NEStalgia

← All episodes

NES box art for Ninja Gaiden, the cover of NEStalgia episode 170

170 · Ninja Gaiden

▶ Game info
VerdictEssential
GenreAction
ReleasedMarch 1989
SeasonSeason 5
DeveloperTecmo
PublisherTecmo
May 14, 2021 · 1 hr 20 min · transcript available

Players take the role of Ryu Hayabusa, a rising warrior in his family's clan whose main role in the world is to protect the Dark Dragon Blade from getting into the hands of evil. Ryu Hayabusa travels to America to seek vengeance for his father's death.

SHOW NOTES

Ninja Gaiden NES Longplay

Ninja Gaiden Arcade

Ninja Gaiden Trilogy SNES

Ninja Gaiden OVA

Ninja Gaiden XBOX

The Messenger

Ninja Gaiden Master System (Different game)

Our verdict: Essential

We went in braced for a reputation. Ninja Gaiden is known for punishing difficulty, and the Xbox reboots only added to that. What we found was a game we kept restarting, kept dying in, and kept enjoying anyway.

Why we kept playing

  • Tecmo Theater. Tecmo's name for its cutscenes. There are over 20 minutes of them, they tell a coherent, over-the-top story (the CIA, a mysterious woman, a father who turns out to be the masked devil), and Start skips every one. Each of the six acts felt like a 30-minute anime episode. The wide shot of the mountain in the Amazon was properly cinematic.
  • Ryu feels good. His legs run like Naruto's while his upper body stays put, and the sprite work and jungle backgrounds look great. Wall-jumping is an active process, not just holding up, and the sword's short range means getting uncomfortably close.
  • Castlevania, improved. The UI, the bats and the hunched guys who spring to life are near one-to-one with Castlevania, with better movement.
  • Scarce power-ups. Shurikens, a boomerang-like super shuriken and a fire shower (annoying upward angle) all run on spirit points, so they feel stronger for being limited. There's also a free jump-and-slash with down and B in the air, which we only learned from the manual.
  • Fair bosses, mostly. The act one boss swings twice, you hit twice. The act four statue dogs can be beaten by waiting under their pedestals, where they always seem to land above you.
  • Short enough to restart. We accepted our deaths, and starting over felt good, like going back to World 1-1.

Where it bites

  • The birds. The hardest enemy in the game is a regular bird, and from around act four they get loose. Knockback sends you into pits, and enemies respawn the moment you kill them without moving. We wanted an enemy cap.
  • Act five, stage two. A jump we called nearly impossible, with a wall over the lower ledge and a bird waiting.
  • Act six. Nonstop spawns, then a boss rush of three fights, with health restored only at the first. Dying sends you back to the start of the act. The masked devil can't be hurt, since you hit the orb on the wall, and fireballs follow you. The developers reportedly said the restart was an accident and decided to keep it.
  • Quirks. You die if you fall off a ladder instead of climbing down, and turning around mid-jump is awkward. Inching up a wall by jumping looks accidental, but we voted to keep it.

Beyond the game

It reached the Famicom as Legend of the Dragon Sword, and there's a separate Tecmo beat-em-up arcade game with the same name. The Super Nintendo trilogy barely changes the original. The Messenger is the one to play if you want more.

The bottom line

Essential. We all voted it onto the Essential Games List. The presentation, the feel of Ryu and the fun of the first four acts outweighed the frustrations. Neither of us on the recording beat it, and we still plan to go back. It may be the most polished and ambitious game we've covered so far.

Written from our conversation in this episode.

← Marble MadnessWorld Games →