
Arcade Archives: Iga Ninjutsu Den aka Ninja Kazan is out tomorrow. Hmm. Not a looker, but Select Good Peeps have vouched for it over the years. More information required!

RBelmont wrote:A little math shows that if you overclock a Pi3 to about 3.4 GHz you'll start to be competitive with PCs from 2002. And you'll also set your house on fire
Head and tail both have a full 16-hit boss healthbar. The head comes off at 5 hp, meaning a minimum of 6 hits in one jump to score the kill.WelshMegalodon wrote:What?! You can destroy the head?!
Holy hell. I need to try this.
That's amazing, I never thought it would happen.Volteccer_Jack wrote:Speaking of mashing, I just learned that this exists: https://www.youtube.com/watch?v=cJtmZpRTVO8 (actual run starts at 4:30)
Please don't turn into a pit platformer at the end..
That's interesting. I never noticed it while playing, and I definitely can't blame any hits I've taken on that behavior, but yeah now that you mention it I can see that happening.Ghegs wrote: I also think some of the enemy shots move weird. At least once it felt like their stream of bullets suddenly shifted position not because that's the bullets' trajectory, but because the enemy shooting them moved after firing. I spotted this in Sumez' video too, at around the 2:35 and again at 2:47, from a jetpack enemy on the left. With the way the enemy is flying around the shots should spread out a bit, rather than moving in a straight line. It would make (slightly) more sense if they shot a long laser shot or something, but that looks like a stream of fire-ballish shots to me. Maybe the game treats that attack as a single object rather than six individual ones.
I usually hate hate hate "elevator stages" where you just fight off enemy waves endlessly with no idea how close you are to the end of it, but I think these "lock-ups" with enemy waves in the demo work perfectly fine due to how short they are. In the first two examples you need to beat the flamethrower tanks, which makes sense because they are like little boss fights. Wouldn't be fun if you could just run from them. The only other example I can think of is the part where the hoverbikes rush at you, right?Also, pet peeve: The game locking the player into an arbitrary area and forcing them to fight off waves of small enemies. First time the electrified walls or whatever just pop up, the second time the screen just stops scrolling until the hoverbike enemies are killed. I really dislike this type of level design, I think it's lazy. Having two such instances in a 4-minute demo is kind of worrisome.
The hoverbike rush, yeah, and I think that's the worst offender since it doesn't even culminate in a mini-miniboss fight. To me it just feels like padding. "Well, this stage is kind of short. Let's force the player to be in this one spot for a minute and let's just spawn enemies in one after the other." In my opinion, it should be so that it's technically possible to move forward without killing all the enemies, but it's easier or otherwise beneficial to take them down first. Maybe have some jumps or obstacles there where the enemies will catch you with their shots and you'll plunge to your death? Maybe have the enemies drop some power-ups upon slaying them? Maybe don't de-spawn enemies even after running past them, so that some enemies can chase and catch you later on? But if the player is good enough to get through without killing them, they should be allowed to do. This, to me, feels like a more dynamic way of doing things and making sure the player actually engages in combat, without resorting to screen-lock. Those can still have their place, when done sparingly and so that it fits the context, like the elevator stages. But if it's done too often, I feel like it kills the pacing. Off-hand I can't remember a single screen-lock section in the thread's namesake game or its sequels.Sumez wrote:In the first two examples you need to beat the flamethrower tanks, which makes sense because they are like little boss fights. Wouldn't be fun if you could just run from them. The only other example I can think of is the part where the hoverbikes rush at you, right?Also, pet peeve: The game locking the player into an arbitrary area and forcing them to fight off waves of small enemies. First time the electrified walls or whatever just pop up, the second time the screen just stops scrolling until the hoverbike enemies are killed. I really dislike this type of level design, I think it's lazy. Having two such instances in a 4-minute demo is kind of worrisome.
I'd agree with you if it weren't literally 13 seconds, and the waves of enemies showed any sign of repetition.Ghegs wrote:To me it just feels like padding. "Well, this stage is kind of short. Let's force the player to be in this one spot for a minute and let's just spawn enemies in one after the other."
I was wondering about the flip too - doesn't seem to do much but oh well, looks (and feels!) rad somersaulting down from the start of Stage 3. After the much sterner stage 4, Kazan surprised me in its finale - takes on a really tight, almost Rastan groove. There's still some exploration to be done (including a ROVELY HP maxup), but it's sensibly kept apart from the main course's relentless pressure.Jeneki wrote:Some moves I found playing Ninja Kazan not in the manual:
Jump and hold up / diagonal - Flip through the air. Not sure if this just gives you a smaller hitbox or is useful for something else.
Jump, hold down + attack - Rastan downward thrust! Very hard to use on actual enemies but looks cool.