Take on the NES Library

An 8-bit Extravaganza!

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DEC
05
2017
0

#59 – Ninja Gaiden

“I will get my revenge!”

A very unassuming title screen.

To Beat: Reach the ending
My Goal: Beat the game without continuing
What I Did: Beat the game using three continues
Played: 9/24/17
Difficulty: 9/10
My Difficulty: 3/10
Video: Ninja Gaiden Longplay

Traditionally, ninjas were ancient Japanese fighters trained in martial arts who focused on stealth, espionage, and assassination. With the rise in popularity of the idea of ninjas, and many Japanese game development studios looking for game ideas, it makes sense that ninjas would be well represented in video games. One of the most well-known games on the NES, and perhaps one of the more well-known ninja games altogether, is Ninja Gaiden.

Ninja Gaiden began as two separate games by two different teams from the developer Tecmo. The arcade game is a beat-em-up game in the vein of Double Dragon, while the NES game is a side-scrolling action platformer influenced by Castlevania. While the arcade game fared well, the NES Ninja Gaiden was a huge success, earning high praise and numerous honors. The Famicom version was released first in December 1988 under the name Ninja Ryukenden, meaning Legend of the Ninja Dragon Sword. The NES version was released in March 1989. The word gaiden in Japanese means side story, but Ninja Gaiden is not a side story in any way. The developers just like how the name sounded. Ninjas were considered taboo in Europe, and so their version of the game was named Shadow Warriors and was released in August 1991. It was also ported to the PC Engine in Japan in January 1992. Tecmo is both the developer and publisher for all versions.

He will, indeed!

Since the NES game, Ninja Gaiden has become a long running series. The NES got two more installments, and all three games appeared on the SNES compliation cart Ninja Gaiden Trilogy. Ninja Gaiden later had unique games on the Game Boy, Sega Master System, and Game Gear, as well as a cancelled version on the Mega Drive. The series went dormant until 2004 when the mobile game Ninja Gaiden X was released. That year also saw the beginning of the modern series with the 3D action game on Xbox simply titled Ninja Gaiden. That series would spawn two sequels in 2008 and 2012 respectively. There was also a Nintendo DS game called Ninja Gaiden: Dragon Sword.

Ninja Gaiden is a side-scrolling action platformer where you play the role of Ryu Hayabusa. The Hayabusa family has guarded the legendary Dragon sword for many generations. Ryu’s father, Ken Hayabusa, engaged in battle with another ninja and was defeated. After Ryu learned of his father’s demise, he finds a letter from his father. Ken writes that Ryu must go to America with the Dragon sword if he does not return. Respecting his father’s wishes, Ryu heads for America to take on the danger he surely knows is laid out ahead.

Ninja Gaiden is heavily laden with story and this is the main feature of the game. This was one of the first games to feature cinematic cutscenes to advance the story. The game plays out over six acts, and before each act there are these extended segments detailing Ryu’s adventure. Sometimes there are cutscenes in the middle of acts, but this doesn’t happen often. It was very novel to see this story play out as you go through the game, for the first time through at least. On subsequent playthroughs they might become more of an annoyance. Fortunately, they can all be skipped quickly so you can focus solely on just the action.

Ryu hangs off walls a lot.

You control Ryu with the D-Pad. You can walk with Left or Right and duck by holding Down. Press A to jump. You have full control of Ryu from side to side while airborne. You can cling to walls by jumping onto them and Ryu will hang on indefinitely. Press the directional button away from the wall and jump to kick off the wall. You can jump back and forth between two walls close together to climb. If the wall contains a ladder, you can freely climb up the wall with Up or Down, otherwise you must jump off. The B button slashes your sword. You can attack with the sword while ducking or while in the air. If you slash while standing on the ground, you can’t move until the animation finishes. Attacks go quicker than the whip in Castlevania but it’s a noticeable delay. Hold Up and press B to use special attacks if able. The Start button pauses the game.

The status bar at the top of the screen gives you all the information you need. The top left is your score indicator, and below that is the level timer. Underneath that is P which indicates how many lives you have remaining. The counter next to lives represents your spiritual strength, according to the game manual. This represents your subweapon ammo, and next to it on the status bar is an icon for which special weapon you currently hold. On the right side of the status bar, you see the stage number, your health meter, and the health meter of the boss.

These blue lanterns hold all kinds of stuff for you.

In yet another similarity to Castlevania, each level features a candle or some other stationary object that you can slash with your sword to earn powerups. Enemies don’t drop anything in Ninja Gaiden so this is the only way to power up, but you see them all the time. The most common of these is a square icon that increases your spiritual strength. The common blue item gives you five points of strength, and the red one gives you ten. There is an item that looks like a pot with feet that just gives you points. The blue one is worth 500 points and the red one awards you 1000 points. An hourglass freezes time briefly, causing all enemies and projectiles to stop moving and keeping new enemies from spawning. A potion will restore six points of health. The Ryu emblem gives you an extra life but only appears a few times in the whole game. The icon with the ring of fireballs is called the invincible fire-wheel. As its name suggests, it makes you invincible for a short time while destroying any enemy you touch.

The other item drops you get are your special weapons. You can only hold one at a time and can’t switch back if you collect a new one. These cost spiritual strength points which may vary for each weapon. The weakest weapon is the small blue throwing star. You throw a tiny straight projectile and it costs three points. The windmill throwing star is a large orange shuriken that costs five points. You throw it ahead and it comes back at you like a boomerang. If you jump over or dodge it, it will go behind you and come back. If you keep avoiding it, you can keep it on the screen circling you for a while for maximum effectiveness. The powerup with a single flame on it is the art of the fire wheel. This weapon costs five points and throws large rings of fire up and away from Ryu. Lastly, the blue swirl weapon gives you the jump and slash technique. This deploys by pressing B in the air with no need to hold Up on the D-Pad. It causes you to ball up while slashing constantly, ripping you right through enemies and bosses. It is incredibly powerful. The major downside to this technique is that it replaces your sword attack while jumping, so it burns through your spiritual strength very quickly. But here’s a tip: If you hold Down and press B while in the air, you will always swing your sword, saving you precious strength points.

Poor enemy soldier!

You will travel through many interesting locales and fight different types of enemies throughout the game. You visit the city streets, a mine, snowy mountains, a cliffside, and various temples just to name a few. Enemies often consist of other people who punch, swing swords, fire guns, throw knives, etc. There are also animals that are out to get you like tigers and bats. Anyone who has played this game know that the birds are the worst. They fly at you and turn around to make another pass if they miss, and you need good timing with your sword to defeat them. They often show up near pits and they can easily knock you down to your death, and they drain your health quickly to boot.

There is a boss battle at the end of each act. Each boss gets a full health bar and your sword does one point of damage, so you must keep at it to take them out. The game manual explains that most of the bosses are members of The Malice Four and were hired by the main villain. Defeating the boss awards you points for both time and spiritual strength remaining, and you get to watch the bad guys explode as score is added up for a pleasant bonus!

Ninja Gaiden is a challenging game, no doubt, but there are a few ways the game gives you breathing room. Each act is split up into several levels, and sometimes the levels have checkpoints within them at screen transitions. Ninja Gaiden only scrolls horizontally, but sometimes you need to go up or down a screen and that counts as a checkpoint. Losing a life within a level sets you back to the checkpoint. If you lose all your lives, you can continue from the start of the current level. You get infinite continues which is a great help in beating the game. Dying on the boss, however, sends you back to the start of the previous level. This is a more severe punishment than dying prior to the boss, but it’s bearable.

Action-packed boss fights are always a plus.

The reason why a game with infinite continues like this gets a 9/10 difficulty rating is what happens at the end of the game. I’ll say this is a spoiler, but if you’re reading this you probably already know what happens. The final act in Ninja Gaiden is quite challenging, featuring large sections of bottomless pits with plenty of enemies to knock you into them. The end of the act contains not one, but three final bosses. Contrary to the rest of the game, taking a death at any one of these bosses sends you back to the beginning of the act. This makes the first time through the game very difficult because you have to slog through all these tough levels per each attempt at this final set of bosses. The only solace is that once a boss is defeated, he stays dead and you don’t have to refight him. I know one of you readers has already turned your nose at my rating here, and to you I say that it’s easier for me too because I’ve beaten the game so many times. Undeniably, it’s a steep challenge the first time through!

Ninja Gaiden is one of the games from my childhood collection and I have beaten it countless times. I didn’t read many gaming magazines, but it was all over the ones I had and so I had to own this game. We bought it used somewhere, and that led me and my family to track down the other two games individually. Today it isn’t a hard game to find and it consistently costs around $10 for a copy. I’ve had several copies pass through my hands that I’ve sold, and I still have a few extra copies as of this writing.

I don’t remember the first time I beat Ninja Gaiden. I was probably 9 or 10 years old when I first beat it, and it has been one of those staple NES titles that I replay at least every couple of years. I beat the game this time with little trouble. I had in mind to beat the game without continuing but I wasn’t sure if I would. After all, that final level still trips me up after all these years, and I have only done it once before a few years ago. Lately, I have been playing these NES games through a couple of times just to have a decent enough run for YouTube. I don’t recall the last time I beat a game once and then moved on. The only deal breaker here was that I wouldn’t accept a run where I died on any of the final bosses. On this run, I needed three continues to clear the final area but I did beat the final bosses without dying. That’s good enough for me, and besides, I’m sure there are plenty of people out there that have beaten the game without continues or without dying on YouTube. If you need to witness something closer to perfection, then you can watch someone else do it. I have so many more games to play!

Clearly, I have no chance here!

I have a few streamers on Twitch that I watch regularly. One of my favorites is Arcus87, the current world record holder for speedrunning Ninja Gaiden. He has beaten the game in 11:39.93 as of this writing. In the beginning of this year, I watched him put in hundreds of attempts just to improve upon his own record by a tiny margin. I missed watching him set the record live, but I saw a couple of near misses and some other incredible moments. I learned a lot about this game just by watching, but I can’t say it translated into making me a better player.

Ninja Gaiden is one of those classic, essential NES games that should be considered for any NES collection. It has nice graphics and music, good boss fights and enemies, good control with versatile weapons, and a story that ties it all together. It is also the very definition of Nintendo Hard, with constantly respawning enemies capable of knocking you into pits at any time, especially those birds. The endgame cruelty is quite extreme as well. The difficulty may be a turn off, but the game is relatively kind in the early going and the story might grip you enough to want to grind through it. Ninja Gaiden is fun to play, and if somehow you haven’t given it a chance, I give it my recommendation.

#59 – Ninja Gaiden

 
APR
25
2016
0
Burai Fighter Box Cover

#22 – Burai Fighter

That menacing dragon and his friends pose quite a stiff but fun challenge.

Not pictured is the dancing circle of letters in "Burai Fighter"!

Not pictured is the dancing circle of letters in “Burai Fighter”!

To Beat: Finish all 7 stages
To Complete: Beat the game on the highest difficulty
My Goal: Complete the game
What I Did: Completed the game
Played: 3/31/16 – 4/14/16
Difficulty: 7/10
My Difficulty: 9/10

I’ve taken on a number of shooter games already for the blog but there has yet to be a more typical style space shooter until Burai Fighter. The game stands out a bit with its bright yellow label, but behind the scenes there is a fun and challenging action game that is worth a play.

Burai Fighter was originally developed for the NES and released in March 1990. It was developed by KID and published by Taxan. It was released on the NES in Europe and Australia later in 1990 and was also released on the Famicom in July 1990, published by Taito. Burai Fighter was also developed for the Game Boy and was released first in Japan just prior to the Famicom version, debuting in June 1990. It would come out in North America and Europe in 1991. The Game Boy game is called Burai Fighter Deluxe even though some elements of the game were lost in moving to the handheld. There was also a Game Boy Color version released in Japan in 1999 as Burai Fighter Color and in North America in 2000 as Space Marauder.

Burai Fighter is one of the first games designed and produced by Ken Lobb. He is perhaps best known as a designer for the original Killer Instinct. After Taxan closed, he briefly worked for Namco contributing on Splatterhouse 2 and 3 for Sega Genesis. Next he would work for Nintendo where he worked on Killer Instinct and other games such as Super Punch-Out!!, Donkey Kong Country, Goldeneye 007, Banjo-Kazooie, and many others. He left Nintendo to work at Microsoft Game Studios where he is still employed today. It’s always nice to see where a well known personality in gaming starts out!

Starting off the game with a wall of enemies!

Starting off the game with a wall of enemies!

Burai Fighter is a shoot-em-up where you control an unnamed protagonist in his efforts to defeat the evil Burai and their armies from taking over the universe. You are equipped with a jet pack that lets you fly in any direction as the game scrolls forward. One of the unique features of this game is that the scrolling isn’t just in one direction. The scrolling direction changes in whichever direction the level was designed though it does follow a linear path. It’s important to pay attention to your surroundings so that you can avoid getting trapped if the level veers in an unexpected direction. Because of this scrolling, you can fire your gun in eight directions. Holding down the fire button locks the direction you are shooting so you can maneuver at will while firing in whatever direction you want.

There are three types of weapon enhancements to your standard gun. The Laser changes your standard shot into a high powered beam similar to the Laser powerup in Gradius. The Ring power fires a round projectile in addition to your standard gun and this shot can go through walls. The Missile powerup also augments your standard gun but always fires to the right no matter what direction you are aiming the basic shot. These weapons can be powered up by collecting powerup icons. The letter on this icon cycles between L, R, and M for their respective weapons. You can switch your weapon by grabbing this icon whenever the letter on it changes to which weapon you want. Certain enemies drop these but they are also scattered throughout the levels. There are a couple of other powerups to collect. The S icon increases your movement speed, and there is a spiked ball you can grab that rotates around you killing most enemies when they touch it.

Choose your path wisely because the level can smash you.

Choose your path wisely because the level can smash you.

Each weapon type can be powered up between three different strengths. Collecting 5 icons of the same type gives you the Level 2 weapon, and collecting 10 icons gives you the Level 3 weapon. The Level 2 Laser fires a second laser in the opposite direction of your shot, and the Level 3 Laser shoots in all four diagonal directions plus it restores your basic gun for even more firepower. The Level 2 Ring similarly adds another Ring shot behind you, and Level 3 adds a spread effect in the direction you are aiming. The Level 2 Missile adds missiles that shoot to the left, and the Level 3 Missile adds missiles that fire both up and down giving you four missiles at once. The game keeps track of how many icons of each type you have so you know when you are about to add some firepower. When you die, the weapon currently in use goes all the way back down to zero. However, the other two weapons maintain their current level so this is less of a setback than in many other shooters. Of course if you have to continue then everything resets back to square one.

Lesser enemies will occasionally drop these shards that you can collect in order to fill a meter at the bottom of the screen. This meter has notches in it breaking the meter down into eight segments. Each segment of this bar represents a cobalt bomb that you can fire off by pressing A. This is a very powerful bomb that destroys all bullets and most enemies on screen. However it deals no damage to the bosses. I found it especially useful as a defense move to get out of situations where I was trapped by oncoming enemy fire. If you are able to fill the meter up completely it will award you an extra life but you lose all your bombs in the process.

Burai Fighter has seven levels in two distinct styles. The majority of the levels play out with the multi-directional linear scrolling as described previously. Each level has a boss encounter at the end. They are huge screen-sized bosses with lots of moving parts and they put up quite a fight. These levels also contain hidden rooms that can be found in the gaps on the edge of the screen. When you find a hidden room the level scrolls briefly to reveal the room and all the nice powerups and prizes hidden inside. There are ten hidden rooms in the game and they are difficult to find. I only found two or three of these rooms when I played and I had problems getting in to the room even when I knew where it was. Maybe there’s a trick to it that I didn’t figure out but after awhile I didn’t even bother looking for them.

It wouldn't be a shoot-em-up without needing to destroy all the cores!

It wouldn’t be a shoot-em-up without needing to destroy all the cores!

Levels 3 and 6 deviate by playing from a top-down perspective. These stages were removed from the Game Boy versions. Before you start the level you are presented with a map indicating your starting position and the location of the base that you must destroy. The map shuffles these placements every time you restart the level so some attempts will have a more favorable setup than others. The idea is to head in the direction of the base and destroy all the targets on the base once you find it. If you get lost trying to find the base it is almost always a lost cause since you only see the map one time before the level. The other important element is that you cannot lock the firing direction in these stages. You can only shoot in the direction you are moving. This can be pretty challenging whenever you are being tailed by an ever-growing group of enemies. The level ends whenever the base is completely destroyed. It’s a short stage and it’s a decent diversion from the normal levels.

Graphically the game has very nice visual effects and the coloring is pretty bright and varied for this type of game. The level graphics themselves are kind of non-descript and don’t really stand out much aside from the organic look in Stage 2. I like the music in this game, particularly the track from the first level. This game really shines in visual flair. The game makes heavy use of rotating individual sprites, such as in the swinging arms of bosses and the star splash effect when using a cobalt bomb. It’s even evident from powering on the game and watching the letters in Burai Fighter form a circle and rotate around. This makes the game look really interesting.

There are three difficulty levels in Burai Fighter: Eagle (easy), Albatross (normal), and Ace (hard). Each difficulty level increases the number of enemies and the rate of enemy fire. There are multiple endings based on the difficulty level, so in order to get the best ending you have to take on the challenge of the hardest difficulty. Fortunately to help out there are not only unlimited continues but also stage passwords. The passwords are only four characters long and they are actual English words so they are really easy to memorize and input. The downside with simple passwords is that the game will start you off with no powerups every time.

Meet the rotating arm of death!

Meet the rotating arm of death!

This was my first attempt at beating Burai Fighter, but I had completed the first level on Albatross difficulty when testing out my cart. From that short experience I knew this game was good and I was very excited to take on the challenge. Since I want the best ending I started right off on Ace difficulty. The first level took a bit of time though I learned it fairly quickly, but Stage 2 slowed me down almost from the start. That level goes on for awhile and it winds around with different challenges at every turn. Each continue is a setback as it bumps you back to the start of the stage. About halfway through I got my groove and that led me to finishing the stage. Level 3 is the first top-down level and I died and lost my weapons while trying to get my bearings. After that small setback it didn’t take too long to finish, and Level 4 also went by quickly.

Level 5 was my biggest stumbling block in the whole game. The initial scrolling segment is really erratic with tight quarters and it took a lot of trial and error to figure out the best way through the mess of enemies. This was where I realized I should probably start using cobalt bombs! Even with the bombs I needed lots of practice on this stage. The boss was hard too as there are several moving parts to account for and avoid. Level 6 is the other top-down stage and this time I cleared it on my first try! The final level is the hardest of all but I spent less time here than on Stage 5. The final boss is the Slimedragon that you see on the cover of the game. The best way I can describe this creature is he is an elusive bullet sponge. It’s okay once you figure out the rhythm of the fight but the battle goes on and on for quite some time because he is so hard to hit. Beating that boss was a real feel good moment and a weight off my shoulders.

Now, it’s spoiler time! Skip ahead if you don’t want to know what happens next. After sitting through the ending, the developers felt that it was a great time to reveal that the game actually has a hidden fourth difficulty level labeled Ultimate that contains the true best ending. So it was back to the drawing board for another playthrough. From what I could tell there were no significant differences between Ace and Ultimate. The enemies move a little bit faster and fire more bullets. The bosses have higher health as well. I thought for awhile that the scrolling was a tiny bit faster than before but now I’m not so sure that’s true. This mode was no cakewalk for certain but I got through it quicker the second time around since I already knew what to expect in the levels.

Tough boss fights look really good in full action.

Tough boss fights look really good in full action.

This game was quite a challenge even with continues and a password save. Having to beat the game on the hardest difficulty may have made it seem harder to me than it really was. I don’t think Burai Fighter is in true top tier difficulty but it’s up there. I am guessing clearing the game on Eagle difficulty is still a stiff challenge but much more manageable than the higher levels. My difficulty assessment here is really a gut feeling and may be completely off base. Either way, I am sticking with my choices.

I get the impression that Burai Fighter is an unheralded good game on NES since I hardly ever see it discussed. It’s a great original title that I think would be a lot of fun for shooter fans. I particularly like the bosses and how they are technical showpieces while they also pose a nice challenge. The game has this visual pizzazz to it that doesn’t show up in many other NES games. Plus the game is still very affordable for a loose cart. It’s a mystery to me why this game is not more popular. It’s a fun game and I recommend it!

Burai Fighter Ending Screen

#22 – Burai Fighter

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