3Ninjas_2

There is something about the late 80′s and early 90′s that just screams martial arts. On television, there was the widely popular Teenage Mutant Ninja Turtles (1987) and Power Rangers (1993). Our gaming systems were just starting the franchises for Street Fighter (1987) and Mortal Kombat (1992). At the movie’s we saw the emergence of Jean-Claude Van Damme and Steven Seagal, and of particular note for this game, Karate Kid (1984). Since I’ve never actually seen a 3 Ninjas movie the choice of character didn’t mean anything to me. Regardless of who I picked, I called him Daniel-san. The grandfather “Mori”, you guessed it, he’s Mr. Miyagi. For the record, I picked the Green Daniel-San.

The game has fairly strong handling. You will move where you want, and jumps are clean. Your character doesn’t run like it’s skating on ice. The combat is a simple button to attack with direction to modify it slightly. There are bombs as well, but I never got the hang of them. One bomb drops like an egg and the other is thrown. Ninjas are always trying to give me a bear hug, so I usually throw it past them. The egg ones can be useful, but are usually more work than they’re worth. The only thing worth actually learning outside of being a neanderthal button masher is that for Green Daniel-San (Not sure about others) you can use the Up+Attack ability to create a helicopter motion that can also deflect shurikens.

The game makes use of ropes and branches at a few points and sometimes the detection is hit or miss. 3Ninjas_3To compound this, there are usually traps under them which punish you for having the audacity to use the in game mechanic. Punishing me for poor detection continues later on, but thankfully in only a few places. Most games have conditions for trying to get into a hole in a wall. Usually you can jump higher and as you fall down the wall, you will slip into an entrance. If this isn’t the case, a simpler remedy is just to have a tiny ledge for you to land on. In 3 Ninjas, they decided the best idea would be for you to play “Thread the Needle” for a minute. Landing the jump exactly is not a trivial task, and usually the punishment for missing is a few seconds of returning to your launch point to try again. Ninjas_5 You find throughout the game that the obstacles are much more deadly than any of the ninjas walking around. The hardest regular opponent (a dragon) involves just learning to jump and duck repeatedly. No brilliance required.

The traps can be infuriating. Putting aside swinging on ropes, the game starts you in a scene reminiscent of Indiana Jones, running from a giant boulder. You quickly learn it’s indestructible and massively painful, so much so you will gladly rocket your character through falling spikes to avoid it. Not thirty seconds later you are faced with a smaller boulder which can be destroyed by whacking on it. So I’m thirty seconds in and all I’ve figured out has been proven false. The spikes are a recurring theme which will test your memory for the rest of the game. Ninjas_8 The designers made sure to blend them in to the background so well, you simply stop looking for them. You eventually take the hit and remember on your next run through where they were. This holds true as well for the fiery pillars that shoot out of the ground. Between the hidden spikes above and holes below I was hit so many times, by something I didn’t see, they should revoke my license. The game accidentally does a great job in keeping your eyes darting all over the screen. Not only are we facing threats from above and below, but the standard enemies and turrets that appear on screen from the sides fire as they enter the frame. This means you can’t be playing Where’s Waldo for those traps as you enter a new area, and you better have the reaction time of a goalie. All of these things could be avoided if you could take your time, but the levels don’t allow for a leisurely pace. This is a game where you can run out of time, and because of that the game needs to offer up an item to extend it every once and awhile. I actually don’t think the time component is bad. You see it implemented in many classic games but it rarely becomes a focus. Kudos to Malibu Interactive on making a time limit actually a limit on your time.

There are three “bosses” in this game, but all of them can be cheesed. The first two can be handled in exactly the same way. Both the big nurse and the sumo wrestler are a threat up close. Nurse Joy attempts to stab you with a needle and E. Honda tries his 1000 hand slap. Ninjas_6The nurse can also spray the needle, but the range is pretty much melee as well. You can stand on one side of the room, run towards them and kick them in the face before their melee attack finishes. As you land, they will be attacking in the original direction, but you’re already running to the other side. By the time you stop and turn, they will have as well and you repeat. Eventually they’ll close the gap, but I end up taking minimal damage over the length of the fight. Even the final boss can be hit before his attack finishes with time to spare to scamper off. The final boss is not enormous this time, but I honestly stopped caring who he was or what he wanted. I couldn’t piece together a coherent story from the game play and I most certainly was not going to read the interludes. The final levels leading up to him have you once again in a cave, this time with satanic gargoyle faces. So I’m just going to assume this guy is bad news. He has a melee attack much like the previous bosses and so we’ll stay back again. When you do this you realize that when you are far enough away, he will throw his bo. You can easily jump over this attack, hit him, and run through him to the other side just as before. He seems to have more health, but the cheese method still works as long as you force the weapon throw. Ninjas_7 Once he is defeated you do one last romp through the cave to escape and the game is over.

The game is overall surprisingly good given the material it had to go off of. The cut scenes show their age, but actual game aesthetics are nice. The handling is tight, and the game is very approachable. Though there are some glaring issues, the game has a password system to relieve the stress of dying due to uncontrollable factors. If you play on easy as I did, it shouldn’t take more than a few hours to get through the game which removes the necessity for any real commitment.

One down, seven hundred and eighty three to go.

The Verdict

6.0Fair

The Good: Solid Handling | Easy Learning Curve | Simple Mechanics | Decent Aesthetics | Quick Gameplay | Easy Bosses

The Bad: Difficult Trap Placement | Poor Grab Detection | Unavoidable Damage | Enemies Attack as they Appear

This site has been created for tracking the unenviable task of playing, and beating every Super Nintendo game to be officially released. According to Wikipedia (http://en.wikipedia.org/wiki/List_of_SNES_games) this includes 784 games. There are others who have previously, or are currently attempting this including a recent website SNESticular Cancer which inspired me to record my progress. Since “beating” a game means different things to different people, some guidelines needed to be established. If there is still uncertainty, I will consult with fellow gamers on their opinions.

  • ROMs: Probably the most important distinction is that these games will be played on an emulator. Emulators allow for things such as save/load states and fast forwarding. This can alter the game in a way that wouldn’t be possible on the cartridge, providing an advantage, so they will not be used in the runs. I will however use save states where a pause would be viable to avoid keeping my computer running overnight or to ensure progress is saved.
  • Cheating: Using any cheat codes is obviously not OK, and I’ll avoid using glitch skips to hop sections of the game. However, this is not the same as exploiting certain mechanics (within reason). Resetting the game so it reverts back to an in-game save is reasonable, but something like duping items probably isn’t. So again we appeal to “If it can be done on the cartridge, it’s fair game”, but with additional common sense.
  • Difficulty: In any game with multiple level settings for the AI (particularly platformers, fighting games and brawlers) the easiest setting is valid. However, this may need discussion for a game like Mario Kart (Is beating 50cc really beating the game?) and others with no clear end. A sports game will involve the shortest season possible.
  • Guides:¬†Guides and walkthroughs will be used. This is mostly for RPG’s, but also for learning boss mechanics. Imagine playing Earthbound without figuring out to stand still behind a waterfall, or knowing to pray at the end. There’s no need to spend more time than is necessary with 784 games to conquer!

This is meant just as a guideline, a way to keep me honest! But that is enough time wasted explaining, time to get down to business.