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NES box art for Wrath of the Black Manta, the cover of NEStalgia episode 306

306 · Wrath of the Black Manta

▶ Game info
VerdictPlay it
GenreAction
ReleasedApril 1990
SeasonSeason 6
DeveloperAI
PublisherTaito
January 5, 2024 · 49 min · transcript available

New York is being overrun with crime, and the city's children are mysteriously disappearing. It is up to the Black Manta to rescue the children and stop whomever is behind this. In addition to his ninja skills, Black Manta will be able to acquire additional powers (including invisibility and teleportation) to help him out against the numerous and well-armed villains.

Our verdict: Play it

Wrath of the Black Manta opens with "for every crime there is punishment, for every vice there is vengeance," and what follows is basically a playable DARE assembly. You are a ninja going after DRAT, the Drug Runners and Terrorist Association, because kids in New York are being kidnapped, including one of your sensei's students. Mike, Sean and Joe played it, and we were harsher on it during the episode than we felt afterward.

What works

  • One button that thinks. Attack is context-based: slash when an enemy is adjacent, throw a star when none is. Hold the button and press a direction to fire a ninja art. We called that forward-thinking for 1990, and we liked that you learn new arts as you go.
  • Movement that does the job. It's nowhere near Ryu in Ninja Gaiden, and the Manta never feels especially ninja-like, but it beat most of the NES platformers we'd played. It's also an easy game, so it stays friendly.
  • The strange parts. Kids you rescue look like grandmas. The man in red, whom you grab in a chokehold, claims the drug trade is a cult out to convert the world. The first boss, Tiny, is a huge sprite and the one fight that really stands out. There's a kite stage, and a finale with a spaceship that turns into an alien.
  • Ham-fisted, and we enjoyed it. Sean called it the clearest picture of mid-1990 he has ever gotten.

What doesn't

  • The ninja arts barely matter. There's no meter, but most enemies die in one hit, so throwing a star is simpler. We mostly saved them for bosses.
  • Rock, paper, scissors. Enemies stand or crouch, so you jump or duck, again and again. Only the teleporting enemy breaks the pattern.
  • Doors, doors, doors. Half of each level is entering rooms that are almost carbon copies, off the main path. Clearing them heals you, but we all got to know every one by heart.
  • Secrets that hide. The man in red tells you where the hidden walls are, which is better than saying nothing. But you need to shoot a wall several times plus one, and we only worked that out by guessing or from a long play.
  • A boss rush. At the end you choose one of four doors, each holding an old boss. Assume you must beat all four and it is enough to make you quit.

Beyond the game

The Japanese version is called Ninja Cop. It has no drug references, and its cutscenes are cute anime style, with a blue-haired kid, instead of our more serious look. We preferred ours.

The bottom line

Play it. We all left it off the Essential Games List. It's a competent game that would have impressed in 1990, but it doesn't blow you away now. We compared it to Horizon Zero Dawn arriving the same year as Mario Odyssey and Breath of the Wild. If you're working through the NES library, it's worth your time for the cheesy story and goofy art.

Written from our conversation in this episode.

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