
Play Wayne's World Online
Game Info
- Platform
- NES
- Genres
- Action · Platformer
- Developers
- Radical Entertainment
- Publishers
- THQ
- Release date
- December 31, 1993
Summary
The NES port of Wayne’s World lets you jump between the two iconic duo, swapping between Wayne’s karate kicks and Garth’s 4,000‑volt laser blasts. Each hero has a distinct attack style—Wayne’s kicks are powered up by Cassandra’s training, while Garth’s laser can be charged for a 100‑gigawatt blast, both maxing out at twenty uses after you collect the P‑power‑ups. You can duck, jump, and even pull off a "cool major‑high flip jump" by pressing A and up together, which feels surprisingly slick for an 8‑bit platformer. Health is tracked by a quirky "worthiness" meter; you start with 22 points, and donuts or P‑power‑ups boost it, while enemies drain it. After each stage you’re tossed into a donut‑filled bonus room—grab them all and you earn an extra life, but you’re racing against a ticking clock to finish each level.
Storyline
Wayne's World on the NES stays true to the movie’s plot, tasking Wayne and Garth with stopping a wealthy producer from buying their public‑access TV show. The adventure opens in Kramer’s Music Store, where Wayne battles sentient guitars, drums, cymbals, saxophones, trumpets and even stacks of Barry Manilow records to claim the mysterious Excallbur. The second stage moves to the Gasworks, where the duo fights bouncers, martial artists and tough guys before meeting Cassandra, who is performing with her band. In the third level Garth scrambles through an alleyway filled with ninjas and black cats, while Wayne confronts security guards, floating TV screens, black spiders and tangled power cords inside Ben’s studio, searching for the show contract that ultimately eludes him. The final area takes Wayne to Ben’s condo, where he again seeks the contract and attempts to rescue Cassandra from the producer’s clutches.
Edited by Maya Carter




