Reviews from

in the past


Son bossda böyle bir orospu çocukluğu yapmasalar 4 yıldız verirdim

Igual de bueno que ninja gaiden 1 pero con mejora grafica y un mejor desarrollo de niveles.
Tiene unas canciones que flipas dirian los españoles.

Um dos primeiros jogos que eu vi ter cutscene, com uma dificuldade alta, mas muito satisfatória, tendo como ponto negativo os malditos passaros que consegue ser mais chatos que as medusas de Castlevania

pretty much what i thought of the first ninja gaiden. still a great story, gameplay tight as always, still jamming sound, and the difficulty is a bit more manageable but still hard. still excellent

7/10

Same issue with the first game, though not as bad since it starts you at the beginning of the stage rather than the act when you game over. Fun but overly difficult.


Notable improvements on the game however, still has a decent amount of bs that holds it back. A bit better than the first game.

One of my favorite NES games. When I was in high school this was one of those games that I learned in and out. To this day I try to revisit it when I can and never get tired of it. The stage gimmicks, new abilities, and better balance just bring this game head and shoulders above the rest of the trilogy. Only thing holding it back from a 5/5 is that the story is easily the weakest of the three. However, story is not exactly a dealbreaker when dealing with most NES games.

One step forward and one step back with this one. While it's clear that this game is more sophisticated than its predecessor in a few ways, a whole new set of issues appeared to fill in for the old ones. Enemy spawns were the biggest problem I had with the old one and it was partially fixed. Level design I found to be more annoying on average compared the the first game- at the very least for the first half. The last level is just as fucked up and forces you into a boss gauntlet at the end. The extra ninja upgrade is really cool, but can be really annoying when it induces extra sprite flicker. They also obscure enemies coming from behind.

All positives are about the same as what I said of the first game. I'd call it a worthy sequel but not exactly a better game.

its still hell without cheats with cheats its fun and much more engaging than the first game.

Una mejora considerable del primer juego, al tener un diseño de niveles mejor planteado y variado, un combate más sustancial gracias a los nuevos power ups, jefes más divertidos de enfrentar y una abismalmente mejor presentación y apartado artístico. La narrativa sigue sin ser especialmente buena (por no decir que llega a ser peor que la del primer juego culpa del cambio forzado de antagonista y una carencia de nucleo emocional en el conflicto), y que el respawn infinito de enemigos sigue presente, pero en general es una secuela superadora que hace bien muchas cosas que el juego anterior hizo mal.

One of the best action platformers of the 8-bit era without doubt. It took the few issues the first game had, improved upon them, and then added polish everywhere else. Great visuals, music, and the improved level design keep this one going all the way to the cinematic ending.

enemy placement sucks BALLS on this one.

Better than the first I believe although it is not very hard. The ninja clones are a good idea and the stage design is varied. The music and controls are great with good boss fights similar to the first. I could play this one any day.

La música sigue increíble, la jugabilidad apretada y la dificultad endiablada.

Conheci esse jogo pela internet depois de mais velho, e cara... deviam dar atenção a isso, você mesmo! jogador de dark souls.

Si te pillo con mis ninjas

Better than the first game by a decent margin, with deeper and more coherent level design and more balance as far as HP consumption and Ninpo retention go, but the hitboxes seem a little wonkier at times and the last phase of the final boss is really dumb. I had this at 5 stars but I think recognizing those flaws warrants docking a half point.

Huge improvement over its predecessor. Much less frustrating and plays much better but the final two stages are AIDS with their enemy placement and spam. The final boss (consisting of three phases yet again :) ) also sends you pretty far back like the first game does but thankfully not as far and resumes the fight from the phase you died on.

The music on the rain stage makes me think of a Washing Machine commercial. it is a total bop.

This is the best in the NES Trilogy. Lots of cool gimmicks and varied stages design. The final boss is a very good challenge but not cheap like in the first game

Ele é tipo o um, só que deixa ele menos dificil pras fases, arruma a mecânica de se prender nas paredes (mas ainda é uma bosta), só que dai tu faz os bosses serem na mesma dificuldade menos aquela porra daqueles dois bixo gordo fudido, mas dai tu tem que enfrentar eles com a vida que tu saiu das fases QUE NÃO É MUITO e isso faz ser um dos jogos mais frustrantes que eu já joguei MESMO COM SAVE STATES

A rota final é tão ruim quanto a do primeiro

(Esqueci de marcar esse no backloggd) consegue superar mil vezes o primeiro, acho que definitivamente o melhor da trilogia.

They stole the ninja clones from Irem’s Ninja Spirit but you can’t fault them for all the power ups they crammed in here.

Solid game that it's still difficult

Such a hype intro and smooth controls


The first stage's music is gloriousness. THE END.

Ninja Gaiden II: The Dark Sword of Chaos came out in March/April 1990 for the Famicom and as an arcade game. As a sequel to the much beloved Ninja Gaiden, it had a lot to prove and based on the review scores of 35/40 (EGM), 8.5/10 (IGN) and 4/5 Stars (AllGame), it appears the reception was generally positive. It's also a game that was influential and progressive in multiple ways, a game that according to the Video Games & Computer Entertainment Magazine is "proof that video games are learning how to evoke players' emotions and entertain just like a movie or TV show can".

In this series you play a Ninja called Ryu Hayabusa. And as that snippet of the VG&CE review shows, this series did something few, if any, platformers did back in those days, which was putting more focus into the storytelling. The antagonist in this game is Ashtar, an evil lord who is looking to open the Gate of Darkness. Even at the time this was cliché but these games went beyond simply introducing a villain to give slight back story for why the character we are controlling goes against a barrage of dangerous enemies and hazards in each level.

There are other innovations present in this game but let's talk through the game one by one by looking at the 10 criteria by which I rate games.

STORYTELLING: Let's stick with the story for now. The first cutscene you see is Ashtar declaring his evil ambitions, followed by Ryu meeting a stranger who tells him that his love interest from the first game, Irene, was captured. Most of these scenes are presented in a pretty simple way. Most of the time, you see the still face of a character in front of mostly blank background. For Ryu, the background is often simply purple and the only movement you see is the character being pulled from left to right and vice versa. Sometimes you see a little more detail like a brick wall or the full body of a character, and in the rarest, yet prettiest of instances, the camera zooms out to show us how Ryu is observing an enemy fortress in shots that I'd call ahead of its time.

The story is advanced after finishing stages and there is quite a lot more to it than I would have thought, with a whole bunch of twists and turns throughout pertaining to characters first introduced in this sequel and one's from the original. However, twists and turns and surprises await us after seemingly every stage, so after Ryu's seventeenth "What the....?!" it starts to get stale.

Undoubtedly though, having a character humanized as much as Ryu Hayabusa surely added a lot to the experience back in the day, or at least it would have for me.

GAMEPLAY: I didn't play the first game, but I did watch a playthrough of it and also read some reviews to see what advancements had been made. In Ninja Gaiden, a side-scrolling platformer, you are equipped with a sword and slash your way through a horde enemies like those damn birds, soldiers who fire weapons, weird goblins that turn into a ball and roll into you, lizards that spit bullets and of course a bunch of bosses that appear at the end of a level.

You can jump, you can hold onto a wall and climb it (couldn't climb in the original), you can get a bunch of power ups like ninja stars, fire projectiles and duplicates of your self that stay a few feet behind your controlled character and repeat what you do (also new for this game). This feature in particular is worth pointing out. You can have up to two duplicates and you can position them in ways that can give you major advantages in battle. Since they don't take damage and disappear after a set amount of time (to my knowledge), you can, if you are skilled and persistent enough to figure it out, position the duplicates in a way that they face the enemy, while you face the other way and stand many feet away from danger. Even if you then slash in the wrong direction yourself, your duplicate attacks the enemy without any danger of repercussion. So it adds a new element that is actually very clever and can be incredibly useful.

Unfortunately, while the controls were lauded at the time, they haven't aged well. Slashing with your sword is unsatisfyingly inaccurate, especially when swinging at flying enemies or when jumping yourself. Since the main thing in this game is slashing, you can imagine how it impacts enjoyment. The inaccuracy can also probably be assigned to poor hitboxes. Often, the hit box of enemies is smaller than it should be, while for you, it's larger than it should be. This I have found has been an issue often back in the day and was of course more tolerable than then it is today.

Bosses are mostly actually pretty fun, but I noticed that at least one boss fight was entirely re-used from the first and the final boss battle was just so bananas that I said "fuck it" after reaching Phase 2.

Finally, it's worth pointing out that enemy placement is another annoying part to this game. At times, there is just so much going on that being hit is pretty much unavoidable, and I wish at times the game would flow better to make for a smoother experience, even if at the expense of making the game slightly less challenging.

ATMOSPHERE: This is above average for a game of its time for sure. As far as levels go, the dark area comes to mind that illuminates whenever lightning hits. Some distant shots in cut scenes, as described earlier, are actually beautiful and for the graphical limitations that were present at the time, atmospherically this definitely drew me in.

MUSIC/SOUND/VOICE: No voice acting. Music is catchy and memorable and also adds a lot to the cinematics, while the sound of your sword slashing through enemies and power up items is satisfying.

GRAPHICS/ART DESIGN: From what I've noticed, graphics are a step up from the original. The game is colorful, there is animation in wind, lightning and even beating hearts on the wall on one level, plus moving clouds during boss fights, that make the game stand out graphically. It still has a grainy look though, even for its time, more noticeably than in a different game I played in 1990 already, Code Name: Viper.

CONTENT: Playing it without save states like me and actually beating the final boss proper will take quite a while I imagine and it's fun enough if one wanted to push through. There are also more levels here than in the original from what I've read. So it's an average affair for arcade games in 1990 but what is also an average affair from that time is that the game is not bloated in any regard.

LEVEL/MISSION DESIGN: Levels are varied bring unique challenges. There is a level where wind blows left or right, making timing important to be able to progress. One level is dark and you will fall to your death if you don't wait for that lightning that illuminates the stage for a second to show you when to jump. Levels are interrupted with cutscenes, which are mostly short enough to not become tiresome and were also unique at the time. The "Game Over" screen sends you to the start of the stage you are in with 3 lives again, instead of to the first stage, which I appreciated. However, in some levels, enemy placement was wild and made for a hectic affair. Enemy spawning was odd at times as well. If an enemy spawned at the edge of the screen and you killed it without moving forward, the enemy would keep on spawning ad infinitum. So being driven backwards at any time would get annoying quickly because you would have to face the same enemies again. Overall though, level design is solid in this game.

CONCEPT/INNOVATION: As mentioned before, the duplicated Ryu's add a different element to combat and the cinematics were progressive, making this a notable game in terms of innovation.

REPLAYABILITY: You can mix it up slightly with power ups in subsequent playthroughs and of course try to beat your high score, but there isn't much replayability beyond that.

PLAYABILITY: The game worked fine throughout.

OVERALL: I enjoyed this game and it's definitely a solid candidate for the 1990 Top 5/10. I can see why it's beloved even today, but it's unlikely to attract many mega fans if someone tries these games for the first time in this day and age. In any case, it's a classic for sure.