Current version:Famicom / NES
Dai Meiro - Meikyuu no Tatsujin

Dai Meiro - Meikyuu no Tatsujin

In Dai Meiro: Meikyuu no Tatsujin the player must navigate a 3D maze and reach the goal. Along the way, the player needs to find all the special items to open the last door. With each step, the player's POW is depleted, which can be regenerated by collecting items along the way. There are secret rooms and items that can assist the player in reaching the goal. There are also three mini-games that can be found in the maze. A mini-map can be brought up, but this will cost POW. The game has no combat to speak of or random encounters. There are three levels of difficulty, which completely changes the layout of the mazes.

AI score · out of 10
7.3 / 10
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About this game

In Dai Meiro: Meikyuu no Tatsujin the player must navigate a 3D maze and reach the goal. Along the way, the player needs to find all the special items to open the last door. With each step, the player's POW is depleted, which can be regenerated by collecting items along the way. There are secret rooms and items that can assist the player in reaching the goal. There are also three mini-games that can be found in the maze. A mini-map can be brought up, but this will cost POW. The game has no combat to speak of or random encounters. There are three levels of difficulty, which completely changes the layout of the mazes.

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Famicom / NES

AI review

AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:

7.3 / 10Famicom / NES

Dai Meiro - Meikyuu no Tatsujin is assessed here as a specific FC/NES release with its documented strengths and practical limits kept in view.

In Dai Meiro: Meikyuu no Tatsujin the player must navigate a 3D maze and reach the goal. Along the way, the player needs to find all the special items to open the last door. With each step, the player's POW is depleted, which can be regenerated by collecting items along the way. There are secret rooms and items that can assist the player in reaching the goal. There are also three mini-games that can be found in the maze. A mini-map can be brought up, but this will cost POW. The game has no combat to speak of or random encounters. There are three levels This assessment focuses on the specific FC or NES release and on the play actions, goals, and progression documented for Dai Meiro - Meikyuu no Tatsujin. Its value comes from how clearly the central rules create decisions and feedback across a session. Pacing is judged by the variety of situations, the learning curve, recovery after failure, and the reason to replay. Presentation is considered through readability, animation, sound, and the consistency of the game's style rather than by modern resolution. Practical limits such as period controls, guidance, saving, or required accessories are included only when they affect this release. Players who enjoy learning compact systems and improving through repeated attempts are the clearest audience, while

Strengths

  • The documented central loop gives Dai Meiro - Meikyuu no Tatsujin a clear identity and a learnable set of goals.
  • Progress rewards understanding the rules and applying them more consistently across repeated situations.

Weaknesses

  • The original release can create friction through its documented difficulty, guidance, control, or recovery limits.

Who it is for: Players interested in the original FC/NES design and willing to learn its period-specific rules.

Play notes: Check the documented language, saving, accessory, and recovery conditions for this exact release.

View scoring basis
DimensionReview stateScoreWeight
Dimension

The content pacing score applies the V3 boundary to the documented mechanics, pacing, presentation, and FC release constraints.

Reviewed7.3 / 10Not provided
Dimension

The core experience score applies the V3 boundary to the documented mechanics, pacing, presentation, and FC release constraints.

Reviewed7.2 / 10Not provided
Dimension

The presentation immersion score applies the V3 boundary to the documented mechanics, pacing, presentation, and FC release constraints.

Reviewed7.9 / 10Not provided
Dimension

The technical usability score applies the V3 boundary to the documented mechanics, pacing, presentation, and FC release constraints.

Reviewed6.8 / 10Not provided

Review sources

Not provided

Core information

Developer
Epoch
Publisher
Epoch
Release date
1990
Platforms
Famicom / NES
Content kind
Game
Release state
Released
Region
Worldwide
Official website
Not provided
Offline minimum players
Not provided
Offline maximum players
Not provided
Online minimum players
Not provided
Online maximum players
Not provided
Tags
Pixel ArtRetro Style2D GraphicsExplorationCollection-richPuzzle SolvingSolo-friendly
Supported game languages
Not provided
Requires base game
Not provided
Standalone
Not provided
Age ratings
Not provided
Play modes
Not provided
Perspectives
Not provided

Release editions

Sources

Not provided