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NES box art for Little Ninja Brothers, the cover of NEStalgia episode 410

410 · Little Ninja Brothers

▶ Game info
VerdictPlay it
GenreRPG
SeasonSeason 6
DeveloperCulture Brain
PublisherCulture Brain
January 2, 2026 · 45 min · transcript available

Blu Boltar, lord of the Yoma clan has invaded Chinaland and captured the Emperor. Sending out a TV broadcast across the realm, Blu Boltar declares himself the ruler. Jack and Ryu are the ninja masters of Chinaland, training under their mentor at Mt. Epin. Having heard the news of the Emperor's capture they set out to defeat Blu Boltar and his Yoma Clan. Support NEStalgia directly by becoming a member of our Patreon at https://www.patreon.com/Nestalgia  Members at the $5 and above level get access to our brand new show NEStalgia Bytes. A look at the famicom games you can play without any Japanese knowledge! For More NEStalgia, visit www.NEStalgiacast.com

Our verdict: Play it

Little Ninja Brothers sends two small ninjas, Jack and Ryu, across China Land to stop the Yoma clan and its leader Blue Boltar. It is an overworld RPG, a brawler, a turn-based boss game and a track-and-field collection in one cartridge. Sam was out, so this was Mike, Sean and Joe. We liked more of it than we expected and still would not tell anyone to play it alone.

What's good

  • The jokes. The world-ending threat arrives as an emergency TV broadcast. Towns are named Deli Chews and Silly City, where a spell has turned everyone stupid, so some bark like chickens and one says "welcome to McRonald's." Attacks have names like "Be a Fool" and "I Wanna Knock You Out." It reads as a gentle parody of RPG story beats.
  • Brawling in place of menus. Random encounters are Kung Fu Heroes-style fights, and a battle ends once you have cleared enough enemies, which Joe reads as the rest running away. We agreed that grinding while still dodging beats grinding through the same menu.
  • Drop-in co-op. A second player can join at any point in a file, which surprised us on the NES. Jack and Ryu are a package deal, so player two shares everything, and the game seems balanced for two.
  • Short and plain. You collect seven bells, towns and plot twists are few, and you can buy gear from the start. We pictured it as a kid's first RPG.

What gets in the way

  • Janky combat. We kept coming back to it: you take a quarter step back before a punch lands, and some punches pass through the target. When most of the game is action fights, that adds up. Projectiles and other upgrades never changed it the way a new spell would.
  • A split personality. Bosses switch to turn-based fights, and by then you have built no strategy for them. We asked why anyone built two systems and did not commit to one.
  • Required mini-games. The balloon-grabbing foot races unlock your techniques, they are always left-to-right dashes, and Joe called them a step too far.
  • On rails. The map pretends to be open, but story flags push you from town to town hunting the next bell. There is also a big difficulty spike.

Beyond the game

This is Super Chinese 2 in Japan, after Kung Fu Heroes. The series went on with Super Chinese 3, Super Ninja Boy on the SNES, Game Boy "land" games, and a fighting game. Pick one entry and we would send you here.

The bottom line

Play it. In the Essential Games List vote, we all stayed off it, so it got no votes. Joe called it a step up from Kung Fu Heroes. Mike would only replay it with a second player, and Sean could not quite recommend it for how janky it is.

Written from our conversation in this episode.

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