out those kinds of issues to the point where if you take a hit, it's mostly due to your lack of paying attention to a given enemy rather than a lack of not knowing exactly where they're going to spawn. Pit can now have up to 8 strength, meaning by the ending stages he can basically one-shot any enemy, which feels great. Some precision platforming elements return, but to help with this Pit now has a slower fall speed when mashing the A button. For a platformer about an angel who has wings but can't use them to fly, this seems like such an obvious tool in Pit's arsenal, and probably the best improvement this game has to offer. It completely changes how it feels to control Pit, and I can't believe they didn't implement a mechanic like this in the first game. There are some other clever gameplay tweaks here and there to improve the Kid Icarus formula: "Palutena's Key" items appear at the end of every stage, allowing Pit to return to any locked room pending he's visited every room upon reaching the end of the state; shops continually reset so you don’t need to leave and return to them constantly in the fortresses; Centurion statues now drop health and feathers rather than spawn pointlessly weak soldiers in boss battles (there's no way the Game Boy could've handled that many sprites on the screen, anyway); turning into an eggplant in the fortresses allows you to access rooms you couldn’t have previously, making the Eggplant Wizards more of a utility than a nuisance.

Even with all the marginal improvements in Of Myths and Monsters, its limited hardware often gives it a "one step forward, two steps back" kind of reputation in my eyes. First off, presentation suffers here, unless you like the color puke green. The original Kid Icarus wasn't ground breaking graphically speaking, but the shifting color palates on the stages let the player realize that Pit was basically climbing from hell to heaven, which was the whole point of the game. Games like Tetris, Metroid, and Mario could survive off just one color, but not getting those same kinds of color swaps really hinders the experience here, in my opinion. I played though the game with the Game Boy Color backwards-compatible color correction, but even with that you're stuck with reds, blues, blacks, and whites for every enemy and background.

Another part of the game I can't look past is its changes to ledge scrolling: in the original Kid Icarus, fans had a tough time with ledges cutting off the bottom part of the level as Pit continued to climb – falling below what was displayed on the screen would result in a game over, which made the game vastly more difficult than if you could fall down and climb back up. Of Myths and Monsters tries to retcon this mechanic by now allowing Pit to fall below when he misses a jump. I have a hard time believing critics of the original mechanic got far enough in the game to purchase a feather, which in the original game would save the player when the fell, and allow them to fly for a couple additional seconds. If you had collected enough feathers, you never had to worry about falling; in fact, doing so would give you a little powerup for the rest of the difficult section you failed at. The small range of the Game Boy screen and the addition of free ledge scrolling means that when you fall in Of Myths and Monsters, you've unintentionally signed yourself up for a leap of faith. All you can do is cross your fingers and hope a ledge comes sooner rather than later, or else you've now got a large part of the level to redo.

Levels don't just scroll vertically now, however – they infinitely scroll horizontally now, too. The player will quickly learn that doesn't mean there's an infinite amount of space on the x axis, but rather the stage will just continuously loop you back to the left side when you reach the end of the right, and vice versa. I'm sure the developers were hoping to make levels feel more expansive by doing this, but in the end it just felt like I was constantly missing out on finding things in the level because I wasn't on the right side of the x axis at a given time. In the original Kid Icarus, it was impossible to miss a door on vertically scrolling levels – you'd be climbing up the level and one would appear, clear as day. It's not guaranteed that you'll come across a room in Of Myths and Monsters, meaning you could potentially miss out on challenge rooms that award weapons, shops to redeem your hearts, and strength rooms to make you stronger. This is also a good time to mention that you can't farm for score as well on levels here – they'll cap you off at 9990 where the first game would let you keep going forever. All of this is to say that although the first Kid Icarus was rushed, Toru Owasa knew what kind of game he was making, and stuck to his guns even if he knew that fans would find it tough at first. By making these kinds of changes, Nintendo has diluted what has made the original game so iconic over the years.

Maybe the best way to show Of Myths and Monsters's shortcomings is to directly compare it to Metroid II. Both tried to expand their universes through the plot, but while Metroid II gave Samus a new world to explore and began the Baby Metroid side plot that would be integral to the game's story moving forward, Of Myths and Monsters saw Pit in the same world, doing the same thing again. Metroid II leveraged the Game Boy's small screen size to make an isolating and claustrophobic experience, which fit the series perfectly, while Kid Icarus's changes to adapt to the screen size are clunky and frustrating. Metroid II wears the Game Boy's color limitations like a badge of honor, even keeping the black and white color palette when retelling the events of Metroid II in Super Metroid, while Of Myths and Monsters loses a lot of its flare by not supporting more colors. Of Myths and Monsters didn’t even release in Japan, which in it of itself shows Nintendo's true feelings on this game: maybe the Game Boy was doing much better in Japan, and Nintendo didn't need to shove out extra games on the shelves to meet their profit goals. The sequel to Kid Icarus, while fun to play and possibly worth its 3-hour runtime to see what few improvements it adds to the original, was an afterthought in every sense of the word.
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Title
Kid Icarus: Of Myths and Monsters Review - January 2024
Remember those old direct-to-video movie releases? Growing up I had Aladdin 2: The Return of Jafar, which posed to be a sequel to the 1992 classic animated film, but in reality was given less than a fifth of the budget of the original to produce and was made by Disney's TV animation studio rather than their "A-team" film crew. If you rewatched Aladdin 2 or other similarly-produced direct-to-video sequels of the time, you'd probably be able to see some small improvements on the beloved originals, but by and large these releases were panned by fans and critics alike because they just didn't have the passion or technical abilities that were possessed by those who made the original releases. So, if these releases were destined to not live up to their predecessors, why were they released in the first place? Aladdin 2 would go on to sell 15 million VHS copies, grossing over $300 million and making its budget back almost 60 times over. While Disney's "A-team" was busy working on The Lion King and Mulan, Disney saw an opportunity to expand a beloved IP, and by proxy add a very profitable revenue stream to the company, through these direct-to-video releases, even if they knew they wouldn't be critically acclaimed. Kid Icarus: Of Myths and Monsters is Nintendo taking the direct-to-video approach, lending the IP out to a development team who didn’t understand the original game's vision as a means to get a Kid Icarus game on shelves in regions of the world where the Game Boy needed more sales.

Of Myths and Monsters was co-developed by Nintendo R&D1 and third party TOSE software. Series creator Toru Owasa did not come back to design the game - instead it was handed over to Masafumi Sakashita, who joined Nintendo in 1986 as a Graphic Artist, for unknown reasons. Gunkpei Yakoi returned as lead producer, and was simultaneously producing Metroid II, which was also released in November 1991 alongside Kid Icarus. The two games were built on the same engines once again, so there were similarities between the two games just like their NES predecessors.

This time around, Palutena has a nightmare that an evil demon named Orcos is going to attack Angel Land. Palutena reaches out to Pit, the leader of the Icarus Army, and explains that the only way that Pit could stand a chance against this oncoming doom is if he wields the three sacred treasures – unfortunately he's not strong enough at the moment, so he'll have to train before he can wield them. These sacred treasures look the exact same as they did in the previous Kid Icarus game, and they give Pit the same exact powerups as they had before – maybe Palutena had a bit too much of that purple Water of Life upon returning to Angel Land, because there's no logical explanation why Pit has to go through all of that shit again. The obvious real-world answer for this plot hole is so the developers could retread old ground, giving Pit the same structures, the same exact worlds, the same (or very similar) enemies to fight, and yes, the same sacred treasures to collect so he could complete the same space shooter-style final boss sequence. Kid Icarus was always meant to synthesize prominent mechanics from other popular Nintendo games at the time, and create something new out of them as to add another game to the shelves when the company needed to push out content. The original Kid Icarus was a byproduct of Nintendo needing titles for the Famicom Disk System, and Of Myths and Monsters released in the early years of Nintendo's first handheld, the Game Boy.

Perhaps unlike those direct-to-video releases, It's pretty clear that the Of Myths and Monsters team hoped to create the definitive Kid Icarus game, much like how the Metroid team took their work on the NES and vastly improved it on the Game Boy. The original Kid Icarus had been rushed out and got its fair share of criticism from fans and critics alike, so needless to say there was plenty of room to grow with Of Myths and Monsters. For players who don't know anything about Kid Icarus and are picking it up for the first time, I'm happy to report that this game is actually beatable. Pit has gotten major buffs to his speed, shooting, and jumping, while enemies largely move slower and are easily telegraphed. In the first Kid Icarus, you'd often lose hits from random shit falling from the sky and hitting you – its sequel mostly balances out those kinds of issues to the point where if you take a hit, it's mostly due to your lack of paying attention to a given enemy rather than a lack of not knowing exactly where they're going to spawn. Pit can now have up to 8 strength, meaning by the ending stages he can basically one-shot any enemy, which feels great. Some precision platforming elements return, but to help with this Pit now has a slower fall speed when mashing the A button. For a platformer about an angel who has wings but can't use them to fly, this seems like such an obvious tool in Pit's arsenal, and probably the best improvement this game has to offer. It completely changes how it feels to control Pit, and I can't believe they didn't implement a mechanic like this in the first game. There are some other clever gameplay tweaks here and there to improve the Kid Icarus formula: "Palutena's Key" items appear at the end of every stage, allowing Pit to return to any locked room pending he's visited every room upon reaching the end of the state; shops continually reset so you don’t need to leave and return to them constantly in the fortresses; Centurion statues now drop health and feathers rather than spawn pointlessly weak soldiers in boss battles (there's no way the Game Boy could've handled that many sprites on the screen, anyway); turning into an eggplant in the fortresses allows you to access rooms you couldn’t have previously, making the Eggplant Wizards more of a utility than a nuisance.

Even with all the marginal improvements in Of Myths and Monsters, its limited hardware often gives it a "one step forward, two steps back" kind of reputation in my eyes. First off, presentation suffers here, unless you like the color puke green. The original Kid Icarus wasn't ground breaking graphically speaking, but the shifting color palates on the stages let the player realize that Pit was basically climbing from hell to heaven, which was the whole point of the game. Games like Tetris, Metroid, and Mario could survive off just one color, but not getting those same kinds of color swaps really hinders the experience here, in my opinion. I played though the game with the Game Boy Color backwards-compatible color correction, but even with that you're stuck with reds, blues, blacks, and whites for every enemy and background.

Another part of the game I can't look past is its changes to ledge scrolling: in the original Kid Icarus, fans had a tough time with ledges cutting off the bottom part of the level as Pit continued to climb – falling below what was displayed on the screen would result in a game over, which made the game vastly more difficult than if you could fall down and climb back up. Of Myths and Monsters tries to retcon this mechanic by now allowing Pit to fall below when he misses a jump. I have a hard time believing critics of the original mechanic got far enough in the game to purchase a feather, which in the original game would save the player when the fell, and allow them to fly for a couple additional seconds. If you had collected enough feathers, you never had to worry about falling; in fact, doing so would give you a little powerup for the rest of the difficult section you failed at. The small range of the Game Boy screen and the addition of free ledge scrolling means that when you fall in Of Myths and Monsters, you've unintentionally signed yourself up for a leap of faith. All you can do is cross your fingers and hope a ledge comes sooner rather than later, or else you've now got a large part of the level to redo.

Levels don't just scroll vertically now, however – they infinitely scroll horizontally now, too. The player will quickly learn that doesn't mean there's an infinite amount of space on the x axis, but rather the stage will just continuously loop you back to the left side when you reach the end of the right, and vice versa. I'm sure the developers were hoping to make levels feel more expansive by doing this, but in the end it just felt like I was constantly missing out on finding things in the level because I wasn't on the right side of the x axis at a given time. In the original Kid Icarus, it was impossible to miss a door on vertically scrolling levels – you'd be climbing up the level and one would appear, clear as day. It's not guaranteed that you'll come across a room in Of Myths and Monsters, meaning you could potentially miss out on challenge rooms that award weapons, shops to redeem your hearts, and strength rooms to make you stronger. This is also a good time to mention that you can't farm for score as well on levels here – they'll cap you off at 9990 where the first game would let you keep going forever. All of this is to say that although the first Kid Icarus was rushed, Toru Owasa knew what kind of game he was making, and stuck to his guns even if he knew that fans would find it tough at first. By making these kinds of changes, Nintendo has diluted what has made the original game so iconic over the years.

Maybe the best way to show Of Myths and Monsters's shortcomings is to directly compare it to Metroid II. Both tried to expand their universes through the plot, but while Metroid II gave Samus a new world to explore and began the Baby Metroid side plot that would be integral to the game's story moving forward, Of Myths and Monsters saw Pit in the same world, doing the same thing again. Metroid II leveraged the Game Boy's small screen size to make an isolating and claustrophobic experience, which fit the series perfectly, while Kid Icarus's changes to adapt to the screen size are clunky and frustrating. Metroid II wears the Game Boy's color limitations like a badge of honor, even keeping the black and white color palette when retelling the events of Metroid II in Super Metroid, while Of Myths and Monsters loses a lot of its flare by not supporting more colors. Of Myths and Monsters didn’t even release in Japan, which in it of itself shows Nintendo's true feelings on this game: maybe the Game Boy was doing much better in Japan, and Nintendo didn't need to shove out extra games on the shelves to meet their profit goals. The sequel to Kid Icarus, while fun to play and possibly worth its 3-hour runtime to see what few improvements it adds to the original, was an afterthought in every sense of the word.
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Anatommy Kid Icarus: Of Myths and Monsters 2024-03-12T09:24:20Z
2024-03-12T09:24:20Z
3.5
In collection Want to buy Used to own  
foiebump Kid Icarus: Of Myths and Monsters 2024-03-07T02:02:23Z
2024-03-07T02:02:23Z
In collection Want to buy Used to own  
axelsteelfan Kid Icarus: Of Myths and Monsters 2024-01-17T22:03:08Z
GB • XNA
2024-01-17T22:03:08Z
2.5
In collection Want to buy Used to own  
2024 Play Log
Zippybing Kid Icarus: Of Myths and Monsters 2023-12-20T17:52:22Z
GB • XNA
2023-12-20T17:52:22Z
In collection Want to buy Used to own  
Everdrive_GB+GBC
xNobility Kid Icarus: Of Myths and Monsters 2023-11-25T23:00:22Z
GB • XNA
2023-11-25T23:00:22Z
3.0
In collection Want to buy Used to own  
aidanhamilton04 Kid Icarus: Of Myths and Monsters 2023-11-15T04:21:30Z
2023-11-15T04:21:30Z
In collection Want to buy Used to own  
Rattvik Kid Icarus: Of Myths and Monsters 2023-10-26T14:43:49Z
2023-10-26T14:43:49Z
3.0
In collection Want to buy Used to own  
vrsk Kid Icarus: Of Myths and Monsters 2023-10-06T15:27:54Z
GB • XNA
2023-10-06T15:27:54Z
2.5
In collection Want to buy Used to own  
120DaysofSodom Kid Icarus: Of Myths and Monsters 2023-09-22T21:50:04Z
2023-09-22T21:50:04Z
In collection Want to buy Used to own  
classwar Kid Icarus: Of Myths and Monsters 2023-08-09T19:26:21Z
GB • XNA
2023-08-09T19:26:21Z
2.5
In collection Want to buy Used to own  
HOT_STUFFDX Kid Icarus: Of Myths and Monsters 2023-08-04T15:02:45Z
2023-08-04T15:02:45Z
In collection Want to buy Used to own  
nbatman Kid Icarus: Of Myths and Monsters 2023-07-16T23:43:48Z
2023-07-16T23:43:48Z
3.5
In collection Want to buy Used to own  
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  • Jaxijin 2021-01-21 23:18:22.784406+00
    A huge improvement over the original and far less punishing, but lacking the visual flair and identity of the original. It's unfortunate that the once-announced SNES follow-up never materialized as the two initial KI games have so many good ideas, and a successor could've perfected the formula and made KI to be more of a household game (a la Super Metroid perfecting the formula of its first two uneven games).

    Uprising is good, but I wish Nintendo would do a new game that is a little more faithful to the originals.
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  • MisTurHappy 2022-04-17 23:34:34.017812+00
    Agreed on every count. I would give up my firstborn for a SNES followup like Metroid got with Super. Uprising's one of my favorite games of all time, but I can't really pretend it has anything to do with the first two games from a gameplay standpoint, and at least one more iteration on this formula really could have made this series something special.
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