Sinclair Library

Ninja

Arcade Game: Beat-em-up/Solo · ZX-Spectrum 48K · 1 players · English

Entertainment USA · 1987

Game map 1 of 8
Game map
Not rated yetSign in to rate it

Discussion

Nobody has started a thread about this yet.

Start a thread

Known Errors

Bugfix provided by Bandit: <UL><LI> Certain memory areas are overwritten due to interrupts activated at the wrong time. Because of this, the location of an idol is always lost (thus making the game unfinishable) and the game may also crash randomly. The following patch fixes this problem: <PRE>org $e2ca call $ff99 ; POKE 58059,153: POKE 58060,255 org $f908 call $ff99 ; POKE 63753,153: POKE 63754,255 org $ff99 ld iy,$5c3a ; POKE 65433,253: POKE 65434,33: POKE 65435,58: POKE 65436,92 call $03b5 ; POKE 65437,205: POKE 65438,181: POKE 65439,3 di ; POKE 65440,243 ret ; POKE 65441,201</PRE><LI> Enemies on screen are stored in a data table starting at address $e470, using 15 bytes per enemy, for a maximum of 5 enemies. However the current room number is stored at address $e4ba, which corresponds to the last byte of this table. If there are 5 enemies on screen (which is more likely to happen at the last room), the current room number is replaced with data about the 5th enemy. When it happens, the screen gets corrupted and the player reappears at another room. This problem is solved storing the current room number at address $e4bb instead. The following patch fixes this problem: <PRE>org $eabd defb $bb ; POKE 60093,187 org $eae7 defb $bb ; POKE 60135,187 org $eafc defb $bb ; POKE 60156,187 org $eb3a defb $bb ; POKE 60218,187 org $ed08 defb $bb ; POKE 60680,187 org $ed69 defb $bb ; POKE 60777,187 org $ed71 defb $bb ; POKE 60785,187 org $f108 defb $bb ; POKE 61704,187 org $f59b defb $bb ; POKE 62875,187 org $f76f defb $bb ; POKE 63343,187 org $f806 defb $bb ; POKE 63494,187 org $f818 defb $bb ; POKE 63512,187 org $fa28 defb $bb ; POKE 64040,187 org $fa40 defb $bb ; POKE 64064,187 org $faf4 defb $bb ; POKE 64244,187 org $fb2c defb $bb ; POKE 64300,187 org $fb3e defb $bb ; POKE 64318,187 org $fb44 defb $bb ; POKE 64324,187 org $fb5a defb $bb ; POKE 64346,187 org $fd78 defb $bb ; POKE 64888,187 org $fdcd defb $bb ; POKE 64973,187 org $fddd defb $bb ; POKE 64989,187</PRE></UL> Modified "BUGFIX" file provided by Einar Saukas.

Releases

Play

Documents

Other files

Files and rights

No permission is on record either way. Screens and pictures are copied here on a take-down basis: if you hold the rights and want something removed, say so and it goes.

Credits

Sign in to credit somebody, or say what these people did.

Awards

Scores

In the magazines

  • Your Sinclair #151987 · Overall5/10
  • Crash #371987 · Overall50%

Elsewhere on the web

  • WorldOfSpectrum 16 votes6.62

In the magazines 13

Crash #45Oct 1987 · p.4039%30%30%39%

Crash

Overall (Robin Candy) 39%

Overall (Richard Eddy) 30%

Richard Eddy 30%

Robin Candy 39%

KICK HIGH There's been an explosion in martial-arts sims since The Way Of The Exploding Fist, as RICKY EDDY and ROBIN CANDY observe in this good beat-'em-up guide. And the ninjas just won't lie down - all they want to do is... They started three years ago, when Bug Byte revealed an interesting little number called Kung Fu. It was an admirable wireframe attempt to produce a martial-arts simulation - 'probably the most unusual game to be seen on the Spectrum for a long while,' said CRASH in amazement. But sceptics thought the genre would never catch on. It took Melbourne House to show them the way - The Way Of The Exploding Fist, which sold more than 150,000 copies for the Spectrum and nearly half a million across all formats. Since then, nothing's kept the combat games down. They've been grotesque (Barbarian), skillful (Fist) and downright silly (Ninja Hamster). The genre soon caught the nickname 'beat-'em-ups', as the gameplay always involves a player beating up his opponent, whether the computer or another player. And with the advent of the 128s and their improved sound chips, the fighting effects became more hideous - the most disturbing beat-'em-up sounds must be the animal squeals on Ninja Hamster. But most of these martial-arts simulations are so unrealistic, set in pseudo-Oriental fantasy worlds, that it's just harmless surrogate violence - and everyone likes a bit of that. NINJA Mastertronic 50% Issue 37 RICKY: Get ready for the usual scenario which bears only some distant relationship to the backdrops and very little to the game itself... A remote relative of Ninja, our hero, has just had his temple robbed by a bunch of evil ninjas. So off trots Ninja (the good one) to kill off all the other ninjas (the bad ones), who are still lurking in the temple. These bad ninjas have beautifully Oriental names such as Thug. Ninja had potential, but it's amateurish and ridiculously easy. The enemies can all be killed with a couple of low kicks or by lobbing shuriken start at the, So Ninja has very little to offer the dedicated combateer, despite its budget price tag. 30% ROBIN: This budget beat-'em-up is one of the worst of the bunch. The graphics are very simplistic, with poor animation, and there's only the odd sound effect. It doesn't take long to get tired of Ninja - even though it's so cheap, steer clear of it, 39%

THOSE BEAT-'EM-UPS IN FULL The Way Of The Exploding Fist Fist II Gladiator Yie Ar Kung Fu Yie Ar Kung Fu II International Karate The Way Of The Tiger Amazon Women Kung-Fu Master Ninja Uchi Mata Barbarian Kick Boxing Ninja Hamster Renegade Sai Combat

Read it at Crash - The Online Edition

Your Sinclair #15Mar 1987 · p.757/105/107/106/105/105/10

Your Sinclair

Graphics 7/10

Playability 5/10

Value For Money 7/10

Addictiveness 6/10

Overall 5/10

Phil South 5/10

MAD Games £2.99 Reviewer: Phil South Good grief, another Ninja game? Oh well, here we go. Strap meself up in black clothes. Get the old shurikens and razor sharp dragon tongue sword... Coo, its a lark, all this mastery of the Light and Dark, walking through walls and jumping without moving, innit? Right, off to work. You are a Ninja, whose solemn task (they never get funny tasks do they?) is to rescue a Princess from the clutches of some evil martial arts and magic genius. You can pick up weapons and throw them. You even get them back sometimes, too! You must chop, kick, punch and leap your way through rank after rank of fierce and deadly ninjas. Not forgetting, of course, the Karatekas and Thugs (Refugees from Yie Ar Kung Fu?) Not a bad game, really. Shame the version I got wasn't terribly finished. It kept crashing and bits of graphics got stuck on the screen - a shuriken I dropped on the first screen hovered in the middle of all successive screens! if you can get it to work, though, it's a pleasing little duff 'em up, and worth a look.

Read it at Your Sinclair Rock'n'Roll Years

C&VG (Computer & Video Games) #65Mar 1987 · p.17C+VG Hit6/105/108/107/10

C&VG (Computer & Video Games)C+VG Hit

Graphics 6/10

Sound 5/10

Value 8/10

Playability 7/10

Tim Metcalfe

MACHINE: Spectrum/Amstrad/C64 SUPPLIER: Mastertronic PRICE: £1.99 VERSION TESTED: Spectrum If you're a budget Ninja do you only get half the lessons from your guru? Do you find yourself short of spinning death stars at crucial moments? Is your animation a bit dodgy? Not if you're a Mastertronic Ninja you don't. This is yet another in the long, long line of martial arts games threatening to bore you all silly. But at least Ninja isn't boring. You may have seen and played it all before, but it isn't dull. It's a sort of Kung Fu Master clone. Our hero has to rescue Princess Di who apparently is being held prisoner in the Palace of Pearls. Does Charles know about this? Anyway, our Ninja has to battle heavily armed opponents to win idols dropped by Di. Each screen contains a different challenge - opponents gather in numbers as you progress and they are armed with swords and death stars as well. Use the seven different movements available to kick, punch and slash your way through the many and varied levels of the palace. Use your weapons carefully and watch your strength meter at the bottom left hand side of the screen. Early screens are easy with only one opponent to defeat later screens get more difficult. Graphics on the Spectrum version are pretty basic - the Amstrad version looks more detailed, as you'd expect. Animation isn't bad. Sound likewise. The game is also mapable with nice captions under each screen to give you an idea where you are in the palace. Ninja is a basic martial arts bash - nothing new, but if you enjoy this type of game then it's great value at under two quid.

Crash #37Feb 1987 · p.12060%50%47%45%51%50%

Crash

Presentation 60%

Graphics 50%

Playability 47%

Addictive Qualities 45%

Value For Money 51%

Overall 50%

Ben Stone

Mike Dunn

Paul Sumner

Producer: Mastertronic Retail Price: £1.99 Author: Icon Design Ninjas aren't the sort of guys you want to bump into down a dark alleyway. Not only do they possess a rather nasty sword, they always keep a plentiful supply of Ninja stars about them, and if all that lot doesn't get you, well, a swift kick or punch should see you coughing up the of expensive bridgework. Fortunately, the hero of this game, the Ninja, is the worst of the lot. Going in and sorting out a multilevel temple positively bursting at the seams with various aggressive types is the ideal way for him to spend a rather dull Sunday afternoon. The justification for this breach of the peace, just in case Ninja needs one, is that a low-down no good bunch of baddies has made off with a collection of idols from the temple which Ninja supports. He sets out to rescue the idols from the clutches of the blasphemers. Several flip-screen rooms make up a single storey of the temple and the hero has to kill off at least one idol-thief in each chamber. Only one baddie confronts him on the screens that make up the first level, but on the higher levels, up to three may come at him at once. Moving up a level causes the bad guys on the level vacated to regenerate. Ninja has but one life but can'replenish his energy reserves by collecting idols. Five hits kill him, but he's some mean Ninja and has a full range of kicks and punches, a supply of throwing stars and that trusty blade. The opposition includes Ninjas, Thugs and Karatekas. The yobs take a different number of blows to dispose of, and fight in different ways: Thugs wade straight in as soon as Ninja moves towards them; Karatekas are fairly aggressive, but the Bad Ninjas like to hang back throwing Ninja stars. After a Ninja star has been thrown, it lies at the bottom of the screen so a Bad Ninja or our hero can collect it - the hero can catty three stars at once. Points are scored for salvaging Idols and for eliminating baddies. To win the game, the seven idols have to be collected before Ninja fights his way back down to Level One. COMMENTS Control keys: definable - up, down, left, right, punch Joystick: Kempston, Cursor, Interface 2 Use of colour: colourful, but simplistic Graphics: simple, basic stuff Sound: minimal effects Skill levels: one Screens: 15

Early in the game, Ninja confronts an idol-napping Karateka.

With a few more points in the bag, our hero puts the boot into a thug.

Map2
Tips2
Review2
News/Note2
Solution1

Licensed from

Related

Ports
(Amstrad CPC), (Atari 8-bit), (Commodore 64), Ninja Mission (Amiga), Ninja Mission (Atari ST), Ninja Mission (PC/DOS)

Reviews from people here

Sign in to write about this, or make an account. It takes a minute and lets you correct the catalogue too.

This entry100% complete

Everything ZXDB can hold about this is here.

Sign in to correct or add to this.

See what has changed about this entry

Share this entry

Hold the rights to this and want it taken down?