Ninja Stealth

Final Ninja: How Does Nitrome’s Original Game Stack Up
Final Ninja, a Free Flash Game launched via the popular arcade website identified as Nitrome in 2008, the same arcade that brought us games like “Dirk Valentine” developed by both Simon Hunter as well as Aaron Steed. This simple yet incredible looking Ninja title as reported by “jayisgames” is one of the very few ninja-based games that actually is entertaining, whilst remaining loyal to its ninja-like roots.
In the Final Ninja Video game you start out as an anime-inspired ninja whose skills are throwing ninja stars and a grappling rope, as well as the ability to cover in to the shadows using stealth (pressing down in-game). The stealth mode is a very intriguing and important feature you will be requiring to beat the several security systems and foes you’ll be confronted with as you move forward through the levels. If that wasn’t enough, the grappling rope contributes a key mechanic which sets the video game apart from being another run-and-gun ninja platformer. The rope lets you find areas you would not otherwise end up being able to get to, and for the more imaginative, a way of skipping areas that were not intended to require the utilization of the grappling rope.
The overall aim of Final Ninja is to complete each level by reaching a black data access card, all with the objective of contending with your nemesis, Akuma. It’s the old-age, master instructs student, student turns bad and rebels against his sensei. You’re called straight into action once again after having a meditation of 10 years to put on the specialized Final Ninja suit and do away with Akuma, your once honest trainee. You advance through the level by utilizing either the *arrow* or *WASD* keys to move and jump around the levels, using the mouse to aim your cursor at enemies and firing metallic shuriken, and utilizing the grappling rope by continuing to keep the mouse button pressed for a bit longer time period. You can use the stealth approach by holding the down *arrow* or the *W* key to merge into the back ground, which makes all of your body see-thorugh other than your eyes (that will become neon green). This lets enemies or even security units to overlook you without so much as sensing you. The next aspect that really adds to the video game, (and it couldn’t be a ninja video game without having it) is the wall jumping, that will allow you to propel straight into walls, locking yourself on to it, jumping in the opposite direction to be able to either lock yourself on to the adjacent wall or farther up on the wall which you were just latched onto.
The actual attention-grabbing feature is definitely the grapple. Throwing stars can be thrown in quick succession by simply quickly hitting the mouse button, but when you click and hold it instead of just releasing you’ll fire a grapple that hooks on just about any surface area and also enables you to swing from ledge to ledge (or other cool stunts if you get accustomed to the techniques). Anyone who has tried virtually any WORMS game previously will likely be most informed about this feature and will have zero difficulty adjusting. Once fired, it is possible to climb up and down the rope using the up and down buttons, either on the arrow keys or the *W and S* keys. You can then increase momentum by swinging backwards and forwards if at any time you get to a standstill while using the rope. You can also gain a sufficient amount of momentum coming from a standstill to do a total 360 (if you can grasp the appropriate timing concerning the up-and-down and side-to-side movement).
Nitrome still did not stray off of the beaten path in terms of the look and feel of Final Ninja. The cartoon-based pixel design are precisely what we are all used to looking at and they are just as darn good as always. Except for an allegedly “sticky” wall jumping mechanic, I was a bit hard-pressed to locate many issues in Final Ninja. Stage progression is designed wonderfully, introducing different elements level by level using signposted tutorial hints along the way. Inside just about every stage, no matter where you might be, you won’t be far away from an arrow specifying which path you should stick to so you do not get lost (not that you should, because every stage is made with basically just one way in which you are able to go).
As you get beyond the 5th level or so, a larger number of opponents and security systems are introduced, keeping your surroundings intriguing and dynamic. Things get a bit more difficult when electrical platform edges are introduced, limiting your grappling options. To quote the video game, “Even a ninja cannot defeat electricity…I respect its ability to bring death to those who are slow”.
A fascinating, atmospheric and all-around pleasurable grapple-based platformer from the guys at Nitrome!
Stealth Ninja: Part One
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