Sega Ninja (Arcade)
Developed/Published by: Sega
Released: 2/2/1985
Completed: 10/07/2022
Completion: Finished it!
Version Played: Astro City Mini
Trophies / Achievements: n/a
Bloody hell. Sega Ninja, aka Ninja Princess, has to be the toughest thing I’ve played yet chronologically, just about beating Twinbee in that I couldn’t do it with a “true” fake 1CC, having to actually save during levels. Unlike Twinbee, where it’s largely difficult because of the dreaded Gradius effect + those bloody bells, here your princess only ever gets one upgrade per level meaning the entire thing is just sort of a brick wall of hard.
Anyway, I better explain what it is though, eh?
Sega Ninja is not the earliest run-and-gun (it’s definitively beaten there by Taito’s Front Line in 1982, and probably some other stuff) but it’s interesting because it came out about a month before what’s generally considered the canonical example, Capcom’s Commando. And, as we’ve seen multiple times so far, while Japanese game designers at the time were constantly stepping on each other’s toes as they started to establish genre, what stands out is how divergent their approaches end up being.
Commando, for example, has you shooting in the direction of movement with a limited number of grenades that can only be thrown vertically up the screen. Sega Ninja, instead, goes for something a bit more complex: you’ve got one button that shoots in the direction of movement, one button that shoots vertically always, and one button that makes you turn invisible and invincible(!) for a second or so… which can be used as much as you like!
It is, honestly, a bit much. I was hoping for something a bit more like what I remember the control scheme of the Chaos Engine being (note, this might be totally wrong)–one button to fire in the direction you’re moving but if you hold it you keep firing in that direction no matter how you move–but instead you end up mostly trying to move so that you’re able to use the vertical fire, and otherwise still suffering that problem you’ve got in Commando where you want to shoot someone behind you but in order to aim at them you have to move towards them and they, like… kill you before you can shoot. Of course, here you’ve got the invincibility, but it’s actually pretty easy to get killed going into or out of it, so that’s not a panacea either.
However, that’s not to say this is terrible or anything. It’s actually quite fun, and when you are able to lock into the control scheme, quite exciting. It’s fair in that “it’s fair once you know the level layouts” way, and there’s a surprising amount of variety in it compared even to run-and-guns from much later, with levels where you’re dodging boulders, climbing walls and even riding logs like you’re frogger. Unfortunately all the end-of-level bosses are basically the same (and are pretty cheap–you’ll have to beat most of them by attacking them as quickly as possible) but it at least does have an actual ending, brief as it may be, so it all felt quite worthwhile in the end–and I spent basically a week playing this off and on, it was that hard.
Oh, and I guess it’s kind of interesting that Sega Ninja came out so rapidly after Twinbee considering they’re both “cute-em-ups” and there really aren’t that many examples of the genre (I certainly don’t have any coming up for a while.)
Anyway, Sega Ninja… pretty good, if a bit awkward and dated. Fin.
Will I ever play it again? I’m probably good; there’s a SG-1000 version that I believe is not particularly good and a Master System version that turns it from a cute-em-up into something a bit more manly (while adding things you need to collect to actually beat the game) but it doesn’t seem especially essential.
Final Thought: Might as well take this opportunity to talk about the Astro City Mini a bit. I like it, it’s a charming bit of kit if you’re desperate to have more plastic in your house, but it is also sadly a bit flawed. There’s no dip-switch settings or anything on games and no auto-fire (a bit miserable on Sega Ninja, I’ll be honest) and the graphic filter is… pretty rubbish. It’s passable, but only barely. In fact it seems like it was probably tuned for the system’s screen, rather than TV use, which (unfortunately) I find a bit gimmicky, because you can’t really get a good viewing angle on the screen when using the wee stick and buttons, and it’s just too small, really.
That said though, it’s a great plug-and-play system if you’ve got the official controller, because it’s great! Saturn-pad adjacent but with a feel of its own that remains evocative of playing in the arcade (somehow). Overall it could be better but for a few firmware updates, which is a little frustrating, but I like it well enough.
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