Commodore User


The Last Ninja 2

Author: Gary Penn
Publisher: System 3
Machine: Commodore 64/128

 
Published in Commodore User #59

The Last Ninja 2

Having put paid to the evil Shogun Kunitoki, the Last Ninja finds himself transported through time to modern day Manhattan where an even more despicable re-incarnation of the Shogun is controlling a massive drugs ring. Only the Last Ninja, made as he is from yet actual oriental ninja magic, can stop the Shogun once and for all. Well, provided he can fight 'n fump 'n fink his way through six action-laden loads first...

Almost a year in the making, System 3's stupendous sequel to their smash of '87 is almost upon us. On the 29th of August, you too can experience the thrills and spills of the game which is currently sending the CU Crew crazy with delight. Once again programmer John Twiddy is in the driving seat, with amiable artistic assistance from that binary Botticelli Hugh Riley and super sonics courtesy of ex-Compunet maestro Matt Gray. And what a crucial combination! As unbelievable as it may sound, this talented trio has actually managed to improve on the basic theme of the original in every aspect; the graphics are impressively colourful and incredibly detailed - more so than before, while the gameplay is far more involved, with loads of puzzles and plenty of boss fighting fun to keep you at it for many many months to come.

But there's more! Honestly. If you were wondering about the price tag, wonder no longer... for the extra dosh doesn't just cover the cost of a brill game, oh no. Ninja II is exquisitely packaged with a highly readable 30-page instruction booklet, an authentic ninja scroll, a well-nifty ninja mask made from durable ninja cotton (so you can act out your favourite ninja fantasies) plus a supa-swish (not to mention safe) soft rubber shuriken star which just so happens to double for a posey placemat. When you buy Ninja II you're buying more than just another ninja game. It's a landmark in computer entertainment.

Last Ninja 2

Ninja's mission begins on a bandstand in Central Park. Slipping behind the curtain at the back of the stage he finds his first assailant - a mugger spoiling for a spot of fisticuffs. Not to worry, an experienced ninja such as yourself can soon make small change of this foolish fellow. But wait! What's this? He's getting back up on his feet! Yes, this time around your opponents don't stay down, it takes three thorough trouncings to put them out for good, which makes the fighting side all the more entertaining.

With the thug out of the way, ninja notices a suspicious-looking panel protruding from the wall. And being endowed with more brawn than brain, decides to punch it - only to see it disappear into the wall. Coo. Returning to the stand, ninja notices a large hole - a trapdoor has opened. A-ha! Quick as a flash he descends and the adventure begins proper... But how does he cross the wide stream to access the second load? And how does he get past the knife-wielding juggler? Then there's the swarms of bent policemen, muggers and killer bees to content with, along with precarious gaps to leap and rivers to cross. But what about a weapon? Nunchukas always come in handy - provided you can find a pair... or at least make a pair.

The second load has ninja walking through the maze-like streets of Manhattan, occupied by more muggers and policemen, winos, deadly ninja flower-pot throwers and speed-crazy bikers. Find a useful object or two, open a manhole and descend to the sewer network beneath the streets, and the third load. Rats, alligators and zombies (workmen mutated by the bizarre mix of chemicals found in the water) attack the ninja at every available opportunity. But he finds an exit and our intrepid hero appears in the Shogun's opium production plant, guarded by a vicious panther and a horde of his henchmen. A lift provides the means to escape and access to Load Five - above the warehouse. Hey, there's the Shogun, about to make his escape in his private chopper. Quick! Catch a ride to his mansion, the final load.

Last Ninja 2

The ninja leaps from the chopper onto the roof of the mansion, and, having gained access discovers an intricate security system to outwit, along with armed guards aplenty. Using his noddle and plenty of ninja violence he enters the Shogun's room and a confrontation from which there can be only one survivor...

There's so much more than before on offer, and with a score and timer to use for reference, you can come back again and again and attempt to beat your previous best.

A bonus for disk owners is a save game option, and the fact that the disk version costs little more than the cassette makes Ninja II a definite cut above the rest - and that includes its illustrious predecessor. System 3 seem to have the immensely popular ninja market well and truly sewn up and it's difficult to see how they're going to top this one. Hearty congratulations are in order for what has to be the most professional and entertaining software package yet seen for the C64. Well done to all involved.

Gary Penn