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NES box art for The Last Ninja, the cover of NEStalgia episode 439

439 · The Last Ninja

▶ Game info
VerdictSkip it
SeasonSeason 7
DeveloperBeam Software
PublisherJaleco
July 31, 2026 · 35 min · transcript available

Our verdict: Skip it

Mike, Sean and Joe took on a ninja loose in Central Park in broad daylight. The game never says why he is there, and it barely says anything else. It turns out this is really The Last Ninja 2 from the Commodore 64, made by Beam Software and published by Jaleco, so there will be no Last Ninja 2 or 3 on the NES. We enjoyed talking about it far more than playing it.

Where it loses us

  • You can't start without help. We were stuck in the first room until we learned the square we stood on was an outlined trapdoor, and that the wall button we punched had changed that same room. The manual wasn't enough, so we leaned on a guide and a longplay.
  • Two jobs, one clumsy interface. It plays like a point and click adventure bolted onto an action game. You cycle what you're using with Select and B, and what you're holding with Select and A. After a few deaths nobody could tell whether picking up an egg muffin had wiped out the key.
  • You never feel like a ninja. The isometric view turns every punch into a fussy shuffle of an inch to the left. Enemies with unlimited HP can only be incapacitated, so you avoid them, and we wished the game had leaned into stealth.
  • Water. The boat puzzle needs a stick, a leap of faith across screens, and a jump timed to the moving boat. It's a clever idea and you will drown many times first. Ninjas can't swim, which explains why only one is left.

What made us laugh

  • The tone. Looking back, a lot of it seemed like a joke: high scores from Bert and Ernie, Barney and Fred, and Stan and Oliver, then "Hello Marco and Rex," plus a manual hint reading "Greater love hath no man than this, that he lay down his extra hamburger for a friend."
  • Absurd solutions. A crocodile blocking the sewer exit gets a Molotov cocktail. A giant fan blows you away unless you hug the wall.
  • The ending. A mansion with a pentagram, a safe, a summoned ninja ghost and an evil Shogun, and you win by squatting on five candles.
  • Jaleco's questionnaire. The back of the manual asks your name, address, age, how many brothers and sisters you have, and whether you own "the gun."

The bottom line

Skip it. We all voted it off the Essential Games List. Weird games usually win us over, but this one didn't: the controls and item handling are a wall, and a perfect run is only about 21 minutes, though nobody will get anywhere near that. It was our tenth game with "ninja" in the title. If you want to understand the series, we'd point you to the Commodore 64 originals instead.

Written from our conversation in this episode.

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