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NES box art for Ninja Kid, the cover of NEStalgia episode 31

031 · NINJA KID

▶ Game info
VerdictSkip it
ReleasedOctober 1986
SeasonSeason 2
DeveloperTOSE
PublisherBandai
August 24, 2018 · 39 min · transcript available

Ninja Kid is everyone's favorite least stealthy ninja who fights ghosts, cyclops, summons familiars and other non-ninja lore related things. So if Ninja Kid is barely about being a Ninja, how does it fare as a game? For more NEStalgia as well as show notes and articles head over to www.NEStalgiacast.com

Our verdict: Skip it

We came into Ninja Kid braced for another Bandai and Tose letdown after Tag Team and Muscle, and it turned out to be a better time than that stretch of games had earned. It is a Super Mario Bros. descendant with an overworld map, a pile of mini-missions and a ninja who is not very sneaky. It has good ideas and almost none of them are followed through.

What it gets right

  • It feels like a post-Mario game. Momentum and jumping are solid, the scrolling loops so you can run back and catch an enemy you missed, and the overworld map gave us that "I'm on a quest" feeling right away. Sean liked it more than the other character-action games we'd played lately.
  • The mission types. Every temple is one of four jobs: Poison Field (collect ten spirits), Blazing Inferno, Dogfight and Guerrilla Warfare. Blazing Inferno was a favorite: a little flame trails you loosely and you have to platform around so it drags past each candle. We were impressed that an NES game had something floating after you like that.
  • A lot of toys. Invincibility, fire, shurikens and knives, and a speed boost that nobody was sure about. Guerrilla Warfare has the most open space, so that is where the power-ups shine. We learned only after playing that the ocarinas (really a whistle, per the manual, earned by clearing nine of ten objectives in a field) summon a Pegasus, a big eagle or the old witch during boss fights, and that made us want to give the game another try.
  • Early horror. Frankenstein, a Cyclops, a witch's house and a stop at Demon Hell. It is a horror potpourri that arrives before Castlevania, with a Famicom manga origin re-skinned for the West.

Where it falls apart

  • It explains nothing. We thought the spirits were enemies, and killing one by accident does not count toward your ten. The candle flame looked like a hazard. In a game where everything kills you in one hit, nobody wants to touch the mystery objects. Joe paused the recording to read the manual, which covers this, and that was a good reminder to read it.
  • One hit, three lives. We argued this was inherited habit rather than a deliberate choice, but it still stops the game from being fun. A Mario-style mushroom would have helped.
  • Procedural but shallow. The random mission order is a nice early roguelite touch, but the platforming patterns are uninspired. We wished it were a shorter, hand-built game. Another way to put it: what if Super Mario Bros. never ended.
  • Too long. Someone looked up the map count mid-game, found there were 25, and stopped caring about replay value. The ending is a quick "The End" flash and straight back to the menu, and the two exit doors appear over the final boss but you can't use them.
  • The overworld is only a level select, and the walk between stages gets tedious. The music is another sore point, with one level song and a few notes on the map, and we don't think memory was the excuse.

The bottom line

Skip it. Nobody called it Essential. Sean's argument was the plainest: if Super Mario Bros. is on the list and this is a lesser version, you play Mario instead. Two of the votes leaned toward Play it for now, as a unique try that beats Kung Fu, with the thought that it may slide to Skip it once we have played a couple hundred more games. Worth a look as a window into the year after Mario, and not much more.

Written from our conversation in this episode.

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