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NES box art for Ninja Gaiden II: The Dark Sword of Chaos, the cover of NEStalgia episode 308

308 · Ninja Gaiden II: The Dark Sword of Chaos

▶ Game info
VerdictEssential
GenreAction
ReleasedMay 1990
SeasonSeason 6
DeveloperTecmo
PublisherTecmo
January 19, 2024 · 1 hr 12 min · transcript available

A year after the events of the original Ninja Gaiden, a new villain named Ashtar receives word of Jaquio's defeat. Ashtar uses this opportunity to hatch a new plan to plunge the world into darkness. The ninja, Ryu Hayabusa, hits the trail to destroy all manner of vile creatures entering the world while fighting his way to destroy Ashtar, his Dark Sword of Chaos, and whatever else is behind the evil.

Our verdict: Essential

Ninja Gaiden II arrived just a year and two months after the first game, so for players it was a quick turnaround, even if it felt like ages to us. It is Ninja Gaiden with new tricks and a new story, and the controls are untouched, which suits us, since they were the best part of the original. Mike, Sean and Joe played, and Joe opened by arguing that an iterative sequel is a fine thing.

What makes it work

  • Wall climbing. You can now climb up and down walls instead of only clinging. Going back to the first game, it seemed obvious that you couldn't.
  • The clones. A power-up splits Ryu into copies that repeat your inputs a beat behind. Park one in the air and the flying boss around the third or fourth fight becomes a puzzle you can solve on purpose. They also turn your other weapons into big area attacks, and later bosses fire so much that the game seems to expect you to have them.
  • Cutscenes that look better than they should. They sit in a thin letterbox strip, which seems to let them push the palette, and one shot of Ryu hanging off a cliff while the camera tilts was desktop-wallpaper material. The manual gives six pages to recapping the first game.
  • Dynamic levels. A moving train, wind that changes direction, an ice stage, and a thunderstorm that flickers between bright and dark. The ice and wind mostly hinder you, though the wind sometimes helps. Joe liked the dark stage, where difficulty becomes memory and nerve.
  • A fake-out ending. Ashtar is the level 5 boss and you think you're done, then Jaquio comes back as the level 6 boss.

Where it frustrates

  • Ledges that lie. Some look climbable and aren't. Climbing down can also dump you in a pit that looked like more wall, and dodging a pit only to grab a wall that still means death is worse than falling.
  • Clones are a collectible. Die and they're gone, just when you need them most. We wanted them as a default ability with a meter.
  • Limited ninja powers. There's an energy cap, most of them fire in different directions, and the upward fire is far more useful than the downward one. The fire circle that makes you invincible was the favorite.
  • Cool Spot. The red circles you smash for power-ups replaced the lanterns and candles, and they look like the 7-Up mascot sitting on nice level art.
  • Brutal later on. Nobody finished it. We stalled around the ice level, and a Game Genie used just to see the later stages didn't make the final bosses look beatable.

The bottom line

Essential. In this episode it stayed off the list: Joe voted yes, Mike and Sean voted no, and Sean cast the deciding vote after saying his main feeling while playing was frustration. Mike scored it an 8 against the original's 9. It was added later in Best of 1990. The Super Nintendo trilogy remake supposedly has worse controls.

Written from our conversation in this episode.

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