1987 · Famicom · Game story
Argos no Senshi turns a spinning shield into a passport
The Japanese Famicom adventure sends one warrior across cliffs, forests and strange strongholds with a Diskarmor, a growing body and a set of tools that turn apparent dead ends into routes.
In this story
The shield leaves first
Argos no Senshi: Hachamecha Daishingeki begins with a warrior, a hostile horizon and one of Famicom action’s most satisfying pieces of punctuation. The Diskarmor does not merely swing at arm’s length. It flies from the hero on a tether, hits with a hard little report, then comes home. That outward-and-returning motion gives every skirmish a rhythm. Face the enemy, send the disc, judge the gap, turn for the next threat. The weapon makes the warrior look less like a swordsman and more like someone conducting the dangerous space around him. Its rhythm also gives the screen a useful breathing room. The disc’s trip outward marks the instant when a player can inspect a ledge, spot a new foe or decide that the safest next move is a jump into the unknown. 1 2 3
The game’s landscape quickly proves that the Diskarmor is also a way of seeing. A broad plain invites a player to test range. A cliff edge turns positioning into a nervous decision. A tight section of platforms asks whether a thrown weapon can make enough room for the next jump. The Famicom original moves between side-scrolling terrain and more open, plane-like areas, so the same basic attack keeps changing its social life. The disc can clear a lane, interrupt a pursuit or buy the tiny pause needed to read a strange new region. 5 3
Trivia The manual calls the weapon the Diskarmor and explains that it attacks only in the direction the warrior faces. That plain rule is the source of much of the game’s snap. A threat behind the hero is never a minor inconvenience: it is a demand to turn the whole body, choose the moment, and make the returning disc part of the escape route. 2
See it in action
A map made of permission
The title’s great secret is that geography behaves like a locked cabinet. Mountains, forests, valleys and open hubs are not simply stages to finish; they are questions about what the warrior can do today. Certain items make unknown maps accessible, while other tools turn a visible obstruction into an invitation. The player may see a route long before the hero has the means to use it. That gap between seeing and reaching supplies the adventure’s particular itch. Every newly gained object has the power to revise an old memory of the map. 3 5 6
This makes backtracking feel like recognition instead of repetition. Return to an earlier cliff with a better tool and the scenery begins speaking a new language. A tree or rock can be a hook point. A stretch of rope can be a highway. A far-off structure can suddenly become practical. Argos no Senshi understands the small thrill of walking past an obstacle, storing its shape in the mind, and later discovering that the apparently decorative thing was always a door waiting for the right verb. The player’s memory becomes one more piece of equipment. Remembering an unreachable height is as valuable as carrying the tool that finally reaches it. 4 5
Trivia The chain sickle can catch an unseen foothold above the warrior, letting him climb where the route initially appears to end. GAME Watch highlights this trick in the valley areas and notes that it returns in later zones. It is an inspired bit of Famicom adventure design: the player throws a weapon into empty sky, and empty sky answers with a path. 4 2
Growth is a combat style
Early Argos no Senshi is deliberately modest. The warrior arrives with three units of vitality and an attack that asks for patience. Kill enough enemies, however, and the game begins to visibly build a stronger traveller. The manual describes rising arm strength and chest strength alongside a larger vitality ceiling; the specialist guide observes that the maximum reaches twelve. This is a lovely kind of progression because it comes straight out of the action. The player does not leave the landscape to become stronger. The landscape itself provides the repetitions that harden the hero. 2 3
The result is a slower, sturdier form of confidence. A difficult passage can tempt a dash forward, yet the game also rewards lingering in a manageable area, learning enemy motion and gathering the strength that makes the next region feel less forbidding. The pace becomes personal. One player sees a hostile slope and pushes on with bold jumps; another turns the nearby field into a training ground until the Diskarmor feels decisive. Both approaches belong to an adventure that treats readiness as something earned in public, through repeated encounters, clean recoveries and the welcome sight of another strength increase. 3 5
Trivia Maximum vitality rises one unit at a time as enemies are defeated, beginning at three and topping out at twelve. That visible climb gives the health display a narrative all its own. A row of extra marks is a record of travel, a souvenir of earlier fights, and a quiet promise that the warrior who returns to an old mountain is no longer the one who first entered it. 2 3
Indra’s gifts change the grammar
The five imprisoned battle gods, the Indra, give the journey its mythic backbone. Freeing them provides sacred tools, and those tools change the grammar of exploration. A grappling implement makes height negotiable. A wind pulley makes rope travel possible. A bowgun can set up the lines that make later movement work. The player is collecting more than key-shaped permissions. Each reward introduces a fresh action into the hero’s body, giving the landscape another way to be touched, crossed or interpreted. 3 5 6
This is why the Famicom game feels so much larger than a straight run from left to right. Its tools create little moments of invention. Spot a suitable point, remember what the new device can do, then perform the move with enough care to make it real. The warrior’s journey keeps expanding sideways and upward because the player’s mental toolkit expands with it. A route through the world becomes a route through an ever more elaborate set of verbs: throw, hook, climb, string, ride and jump. 2 4
Trivia The wind pulley demands a satisfying confirmation before it can be trusted: the guide advises listening for its click when the warrior approaches a rope between posts. Hear it and the pulley can carry him along the line; miss it and he falls. This tiny sound-based cue turns a traversal item into a moment of nervous physical theatre. 4 5
The pause screen is a spellbook
Argos no Senshi hides a compact spellbook inside its status screen. Defeated enemies sometimes leave mental-energy capsules, worth either one or three marks, and the reserve can hold seven. Press Start, move the cursor, and that stored energy becomes a choice rather than a passive number. The hero may extend the Diskarmor’s chain for one strike, turn his fighting spirit into a screen-wide attack, or refill his vitality completely. The adventure’s quietest menu therefore contains some of its loudest decisions. 2 3 8
The three costs give the reserve a useful tension. Power Up spends three marks for a single long-reaching throw. Warrior’s Spirit spends five and prepares ten attacks that damage every enemy on screen. Full recovery consumes all seven. A crowded passage can make the sweeping attack look irresistible, but using it may postpone the complete heal that would rescue a boss attempt. The player is not only collecting energy; they are deciding whether the next danger calls for reach, crowd control or patience. Every capsule therefore feels like a choice deferred. Even a star-marked capsule on the ground can change the plan for an entire area. 2 8
Trivia The ability named Power Up does not increase damage. It spends three mental-energy marks to extend the Diskarmor’s chain for one use. That tiny naming trick is perfectly characteristic of the game: the grandly titled miracle is really a practical answer to one awkward gap, one distant enemy or one moment when the ordinary tether is just a little too short. 2 8
The journey remembers
Failure in this Famicom expedition has a stern face and a generous memory. There is no save or password system, but a game over followed by Start resumes from the last visited area. The current vitality, mental energy and some immediate Diskarmor improvements reset, while accumulated attack strength, vitality ceiling and obtained tools remain. It is a practical design with a dramatic effect: defeat sends the player back into danger, yet the world has acknowledged that the warrior has changed. 5 2
That persistence makes exploration feel cumulative even during a difficult evening. An unsuccessful visit to a new area is still reconnaissance. The player has seen its layout, felt its hazards and perhaps returned with a tool or a permanent increase that will change the next attempt. Argos no Senshi turns the familiar Famicom cycle of trying again into a mini campaign. Each restart has a trace of the previous expedition embedded in the warrior’s stronger frame. The next climb may be tense, but it is never quite the same climb; knowledge, equipment and confidence have quietly travelled back with the player. 5 3
Trivia The Famicom version has a peculiar final-area shortcut: reach the Area 5 boss room with only a sliver of health, stand at the door, lose the last vitality, then continue. The hidden restart sends the warrior to the final area. It is an oddly theatrical secret, converting a carefully staged defeat at a threshold into an unexpected leap forward. 7
Ligar waits above the route
All of these systems point toward Beast King Ligar, waiting in an airborne stronghold. GAME Watch describes the purpose plainly: defeat enemies, grow the warrior, rescue the five Indra, collect the sacred items and reach the final foe. The structure gives the conclusion real shape. The player is not handed a final confrontation simply for clearing a sequence of stages. The way there has taught movement, rewarded patience, enlarged the body and filled the mind with a private atlas of where each strange tool belongs. 3 4
By the time the fortress appears, the hero’s simple disk has become the center of an adventure full of scale. The player has learned when a jump is safer than a walk, when an old area is worth revisiting, when an object in the distance is a route in disguise, and how much strength feels enough for the next corridor. That is the appeal of Argos no Senshi. It makes an 8-bit landscape feel like an argument between the visible route and the route a player has learned to imagine. The best moments arrive when the argument resolves in motion: a remembered obstacle, a newly earned device and one clean leap suddenly make the impossible terrain feel perfectly legible. 4 5 1
Trivia Ligar’s weak point is his head, while his arms keep firing bullets. The final guide recommends closing the distance and using jump attacks once the Diskarmor can reach him. It is a fitting ending for the game’s whole vocabulary: move into danger, let the weapon fly, and turn a carefully learned rhythm into one decisive opening. 4
A few more screens
2 official imagesSources & image credits
Facts were checked against the links below. Official media remains the property of Nintendo and the relevant rights holders.
- アルゴスの戦士 はちゃめちゃ大進撃 Nintendo ↗
- アルゴスの戦士 はちゃめちゃ大進撃 ~げーむのせつめいしょ(仮)~ げーむのせつめいしょ(仮) ↗
- アルゴスの戦士 はちゃめちゃ大進撃をラストボスまで攻略 GAME Watch ↗
- アルゴスの戦士 はちゃめちゃ大進撃 獣王ライガーの牙城~討伐 GAME Watch ↗
- アルゴスの戦士とは?システム・攻略・ストーリーを徹底レビュー! GAME SUMMARY ↗
- アルゴスの戦士 はちゃめちゃ大進撃 Gavas ↗
- アルゴスの戦士シリーズ全作品の隠し要素・裏技まとめ 日々を楽しむゲームブログ ↗
- ゲームの呼水「アルゴスの戦士 はちゃめちゃ大進撃」 イチゴ弌ヱ ↗