The Uncanny X-Men

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Complete in box

Box, manual and game — all original, all in the photos. Game condition guide →

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Ships in 1–2 business days·Tracking on every order·Signature required on orders $250+

Item Condition

Complete in box: the cartridge, the manual and the box, all original; anything beyond that is included only if you can see it in the photos. The photos are of this exact copy — look them over closely for its 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

Pick two X-Men, drop into hostile territory and find the enemy's hidden command center before your team runs out of heroes. That is the whole mission in LJN's The Uncanny X-Men, and the six-mutant roster is the reason to play: Wolverine, Nightcrawler, Colossus, Storm, Iceman and Cyclops, all wearing their late-eighties comic-book colors in an overhead action game for the NES.

The roster splits neatly in two. Storm, Iceman and Cyclops attack from range, while Wolverine, Nightcrawler and Colossus have to wade in and fight up close, so choosing a pair is a real tactical decision. Your second X-Man can be controlled by a friend in two-player co-op or handed to the computer, and when both fall you pick two more from whoever is left, which turns the full team into a pool of lives. Five levels can be tackled in the order you choose, a practice stage among them, with power-ups that freeze time, grant temporary invincibility or restore health, and a Magneto-themed magnet power-down that pins your mutants in place at the worst possible moment.

It is also a game with a reputation, and an honest description should say so. The Uncanny X-Men is famous as a tough, rough-edged LJN license, the kind of cartridge that turned up on countless lists of baffling 8-bit tie-ins, and players have argued over it for decades. That notoriety is a big part of its charm today: it captures the strange early days when Marvel's mutants were still finding their way into video games, years before the arcade brawlers and 16-bit adventures that followed.

For Marvel collectors it fills an important early slot in the X-Men's gaming history, sitting at the start of a timeline that runs through Konami's arcade cabinet and Capcom's fighters. For NES players it is a curiosity worth experiencing firsthand, ideally with a second player and a sense of humor, to see what a mutant co-op mission looked like in 1989.

Fast factsgame data via IGDB
Released
1989
Publisher
LJN Toys
Players
Single player, Multiplayer, Co-op
About the game

The Uncanny X-Men is an overhead-view action game. Players commence by selecting two X-Men from the roster, with the second controlled by another player or the computer. They then choose one of five levels, including a practice level. The objective in each level is to reach the concealed 'command centre' and demolish it. All X-Men share similar abilities, allowing movement in any direction, jumping, and attacking. Half of the characters (Storm, Iceman, Cyclops) possess long-range attacks, while the other half (Wolverine, Nightcrawler, Colossus) need to engage enemies in close combat. Each X-Man can endure a specific number of hits before being defeated. If both X-Men fall in battle, players can select two more to attempt the level again until all X-Men are used. Power-ups include an "S" that stops time, temporary invincibility, and a health restore. Additionally, a Magnet power-down (symbolizing Magneto) temporarily immobilizes the X-Men.

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

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