Game reviews

Rastan review: a barbarian who swings like he means it

Rastan · Taito · 1987

The verdict: a handsome, heavy sword game whose real pleasure is control, and whose borrowed weapons keep every stage feeling like a gamble.

Made by
Taito, designed by Toshiyuki Nishimura
Released
Japan, March 1987; worldwide, April 1987
Genre
Hack and slash platformer

A long-haired barbarian walks out under a sky that shifts color as you move. The music swells, a lizard man charges, and you swing a sword that feels heavy in a good way. It looked like the painting on the side of a van, and for a minute that was enough.

A jump you have to aim

The controls are an eight-way joystick with one button to attack and one to jump, and the joystick changes both. Hold up and you jump higher. Push down in the air and you swing downward while jumping, which is how you handle the things crawling below a ledge. Nothing about it is automatic. Every platform, rope and enemy asks you to choose the height and the angle.

That makes Rastan slower than it looks, and better. The game uses a health gauge, so a mistake costs you a slice of your life instead of the whole thing. But some hazards do not care about your health: fall into water or get caught under a spiked ceiling, and you are gone. The mix keeps you careful without making you afraid to try.

It looked like a heavy metal album cover. It played like a patient platform game.

Borrowed weapons, borrowed time

You find better tools along the way: an axe, a mace, a sword that shoots fire, a shield, armor. Every one of them lasts only for a limited time, except the Ring, which stays with you for the rest of that life. So the best weapon is always slipping away, and you are always doing quick math about whether to push ahead while it lasts. The rare golden sheep's head restores your health completely, and finding one felt like winning a small lottery.

What we checked
Rastan, released as Rastan Saga in Japan, was developed and published by Taito for arcades, with Toshiyuki Nishimura credited as designer. It came out in Japan in March 1987 and worldwide in April 1987, and it is known as Rastan in North America.
Source: Rastan Saga · Wikipedia (checked September 14, 2026)

A shape you could learn

Each round follows the same pattern: an outdoor scene, a castle scene and a throne room with a boss. The outdoor stretches have changing sunlight, which was a lovely touch for its time, and the castles turn cramped and dark. At the very end a red dragon waits. Knowing the shape of a round let you plan your weapons, which is part of why regulars got so far.

What it meant back then

In America the cabinet said Rastan, not Rastan Saga, and it fit the moment perfectly. Barbarian movies were on cable, fantasy paperbacks were in every drugstore rack, and here was a machine at the mall arcade that let you be the guy on the cover. It lived in the darker corners of the room, near the fighting games, and it rewarded the kid who came back on Saturdays and learned where every pit was.

Playing it now

It is stiff by modern standards, and the difficulty is real. Give it patience anyway. Once you stop running and start aiming your jumps and swings, the game opens up, and the weapon juggling turns every round into a small decision about risk.

What was the weapon you always hoped would drop, and never lasted long enough?