GI Joe The Atlantis Factor

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Item Condition

Game only: the cartridge in a protective holder, no box or manual. Look over the photos for condition, packaging and details. Every cartridge's shell, label and board are checked for authenticity when it comes into the store, and it's tested before it's listed. It ships in a collector's bag or a hard plastic case.

Item Description

Atlantis is back above the waves, and Cobra owns it. In G.I. Joe: The Atlantis Factor, Cobra Commander has raised the lost island from the ocean depths and turned it into a base for a nearly unstoppable army armed with space weapons, leaving General Hawk to lead the counterattack almost alone. Built by KID as the follow-up to its 1991 G.I. Joe and published by Capcom in 1992 after Taxan's exit, this sequel was released only in North America and arrived late enough in the NES era that plenty of players missed it.

The biggest change is structure. Instead of a fixed run of missions, you advance across an overhead map of the island, choosing your route and clearing short sub-stages on the way to Cobra's strongholds, an approach that will feel familiar to anyone who has played Capcom's Bionic Commando. The bases themselves are bigger run-and-gun gauntlets with an objective attached, such as freeing hostages, setting bombs or recovering a key item, and each ends with a boss pulled from the cartoon and toy line: Overkill, Cesspool, Firefly, Major Bludd and Destro, with Cobra Commander waiting at the very end.

Hawk starts out on his own, but the team grows as the campaign goes on. Duke, Roadblock, Wet Suit and Snake Eyes sign on, and so does Storm Shadow, here fighting alongside the Joes. You pick who joins each mission and switch soldiers from the pause menu, and every Joe carries hidden ratings for agility, stamina and strength that shape how he handles tight jumps and heavy fire. Rescue Gung-Ho, Spirit or Big Bear in certain sub-stages and they can be called in to restore health or ammunition, which turns the toughest stretches into a question of planning as much as reflexes.

The Atlantis Factor packs a real cross-section of the Real American Hero cast, heroes and villains alike, into one late-NES cartridge, and its branching map gives it a different rhythm from most licensed action games of its day. Set it beside the 1991 G.I. Joe and you have KID's complete two-game take on the Hasbro license, with the sequel trading a straight line of missions for an island you chart yourself.

Fast factsgame data via IGDB
Released
1992
Publisher
Capcom
Developer
KID
Players
Single player
About the game

GI Joe's squad of mean, lean combat experts moves into action! Cobra Commander has raised the ancient island of Atlantis from the ocean depths, and is using it as a base. With a nearly indestructible army, and powerful space weapons, the power-crazed Cobra is about to take over the world! Advance through the lethal mazes of Cobra's weapons complex, battling soldiers, gunships, laser orbs, and skin-shredding birds of prey. Infiltrate secret storerooms where Cobra Commander carries out his deadly schemes. At each level, find an ally of even greater strength and skill to join your combat team. At last, face Cobra Commander himself in a treacherous duel for world dominance! This is a fight only G! JOE can win!

Summary from the IGDB community database — the condition and contents of this listing are described above and in the photos.

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