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When the first Ninja Gaiden came out in 1988, a ninja was the absolute coolest thing to be. It's no surprise that it started in the arcade, like all cool old video game series. At that time, beat-em-up games had become pretty popular thanks to Double Dragon, and what else would a ninja do than to beat people up? Yeah, you can say stealth games where first introduced in 1981 with Castle Wolfenstein, but they still weren't cool and/or playable at that time. Even beat-em-ups were in their infancy, though, and there still wasn't that much variation on Double Dragon's formula, which also the very first Ninja Gaiden follows.
In that respect, it actually isn't too bad. There's a badass intro sequence of a ninja - or should I say THE ninja, Ryu Hayabusa - killing a guy in a Jason-style hockey mask. When you actually play the game, of course, it throws these guys at you in the hundreds. Lack of variety plagues the genre up until today, but Ninja Gaiden suffers especially greatly from it. Most of the standard enemies, which are no more than seven or eight in total, are introduced in the first level. When you start fighting them, you'll discover that you have a standard attack combo, a cool move where you jump and flip the enemy in mid air, and a kicking move that is activated while hanging from a pole, at your disposal. The arcade game actually had a specific button on the tip of the joystick for jumping on these poles. Other than its archetype game, Double Dragon, where you mash up your enemies with head butts, elbow checks, jump kicks, grabs and whatnot, not to mention a decent variety of weapons, in Ninja Gaiden, you're left with a pathetic set of three attacks, and the only weapon you'll ever get to use is a ninja sword, which gives you exactly one new combo... and even then, that's only activated for a limited time whenever you grab the power up.

Japanese Arcade Flyer Illustrations
Nonetheless, the game is still good to kill some time, especially when you bring a friend for cooperative play. The saving grace from boredom often are the various "traps" in the stages, that usually force you to use your climbing skills, like busy streets, lakes, or bottomless pits. The backgrounds are fantastic, and are filled with detailed billboards or graffiti art. There are nice cutscenes throughout - the greatest one being Ryu's dilemma scene in the continue screen, where he's strapped to a slab with a buzzsaw slowly lowering towards his chest as the timer counts down. When it hits zero, the screen turns into bright red before it ends, although there's technically no gore. There aren't very many better incentives to get you to stick in another quarter. It also sports some cool enemies, like big guys who try to hit you with a tree (!) or the three small bosses with claws, who first pretend to be one huge giant under a cape. But what makes Ninja Gaiden stand out the most style-wise are your ninja maneuvers. As mentioned before, Ryu has the ability to cling on poles to climb or attack enemies. On top of that, every time you run towards a wall, he does a wall-run back flip, a move that's still good to brag about your martial arts skills, and it even can be used to escape from being cornered by your enemies. And cornered you will get. Like every game that was designed to eat your quarters, it's hard as hell and can easily get frustrating. Unlike most beat-em-ups, which let you walk forward at your own pace, and only stops when there's enemies to kill, Ninja Gaiden autoscrolls forward most of the time. The US and European versions are even harder, since some enemies can hurt you more easily, and don't even hope on seeing the later levels in ports that only give you a limited number of credits.
Speaking of ports, Tecmo sold the license for European home computer ports to Ocean, who exploited it extensively, so that the Amstrad CPC, ZX Spectrum, Atari ST, Commodore Amiga and C64 all saw their own versions of "Shadow Warriors". The US got Ninja Gaiden for PC-DOS and, later, Atary Lynx. Strangely, there doesn't seem any home port to have existed in Japan, that is until it was included with Ninja Gaiden Black on Xbox as an unlockable bonus content, which is a straight, arcade-perfect emulation where you even have to press a button to simulate inserting a quarter.

A panel from the manual/comic to the Atari Lynx version.
Back in the day, though, the most faithful version was the one released on the Amiga. Not only was it the only port retaining cooperative play (until the emulated version in Ninja Gaiden Black, that is), it also kept most of the graphics the way they where, only adapting them to the color palette and slightly smaller sprite size for the system. A few animations where gone, though, mainly stage entry sequences for Ryu and the bosses. The enemies didn't fit on two disk sides, either, so you where put up against more of the Jason lookalikes, now amounting to ridiculously high numbers. On top of that, they act more cowardly than in the arcade version, so you'll probably experience some losses due to the time limit, at least when playing alone. The greatest problem is the fact that you're limited to four credits and there are no checkpoints either, so you have to start from the beginning of a stage after losing all four lives, unless you're in 2-player mode. Combine that with the single button limitation of the Amiga, which makes for overly complicated control schemes. If you don't have someone at hand to play with you, you'll probably never see more than the first two stages.
The ST Version is almost identical to the Amiga game (right down to the insane difficulty), but its different aspect ratio led to a big fat black bar on the left that housed the on-screen displays, and the ST couldn't handle the scrolling - instead you got page-shifting kinda like in the first Zelda game, but not as smoothly done. The music sounds quite different from the ST's sound chip, and the tracks lack some voices, but it still sounds better than the Mega Drive-esque FM sound from the arcade version.
It's all downhill from here. Next let's talk about the CPC and Spectrum, whose ports are also similar to each other, despite the rather particular hardware limitations of these two machines. Here you're given at least six credits, but that doesn't help you, because the enemies are even more tenacious, and when you get surrounded by two enemies, you're pretty much lost. Luckily, you will never get surrounded by MORE than two enemies, since all the other ones stand around like zombies and can't be hit until you beat one of the first two. You can see the "unique" graphical presentations of these two ports on the screen shots, on top of that, the CPC game again has no scrolling, and neither version has any music beyond the title screen.
Now it can only get better, you say? Think again, because next we'll handle the C64 port, which is really nothing but utter garbage. There's only two enemy types, no clinging onto bars, no traps in the stages, no swords, no music, no credits, nothing. Have fun... The PC version could actually be better than that, but it probably wasn't programmed with newer machines in mind, and even after throttling it down with DOSBox, the timing is somehow wrong, and there is no way to get anywhere far before the time runs out.
In 1991, the game got finally ported for the last time (well, at least for the next 14 years), to the Atari Lynx. Ironically, after being stripped down to handheld format, it turned out to be the most playable version ever, due to the much fairer AI that makes it possible to play this game through even with the limited number of two credits. Sadly, it's missing two whole stages, while on the other hand it has some extra animations that aren't in any of the other ports. The graphics and sound are pretty decent for the hardware too.
MP3s Download here
Stage 1 - Shadow Soldier
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Ninja Gaiden (Arcade)
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Ninja Gaiden (Arcade)
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Ninja Gaiden (Arcade)
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Ninja Gaiden (Arcade)
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Ninja Gaiden (Lynx)
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Shadow Warriors (Amstrad CPC)
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Ninja Gaiden (Arcade)
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Shadow Warriors (ZX Spectrum)
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