Journey to Silius
ラフワールド
- Year
- 1990
- Developer
- Sunsoft
- Publisher
- Sunsoft
- Platform
- FC / NES
- Hardware
- Family Computer (8-bit)
- Genre
- Run and gun
- Players
- 1 player
- Controls
- D-pad + A (jump) / B (fire)
- Series
- Sunsoft action

Gameplay Screenshots




About This Game
Journey to Silius is a run-and-gun from Sunsoft with one of the strangest production histories on the system: it began as a licensed Terminator game, the licence lapsed partway through development, and Sunsoft kept the engine, replaced the hero with an original character, and shipped it anyway.
What survived is a tight, difficult action game about a colonist named Jay McCray working through an abandoned space facility. There is no health bar and no double jump - three hits and the stage restarts - so the design leans entirely on learning placement, and the level layouts are built to be memorised. Five weapons switch on the fly, with limited ammo on the special ones, which stops the game becoming a single-button shooter. The reason it is still talked about, though, is the soundtrack. Naoki Kodaka's score is regularly named among the best NES music, and the game's reputation today rests as much on how it sounds as on how it plays.
- No health bar and no double jump - placement is everything
- Five switchable weapons with limited ammo on the specials
- Originally developed as a Terminator licence, shipped with an original hero
- Naoki Kodaka soundtrack widely ranked among the best on the NES
Version History
- Famicom Japanese version (Raf World)1990-08-10
Released in Japan as Raf World, with the hero and story rebuilt after the licence lapsed.
- NES US version1990-09
The version on this page.
- Europe1991
European release of the same conversion.
Tips & Strategy
Learn the pits before the enemies
Most deaths come from falling, not fire. Mapping the platform routes first makes the fights manageable.
Save the laser for the mid-bosses
Special weapons run dry. Burning them on regular enemies leaves you with the pistol for the fights that need range.
Crouch to shoot low enemies
Standing shots pass over crawling targets. The crouch costs nothing and covers the whole ground lane.
Never jump backwards to dodge
The levels are built around forward momentum. Retreating jumps land in pits behind you, which is the most common way a run ends.
Download Resources
Resource packs for this game are provided through the button below.
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