Shinobi III: Return of the Ninja Master – Review

Who hasn’t fantasised about being a ninja? The idea of being a highly skilled assassin infiltrating an enemy base and dispatching your enemies using an array of weapons like the shuriken, katana, and kusarigama is a hero fantasy that I certainly had (and still do at times). The Revenge of Shinobi (1989) was a popular game. Would a third instalment prove just as successful?

Title screen (screenshot taken by the author)

Shinobi III: Return of the Ninja Master (Super Shinobi II in Japan) is a single-player hack-and-slash action game and a sequel to The Revenge of Shinobi (1989). It was developed and published by Sega and released on the Mega Drive 1993. It would appear as part of the Sega Genesis Collection (2006) for the PlayStation 2 and PlayStation Portable, on the Wii Virtual Console (2007) and Sonic’s Ultimate Genesis Collection (2009) for the Xbox 360 and PlayStation 3. It would also be released for the PC on Steam (2010), iPhone (2011) and Nintendo 3DS eShop (2013).

After the events of The Revenge of Shinobi (1989), Joe Musashi also known as Shinobi, returned to Japan to recover from his battle with the Neo Zeed organisation. He soon learns that the Neo Zeed are rebuilding and that members of the organization have been sent to kill him. Once again Shinobi must prepare to battle for his life and stop the evil Neo Zeed once and for all!

Beautiful level and sprite design (screenshot taken by the author)

Shinobi must battle through seven Levels:

  • Zeed’s Resurrection – Battle through the forests and caves of Japan
  • Secret Entry – Infiltrate a high-tech facility
  • Body Weapon – Battle through a laboratory where biological weapons are being created
  • Destruction – Infiltrate a robotics factory
  • Electric Demon – Infiltrate and destroy a weapons facility
  • Traps – Descend into a gorge where Neo Zeed’s secret base is found
  • The Finial Confrontation – Battle through an air fortress to defeat the Shadow Master

As with the prequel, there are several items and power-ups to look out for:

  • 5 x shuriken
  • 20 x shuriken
  • Heart bonus (for health)
  • Extra Life
  • Ninjitsu – Adds a special ability for you to use
  • Time Bomb – Avoid these as they explode and cause damage to you

A new danger to look out for is mines and these aren’t always easy to see.

Throughout the game, Shinobi can use his sepcial powers:

  • Jutsu of Ikazuchi – Summons a bolt of lightning to create an electrical shield that gives you invulnerability for a short period of time.
  • Jutsu of Kariu – Summons four pillars of intense flame to incinerate your enemies
  • Jutsu of Fushin – Increases Shinobi’s jumping ability
  • Jutsu of Mijin – Shinobi explodes killing nearby enemies, however Shinobi will also lose a life.

These special powers can only be used once per level unless you find a box a Ninjitsu icon along the way.

My kingdom for a horse! (screenshot taken by the author)

New additions to traversing the levels that break up the monotony include a horse and jet-ski. On the horse you must be aware of enemies hanging from kites. You need to dispatch them whilst keeping an eye out for tripping hazards. The jet-ski level sees enemies riding futuristic hover bikes whilst you keep an eye out for ramps that allow you pick up goodies and avoid enemy mines.

The creators have added some nice new moves to the game to make things a little more interesting. For example, Shinobi can now perform a mid-air flying kick, can jump off walls to gain higher ground, can hang from the ceiling (which I don’t recall him doing in Revenge of Shinobi (1989), and a running slash that makes him temporarily invincible.

There are four difficulty settings: Easy, Normal, Hard and Expert offering plenty of replay value to the game. You can also choose how many shuriken to start with, adding a further layer of difficulty should you wish it.

That’s one ugly-assed monster! (screenshot taken by the author)

I think this game looks great! The sprites look fantastic and are very detailed. I particularly like how the enemy sprites explode, reminiscent of many arcade games. The levels are also incredibly detailed with many having multi-layered parallax scrolling. In Level 1 when you enter the cave, the transition in the background is very smooth. The background of the forest fades and after a brief black backdrop, the interior of the cave fades in. I also really liked Level 5 where you are battling through a forest that is ablaze. The oranges and reds of the background really give you a sense of heat from the inferno. You can almost feel it coming through your TV screen!

The music is actually pretty cool. There are some nice upbeat electronic tracks similar to what you’d find on Streets of Rage (1989).

One issue I have with the controls is that in order to perform a somersault, you need to press the jump button a second time when Shinobi is at the peak of his first jump, else he will just begin to fall as normal. I found this frustrating, especially when the levels scrolled up or when you had to jump onto the falling rocks. I lost many lives on these levels and I felt that the window with which you needed to perform the somersault was a little too narrow.

I also have an issue with the fact that Shinobi can still only through his shuriken in one direction…the way he is facing. I think it would be time for him to at least be able to throw them straight up by now. Sadly, this lack of progression in his move set loses them game some points for me.

Did I complete the game?

As of yet, I can’t get past Level 6.

What the critics said:

Computer and Video Games: “As good as Super Shinobi II is it just doesn’t have that awesome mix of action and graphical excellence that the first one was full of. The graphics look a little better with some topper backdrops and Joe himself has had a bit of a facelift and been given Ultimate Warrior type arm-ties. Once again the music is absolutely superb with some really hard thumping rock tracks and some brilliant effects. Game play has been made a little more involving with some new moves and other treats but there’s just something missing to make it a classic. Overall 84%.[1]

MegaTech: “One of the best MD action titles around. Great, fast-paced action, briliant graphics and sound and a few new tricks up Joe’s sleeve make this a must for all atcion fans. Overall 93%.[2]

Mega: “As much fun as the previous Shinobi games and a bit better besides. Why the, didn’t they make the bloody thing a bit harder? Overall 74%.[3]

Sega Power: “Shinobi is to predecessors what Kellogg’s Special K is to cornflakes – same ingredients but with a different shape. It’s very playable, but unremarkable, performing title. Overall 79%.[4]

GamePro: “Just when you’re getting bored with similar-looking-and-similar-playing action games, along comes Joe Musashi to shake things up. Mind-blowing backgrounds, great new moves, a horse-riding sequence, and hot music push this Genesis to the max. III cheers for Shinobi III. Overall 19/20.[5]

My Verdict:

“This game looks great with some stunning levels and backdrops. It is enjoyable to play too and contains some fab music. Although there are some new moves, I still think they could have allowed Shinobi to throw shuriken in more than on direction. Apart from a few small gameplay gripes though, it’s defiantly worth playing and I will not doubt return to conquer this game at a later date.”

Rating:

What are your memories of Shinobi III: Return of the Ninja Master? I would love to hear your thoughts, and don’t for get to follow and subscribe so that you don’t miss my latest reviews! You can also find me on Instagram: @nicklovestogame.


[1] Anglin, P., ‘Three Page Review – Super Shinobi II’. Computer and Video Games. (February 1993). 135:22-4.

[2] ‘Game Index – Shinobi III’. MegaTech. (June 1995). Issue 42:30.

[3] ‘Game Review – Shinobi 3’. Mega. (October 1993). Issue 13:34.

[4] ‘Mega Drive Review: Shinobi 3 – Return of the Ninja Master’. Sega Power. (September 1993). Issue 46:38-9.

[5] Slasher Quan., ‘Genesis ProReview: Shinobi: return of the Ninja Master‘. GamePro. (August 1993). Issue 49:58-9.

Kick Master – Review

Many gamers love a good martial arts beat ’em up…Double Dragon, Shinobi, and Ninja Gaiden to name a few. Oddly, Kick Master is set in a medieval world where you battle through forests and caves as oppose to city streets. Where are the knights with their mighty steeds and glinting armour? Where are the broadswords, morning stars, maces and axes? There are none. Apparently, the best way to defeat the monsters in this game is by using an array of kicks. So limber up those hamstrings and groin muscles, and prepare defend yourself against an army of evil demons. Why? Because yet another princess needs saving! After all, if you don’t do it, who else will?

Title screen (screenshot taken by the author)

Kick Master is an action game developed by KID and Published by Taito. Although it is considered an action game, it contains elements of a role-playing game, explained below. It was released on the NES in 1992, and this was the version I chose to review.

Plot

Castle Lowrel has been attacked by the evil witch Belzed. The king and queen have been slain, and Princess Silphee (strange name I know) has been abducted. You play as Thonolan, an aspiring martial artist, who must battle through eight stages of monsters and defeat Belzed by using an array of kicks and magic spells.

Gameplay

When you kill a monster, it releases three objects for you to grab. Each object either assists you (heart for energy, coin for experience points, and potion bottle for magic points) or hinders you (skull and crossbones for poison). Along the way you will pick up different magical abilities such as lightning, healing and fireballs etc. (thankfully these are also explained in the manual). As your experience level increases, more types of kicks are unlocked.

The level graphics are very detailed and push the NES to its limit (screenshot taken by the author)

How Does It Handle?

The gameplay is quite frustrating and takes some getting used to. The reach of your kicks isn’t all that far, so you have to be incredibly precise with the timing of your attacks else you get hit by the monsters.

The levels have no time limit which allows the player to take their time and really get to grips with the different kicks when they become available. The game has infinite continues, and after each level you will be given a password, allowing you to walk away and come back to it another day. However, you will not get to see the end credits until you complete it on the hardest setting.

The game actually requires a certain amount of tactics. As mentioned above, when an enemy is killed, they release three objects. If you’re quick enough you may be able to catch two before they disappear off screen. However, it soon becomes clear that you must either focus on gaining experience points to unlock more kicks, or collect magic points to be able to use spells. You can do a mix of both of course. This adds a layer of complexity to the game not often found in these sorts of 8-bit adventures.

Additionally, one nice feature is that in the options menu, there is a demonstration of all the kicks Thonolan can perform, and at what level he needs to achieve to unlock them. This is also explained in the manual.

Graphics

The title screen is quite plain, with a black screen and a rectangular banner with Kick Master splashed across it.

The pre-game intro is text based, but once the game begins, an animated introduction shows how Thonolan’s brother is killed in battle. The illustrations are bright and colourful, but the animation is very basic. The character illustrations do not move but the background does in a parallaxing kind of way.

Graphically, the levels look great and are very detailed. They probably pushed the NES to its limits. All the sprites are distinctive and are varying in their strength and difficulty to defeat. This was also the first game to use parallax scrolling.

Music

The music that then plays is quite catchy and fits well with the game, adding an air of almost Castlevania-esque creepiness to it.

Entering the bowls of the Earth! (screenshot taken by the author)

Personal Experience

I can’t say that I didn’t enjoy playing this game, but then again, I can’t say that I did. I am…indifferent to it. I wasn’t instantly enamoured with this game, but I will say that the game grows on you the more your play.

Did I Complete The Game?

At present, I have been unable to complete the game. I managed to reach the octopus boss battle at the end of level 5 but so far am unable to defeat it. I do, however, have a password and will no doubt return to this game in the future.

What The Critics Said:

Gamepro: “If Kick Master sounds similar to most NES side-scrolling martial arts offering, you’re right. But that doesn’t mean it’s not great. The challenge pushes the fast-and-furious needle almost off the scale, but that’s cool because you get unlimited continues and passwords. Overall 21/25.[1]

Nintendo Power: “Overall 13.7/20.[2]

My Verdict:

“The gameplay takes a little getting used to but the graphics look great. Take time to get used to Kick Master as it will grow on you. This game is a challenge and will not be completed in an afternoon.”

Rating:

What are your memories of Kick Master? I would love to hear your thoughts, and don’t for get to follow and subscribe so that you don’t miss my latest reviews! You can also find me on Instagram: @nicklovestogame.


[1] Boss Music. ‘Nintendo Pro Review – Kick Master’. Gamepro. (February 1992). 31:28.

[2] ‘Kick Master’. Nintendo Power. (September 1991). 28:42-47.