From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
(split from The Last Ninja)
 
m (minor tweaks)
Line 1: Line 1:
{{Cleanup}}
{{Cleanup}}
{{header Nav|game=The Last Ninja}}
{{header Nav|game=The Last Ninja}}
* The [[NES]] game called The Last Ninja is actually a port of the second game in the [[Category:Last Ninja|Last Ninja]] series, [[Last Ninja 2]].
* The [[NES]] game called The Last Ninja is actually a port of the second game in the [[:Category:Last Ninja|Last Ninja]] series, [[Last Ninja 2]].
* Originally designed for [[:Category:Commodore 64/128|Commodore 64]], its music was composed by Ben Daglish and Anthony Lees on the SID chip that set the game apart from the other conversions. It featured 11 full-length songs, each lasting between two and five minutes, when most games for the C64 had only one or two tunes.
* Originally designed for [[:Category:Commodore 64/128|Commodore 64]], its music was composed by Ben Daglish and Anthony Lees on the SID chip that set the game apart from the other conversions. It featured 11 full-length songs, each lasting between two and five minutes, when most games for the C64 had only one or two tunes.
* The [[:Category:Commodore Amiga|Amiga]] version [[Ninja Remix]] was a direct port from the [[:Category:Atari ST|Atari ST]], developed by [[:Category:Eclipse|Eclipse Software Design]]. It was faithful and highly playable despite lacking some of the sound atmosphere and fulfillment of its Commodore 64 predecessor. Furthermore, the opponents were seen as easy to kill in comparison to the Commodore 64 release.
* The [[:Category:Commodore Amiga|Amiga]] version [[Ninja Remix]] was a direct port from the [[:Category:Atari ST|Atari ST]], developed by [[:Category:Eclipse|Eclipse Software Design]]. It was faithful and highly playable despite lacking some of the sound atmosphere and fulfillment of its Commodore 64 predecessor. Furthermore, the opponents were seen as easy to kill in comparison to the Commodore 64 release.
* The [[:Category:Apple IIGS|Apple IIGS]], had colorful graphics, but at a lower resolution. The in-game music was virtually non-existent, with music only played before the start of a new level. Poor controls were the biggest issue, with inputs coming from either the keypad with open-apple as the fire button or toggling over to the joystick with {{kbs|Apple}}{{plus}}{{kbd|J}}. However, unlike the Commodore 64 version, the player could save with {{kbd|Ctrl}}{{plus}}{{kbd|S}} and restore their current position in the game with {{kbd|Ctrl}}{{plus}}{{kbd|R}}.
* The [[:Category:Apple IIGS|Apple IIGS]], had colorful graphics, but at a lower resolution. The in-game music was virtually non-existent, with music only played before the start of a new level. Poor controls were the biggest issue, with inputs coming from either the keypad with open-apple as the fire button or toggling over to the joystick with {{kbd|Apple}}{{plus}}{{kbd|J}}. However, unlike the Commodore 64 version, the player could save with {{kbd|Ctrl}}{{plus}}{{kbd|S}} and restore their current position in the game with {{kbd|Ctrl}}{{plus}}{{kbd|R}}.
* The [[:Category:MS-DOS|MS-DOS]] conversion had relatively primitive EGA graphics and was unable to match the unique 16 color palette of the Commodore 64.
* The [[:Category:MS-DOS|MS-DOS]] conversion had relatively primitive EGA graphics and was unable to match the unique 16 color palette of the Commodore 64.
* The [[:Category:Acorn Electron|Acorn Electron]] and [[:Category:BBC Micro|BBC Micro]] versions used only 4 colors instead of 16 and sprites instead of the complicated distortion routine the C64 used to change 2D base graphics into 3D. The changes were required to squeeze the game into 25k per load (instead of the 60k available to the C64).
* The [[:Category:Acorn Electron|Acorn Electron]] and [[:Category:BBC Micro|BBC Micro]] versions used only 4 colors instead of 16 and sprites instead of the complicated distortion routine the C64 used to change 2D base graphics into 3D. The changes were required to squeeze the game into 25k per load (instead of the 60k available to the C64).
* The [[:Category:Color Computer|Color Computer]] version was never released, but a nearly finished development version was displayed at the 2007 CoCoFest near Chicago. According to one of the developers, the game was based on the C64 graphics.
* The [[:Category:Color Computer|Color Computer]] version was never released, but a nearly finished development version was displayed at the 2007 CoCoFest near Chicago. According to one of the developers, the game was based on the C64 graphics.

Revision as of 23:27, 31 December 2008

cleanup
cleanup

This article could use a cleanup in order to be more legible and/or presentable. Please help improve this article in any way possible. Remember to follow our editing guidelines when improving existing articles. If you can improve this page, please edit it, or help by discussing possible changes on the talk page.

If you need help with wiki markup, see the wiki markup page. If you want to try out wiki markup without damaging a page, why not use the sandbox?

  • The NES game called The Last Ninja is actually a port of the second game in the Last Ninja series, Last Ninja 2.
  • Originally designed for Commodore 64, its music was composed by Ben Daglish and Anthony Lees on the SID chip that set the game apart from the other conversions. It featured 11 full-length songs, each lasting between two and five minutes, when most games for the C64 had only one or two tunes.
  • The Amiga version Ninja Remix was a direct port from the Atari ST, developed by Eclipse Software Design. It was faithful and highly playable despite lacking some of the sound atmosphere and fulfillment of its Commodore 64 predecessor. Furthermore, the opponents were seen as easy to kill in comparison to the Commodore 64 release.
  • The Apple IIGS, had colorful graphics, but at a lower resolution. The in-game music was virtually non-existent, with music only played before the start of a new level. Poor controls were the biggest issue, with inputs coming from either the keypad with open-apple as the fire button or toggling over to the joystick with  Apple + J . However, unlike the Commodore 64 version, the player could save with  Ctrl + S  and restore their current position in the game with  Ctrl + R .
  • The MS-DOS conversion had relatively primitive EGA graphics and was unable to match the unique 16 color palette of the Commodore 64.
  • The Acorn Electron and BBC Micro versions used only 4 colors instead of 16 and sprites instead of the complicated distortion routine the C64 used to change 2D base graphics into 3D. The changes were required to squeeze the game into 25k per load (instead of the 60k available to the C64).
  • The Color Computer version was never released, but a nearly finished development version was displayed at the 2007 CoCoFest near Chicago. According to one of the developers, the game was based on the C64 graphics.