I was gonna say that between you, me and Obscura, this is probably the forum's #1 thread for
Legacy of the Wizard aka Dragon Slayer IV: Draisle Family appreciators. But then, I saw what you meant about those clear times, and recalled that DSIV is actually just right for single-session
Shin Labyrinth Survivor runs!

Not really an RPG at all anyway, huh. More of a Taitoesque
stomp chumps / eat breads single-screener, gone all
Search Action.
However, the thought was not in vain! Because three years on from trap recommending it to me, I've finally given UPL's
Ninja-kun: Ashura no Shou a go!
Has a passing resemblance to DSIV's goofy hop/shoot combat. You'll know it when you see it! You can even blast defeated enemies as they tumble offscreen for extra points, bahaha. Also recalls Capcom's
Son Son with its simple, deadly point n' shoot, as well as Taito's classic cutesy platformers. Due entirely to my chronic lack of
L2P, the latter tend to make me feel a bit thick.

I whack chumps left and right to meager result, while the pros do all kinds of crazy shit and reap obscenely big fruits! This feels like a straight stomp/shoot in similarly bubblewrap-compulsive mode.
Recorded a very quick demo of the first five minutes - shows off a little of the game's instant pace, and also how to get the Bombs early. For a much better idea of the game's handling than I can provide at this stage,
see here! Yes, those gigantic skeletons are a pain in the ass! You can kill them far quicker with the Fire weapon, not sure if you'll have it in that stage though. Here's a ten-second kill with Fire, which in sharp contrast to Contra's flittery POS, is actually
good at arcing up n' over enemy defenses!
Boney fucks plague my ninja gaming life!
I wonder if you can whack 'em with the "normal" weapons. Takes me 40secs with Bomb.
The ACA release is customarily superb, and includes the game's Set 1 and Set
2 revisions.
Far more experienced heads than me recommend the former, so that's what I'm sticking with ATM (for anyone else playing the ACA release in Japanese, Sets 1 and
2 are on the left and right of the startup screen, respectively).
Puts an interesting spin on contact damage. With the usual exception of feral varmints that bite, bumping armed enemies isn't fatal. Rather, one of you gets bumped and stunned.
Who exactly depends on context. I'm an absolute beginner, but AFAIK, aggression = good. Don't assume high ground is all - you can
Mario Fist the bejesus out of enemies lurking above! Reminds me of Ex-Ranza's badass automelee, translated to tense 1HKO format. Cut off would-be killers with a deft kick in the teeth and a swift dispatch.
The bumping also feels a bit
Ys-esque - perhaps how DSIV might've handled, if Falcom had poached their own mechanic. Some unarmed enemies actually can't hurt you at all, but they'll bulldoze you into something that will, or even immobilise you until the dreaded camper-killing Wheel of Dharma comes along. Some foes have to be stunned before you can finish them off (see the armoured samurai at the top of stage B2), and they'll avidly try to do the same to you! What a badass little dude that samurai is - like a mini Genichiro from
Sekiro, with his vicious arrow volleys.
Yeah, despite the wonderfully restrained necro-chibi aesthetic (some genuinely elegant and/or creepy things going on!), this game is actually
Ninja As All Hell. Enemies are cute but deadly, particularly LIGHTNING BOY whose posse kicks off Route B in rousing fashion! (
the theme of lightning boy -
you ain't gonna get outta here! we're gonna fuck you up!)
The walljumping is superb - distinctive yet intuitive. Just leap towards a wall, letting off [jump] then holding it. Provided you're holding [jump+away], you'll kick off on impact - no need for exacting timing. When presented with sheer vertical shafts, you will know what to do! You'd better, with this thread approaching its seventh year.

Holding [toward] the wall will let you cling on, though it's not to be relied on too heavily, with climbing a grueling process. Wouldn't surprise me if climbing up stage 3B's vertical shaft could get you Dharma'd.
Acrobatics have a surprisingly gritty physicality. There's no direct fall damage, but big drops can stun Ninja-kun and leave him at enemies' mercy - unless you hit [jump] just before impact to stick the landing (1000pt bonus!). As a compromise, you can hold [either side] for a random shot at
rolling on impact. Not sure of the odds, and it's no free lunch besides - you'll roll off ledges, into hazards, etc. Normal landings see Ninja-kun kneel on impact for a split-second - not only a cool detail, but also a really handy visual marker for your next jump input, particularly when clambering up platforms at speed.
Instant caveat goes to the weapon-switching input. You press [up], diagonals included. Oh god damn it. This can be worked around with disciplined "four way stick" play ala Makaimura, but it's undeniably distracting and sub-optimal. One of those cases where the devs seemingly forgot the third JAMMA button. (
Image Fight, same damn year as Saigo...
where is my dedicated Pod Shoot button, irem?! 
oh god, never mind, I'm just glad Saigo didn't do something similarly unfortunate

)
An easy recommendation in spite of that minor annoyance. Cute and compact but deadlier than it may appear at first glance!
