Current version:Famicom / NES
Trojan

Trojan

The NES port of Trojan. The game's controls consist of an eight-way joystick and two action buttons. Similarly to Kung-Fu Master or Rush'n Attack, the player jumps by holding the joystick upwards instead of having a dedicated jump button like other side-scrolling action games. Instead, one button is used to swing the sword at enemies and the other button is used to hold the shield to block enemy attacks, including projectiles such as throwing knives and arrows. The shield can be held towards the player while standing or crouching, as well as upwards vertically and diagonally. Some enemies will throw magic balls which will cause the player to lose their sword and shield if they block. During these instances, the player will fight barehanded, with the sword and shield buttons used to punch and kick respectively. The sword and shield will appear on-screen after some point, allowing the player to recover their weapon. Other power-ups includes floating hearts that will restore the player's health and jumping spots where the player can jump higher than usual.

AI score · out of 10
7.8 / 10
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About this game

The NES port of Trojan. The game's controls consist of an eight-way joystick and two action buttons. Similarly to Kung-Fu Master or Rush'n Attack, the player jumps by holding the joystick upwards instead of having a dedicated jump button like other side-scrolling action games. Instead, one button is used to swing the sword at enemies and the other button is used to hold the shield to block enemy attacks, including projectiles such as throwing knives and arrows. The shield can be held towards the player while standing or crouching, as well as upwards vertically and diagonally. Some enemies will throw magic balls which will cause the player to lose their sword and shield if they block. During these instances, the player will fight barehanded, with the sword and shield buttons used to punch and kick respectively. The sword and shield will appear on-screen after some point, allowing the player to recover their weapon. Other power-ups includes floating hearts that will restore the player's health and jumping spots where the player can jump higher than usual.

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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:

7.8 / 10Famicom / NES

Trojan is assessed here as a specific FC/NES release with its documented strengths and practical limits kept in view.

The NES port of Trojan. The game's controls consist of an eight-way joystick and two action buttons. Similarly to Kung-Fu Master or Rush'n Attack, the player jumps by holding the joystick upwards instead of having a dedicated jump button like other side-scrolling action games. Instead, one button is used to swing the sword at enemies and the other button is used to hold the shield to block enemy attacks, including projectiles such as throwing knives and arrows. The shield can be held towards the player while standing or crouching, as well as upwards vertically and diagonally. Some enemies will throw magic balls which will cause This assessment focuses on the specific FC or NES release and on the play actions, goals, and progression documented for Trojan. 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 anyone seeking modern convenience should

Strengths

  • The documented central loop gives Trojan 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.

Reviewed7.6 / 10Not provided
Dimension

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

Reviewed7.8 / 10Not provided
Dimension

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

Reviewed8.1 / 10Not provided
Dimension

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

Reviewed7.5 / 10Not provided

Review sources

Not provided

Core information

Developer
CAPCOM
Publisher
CAPCOM
Release date
1987
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 ArtFast-pacedMelee CombatScience FictionSolo-friendlyRetro StyleSide-scrolling2D Graphics
Supported game languages
Not provided
Requires base game
Not provided
Standalone
Not provided
Age ratings
Not provided
Play modes
Single player
Perspectives
Side view

Release editions

Sources

Not provided