Stevens wrote:TNWA has been on my radar for a while. How does that compare to Spartan?
Superbly! TNWA seamlessly bridges Spartan and mid-90s beltscrolling. Single-plane action with the addition of combo, grappling and guard mechanics. It has the characteristic endless zako waves of Spartan and its own direct predecessor, but there's a greater focus on unique enemy types - sniper, bulldozer, harasser, blocker et al - deployed
in roiling RNG-driven mixups. Crowd control is critically important, facilitated by shearing combo enders, as well as thrown enemies flattening their comrades... the latter doesn't do much damage, but it frees up vital space, and sets up the direct attacks that will. Four enemies onscreen may not sound a lot, but you'll quickly be pincered and overrun without good CC fundamentals.
Controls are simple and immaculately responsive: [Attack] [Jump] [Bomb] and that's it. All three characters have lots of special attacks, grapples and dodges to pull off with simple dpad+button combinations - EG, hold [DWN+ATK] for Kunoichi's grapple flurry, or hit [Jump] while walking for Ninja's jet dash. No command motions or anything of that sort; it's all very discoverable with a little experimentation.
^ hold [away] during a jumpkick; does near-nil damage but it's great for getting around! Neutral or forward for a combo starter.
Combos are Final Fight-style (
land two or three regular hits to enable a big finish), with super combos executed by holding [up] with a full meter. Intriguingly you can
land the requisite hits, then break off to nail an unrelated third party with the finish... at expert level, whacking a few zako to prime the finish, then flattening their boss becomes second nature. Like
in any good brawler, the diagonals are happily accepted
in lieu of [up] or [down], so punching out a couple chumps then turning on a dime to unleash Ninja's rocket fist on a more deserving target is a snap.
Combat is both technique-intensive and gratifyingly brutal, particularly as Ninja, who must rank as one of the most unorthodox yet remorseless body breakers of the genre. Ninja doesn't "jump" or "dash," rather he uses rocket propulsion to send his one-ton frame smashing onto/into the target before beating, choking and finally breaking them over his knee. It's a testament to Shunichi Taniguchi and co's talents that such an icon of pain can excel
in a game where even the "uncensored" JP version lacks red blood.
You weren't making that sad face thirty seconds ago!
JP is the definitive version for a more pressing reason - as noted
in my previous post, the Western ones delete Katanas, overcompensating with Claws to make up the difference. It's still a great time regardless, but if you've got the choice go with JP. Dumb change, should've just spraypainted some lycra on 'em! Or was it "DUN HIT GIRLZ" again?
In that case, Phasers (above) have some decidedly generous racks and they sure don't sound too masculine when I knock 'em the fuck out!

Oh well. Guess dem buns were just too hot for Western children. Holy baked goods, Batman!
The one caveat here is, Kamaitachi is an unbridled EZMODE character, his reach decimating crowds the others must brave toe-to-toe. He is
easily made up for by Ninja and Kunoichi, however, who are starkly divergent
in every regard besides the technical expertise needed to reach their full dominating potentials. I wouldn't notice a thing amiss if they were the only two. As it is, Kamaitachi has some cool unique angles of his own, but don't think you've seen TNWA at its cagey, infernally meddling best with him alone!
I'm a bit harried by IRL Bullshit at the moment, hence not being around as much... but this is one of those games that I simply must give its due. ^_~ Desert island material for technique-loving violence aficionados, easily.
>My ancient, shaky and very outdated Ninja Hard 1CC that might still be of use, as a character primer.
Way too much Crouch P spam for my liking. This was long before I learned the crouching is for losers! Basically. Standing, it takes three pokes to floor you - easily enough time to get your guard up, or hit back, or even move
in close for a grapple. Crouching = the slightest touch will put you on your ass. Embarrassing, and also
empties your meter. Of course some high attacks will flatten a standing player while missing a croucher, but don't think of the latter as an all-purpose refuge!
Also not enough dominating i-frame use. These days I get two or more enemies
in the corner, and it's ass-smashing time:
>Perikles's Kunoichi Hard ALL, which likewise will give you a quick glimpse of the character's extended moveset. The two movesets on GameFAQs are good but a little shaky and/or hard to read... do ask here if you give the game a shot!