Reviews from

in the past


The Ninja Warriors on the SNES is a classic, super tough side-scrolling beat-em-up. Choose between three android ninjas, each with unique abilities, and brawl through dystopian levels filled with relentless enemies. The visuals were impressive for the time, the soundtrack is super catchy, and while the controls are a bit stiff, landing those satisfying combos feels awesome. Just know, this game will test your patience!

Amazing beatemup with an insane level of depth. Lacks the stellar atmosphere of some of its contemporaries, but still looks, plays and sounds great. Hours upon hours of fun to be had mastering its levels.

A beat 'em up that doesn't actually get boring at any point.

Casual beat 'em up with a lot of personality, charming characters, and enemy designs. The combos are limited, and the game can be a little difficult in later levels. Solid game to play casually.

Beat'em up é sempre bem vindo e este jogo é ótimo no que faz!


Natsume kills it with one of 4th gen's best beat-em-ups. You'd think restricting movement to a single plane would make an oft-repetitive genre worse - and it did in the case of Taito's original Ninja Warriors, - but Natsume found a way to re-focus combat design through it. Like SoR, it's snappy-yet-methodical, doling out hits like beats to a drum. There's something infinitely appealing about stoicly walking forward, effortlessly downing assailants on your deathmarch ahead. It's chilling and powerful in a way that - again, reminds of SoR and its disciplined aura, in both the structure and mood of the world and the pace of battles.

I was mentally comparing this to Mad Stalker: Full Metal Forth - a similar single-plane brawler, and I like that both manage to do completely unique things with differing budgets and tools. This leans towards a high-concept adventure with simple-but-focused tools, while Mad Stalker is rougher around the edges but has higher adrenaline, lots of expression through combos, and a higher focus on 1-2 enemy encounters with more individually fleshed-out arsenals. Both are great - I like MS more for its mechs and music, but this is the more polished of the two.

Still commits those classic beatemup cardinal sins though - goes on too long, re-uses bosses as cheapshot grunts to tiresome lengths, etc. The tradeoff is that bosses are at least pretty good, I liked a lot of the early battles. The closed-in space makes it easy to deck enemies with successive throws, turning the much-aligned 'summon mooks' trend into a meaningful challenge. I just wish I didn't have to re-match the mid-boss enemies and such so often in the end-game. Appreciate the abundance of game-over checkpoints, but it kinda kills the pace to intentionally die so I can have enough health to gut the next boss.

How do I stop these confounded badass robot ninjas?! I sent everyone I had after them! Every single wuss with a multicolored jumpsuit and a Bowie knife who can take only one hit, every Tom of Finland-ass looking beefcake, every Mr. T-ass looking goon, every man in a white suit after Labor Day and shades indoors for some reason, every dwarf with Wolverine claws, every Ken from Street Fighter II who can also breathe fire, even all the smokin hot anime babes I could muster! EVERY ONE!

Up there with Turtles in Time as one of my favorite beat em ups I've run into. Very fun, smooth, and fair. Not too difficult either, at least for most of it. It gradually ramps up, thankfully at a pace you can keep up with, but the final boss from what I've seen is pretty unanimously considered very difficult (I do love it though, it's quite creative). Enemy variety is good here as well, and it's a reasonable length, so it doesn't get uninteresting. Music is very nice, as usual from Natsume out of what I've seen.

The title seems to cause confusion, I've seen it listed around as "The Ninja Warriors", "Ninjawarriors", "Ninja Warriors: The New Generation" and "The Ninja Warriors Again". Chances are people will probably know what you're talking about with just Ninja Warriors, but it caused me some confusion when grabbing a ROM.

Natsume was also responsible a year later for Wild Guns, one of the indisputable highlights of the SNES library, so it's no surprise really that this one comes out damn good as well. Would recommend for sure, especially for fans of beat em ups in general.

Es un juego entretenido, la dificultad aumenta con cada pantalla que pasas. Si hay mucho reciclado de personajes y el jefe final tiene su truco.

This is probably the best Beat'em Up on the SNES. Just overall an amazing game.

Daddy mulk plays in the background*

2D side-scrolling character action

- Hard level
- Kamaitachi (mostly)
- 21/jan/20

A good 2D beat em up that I find rather overatted. It is very basic at its core and does nothing amazing. But if it looks like something you would enjoy they check it out. But there is nothing "special" about this game.

(full disclosure, i broke a small personal rule of mine with this one and played this game’s remake, ninja warriors: once again, before the original release. in the end they were closer than i expected, but i figured it’d be important to share my position upfront as subtle biases are inevitable)

Kinda torn between a hard 3 and a soft 4 with this one, but don’t let my indecision fool you - this is quite an excellent 2D beat 'em up. At this point I’m close to saying the shortcut to making an enjoyable beat 'em up is to just add a million moves to the game, but Natsume’s approach to Ninja Warriors was a bit more thoughtful than that. There’s usually a good reason to pick one move over another in combat, which is mighty impressive for a game with popcorn enemies that die in just a few hits, and selecting a new character feels tantamount to switching the game cartridge entirely. Take Kunoichi and Ninja, the two characters I’ve played through the game with at the point of writing. When I heard that Ninja lacked a proper jump in a genre I had previously perceived as overly simple, I foolishly disregarded him for Kunoichi on my first run of Once Again, but in retrospect he honestly might be my favorite character in the game. While the main difference between basic combos may be nothing more than range and damage, every other layer makes the two feel anything but similar, even when they share a similar template in a general sense. Kunoichi’s jump vs Ninja’s dash, her rebounding air attacks vs his short offensive hop attack, the fact that Ninja can move while holding an enemy while Kunoichi cannot, etc. I could go on but the little details really add up and break up the experience of playing the game quite nicely. It admittedly sounds pretty basic on paper, but the suffocating waves of enemies and sharp boss design counter-balance the relatively simple mechanics to ensure every run feels fresh in some way regardless of which character you end up using. It's some really smart stuff.

Where I actually hit a bit of a snag was surprisingly with the meter management, and here’s where I have to unfairly compare the game to its remake that came out 25 years after the original. Since you only have two ways to spend meter here, and any second spent without a full bar puts you at risk of losing the whole thing in an instant, I found myself instinctually playing safe and holding onto my meter for longer stretches of time, until eventually using a bomb as a free escape tool when I inevitably but myself in a nasty situation. Maybe it’s my previous experience with Once Again talking here, but I was surprised at how much the loss of a cheap ranged attack affected the way I viewed and utilized the meter. In the remake each character has a ranged attack for a fraction of your meter (from what I can recall it has roughly the same cost as a metered combo ender), and while it can’t be understated how powerful these moves can be, I mostly find them compelling for how it shifts your perspective on every element of play. In both versions, a knockdown with a partially filled energy bar is enough to drain it, so no matter what you’re putting yourself at some risk by not filling the bar asap. However, since your metered options are far stronger in Once Again, the temptation to spend meter more frequently grows exponentially. Ranged attacks are simultaneously easy to burn thanks to their strength and relatively low cost, while still having a bit of long term risk associated with it every time you spend that meter, and this small addition leads to a hectic flow where you’re spending meter frequently to clear rooms efficiently while still being punished later on for poor meter management.

To clear the air, I don’t want to imply that one version of this system is a flat improvement over the other. JohnHarrleson made an excellent case for how the original game’s implementation of meter usage can be just as engaging in his review of the game, and Once Again owes most of its success to the excellent foundation laid by the SNES classic that preceded it anyway, but in presenting two games that are similar on the surface yet exceedingly different in execution, it’s only natural for everyone to develop their own preferences. Ultimately I think the most impressive thing about this pair of titles is how natural the evolution to Ninja Warriors and Once Again was, how tenderly changes were applied to the core game without completely morphing its identity. If I could change one thing about the remake it would be to include the original ROM on the disc, because while I ended up preferring Once Again on the whole, I don’t really think you’re missing out on a dramatically better experience by picking it over this. At this point Natsume has more than sold me on their personal flavor of arcadey game design and their ability to expertly reevaluate their old work in a new light, so I’m extremely excited to keep exploring their library and see what else has been slowly forgotten by the public over time.

the first 2d beat em up i've ever fully played through, and it was great! challenging, satisfying combat, combined with a very generous checkpoint system, creates a really great experience. loved it!

Perhaps the most dramatic change for me between this and the remake is the lack of ranged attacks; Where in Saviors it was relatively easy to get some distance from an opponent and then spam your shurikens or whatever, here there’s no such luxury, you have to get in close and personal with your enemies.

It was humbling, re-learning a game I thought I already knew, but I do like the way you have to get the most mileage out of your moveset. For instance, your bomb is good for knocking down enemies, but a bit of utility I didn’t appreciate until now was as a last ditch way of getting out of an enemy’s combo. Same goes for your extra-powerful combo ender, a move I rarely used in the remake, but became a vital part of combat here, ending fights more quickly and making meter-loss all the more devastating.

Devastating might be the defining word here, where so many of the fights are these skin-of-your teeth affairs, with the last boss in particular being something I just barely overcame, winning with only a sliver of health left. The small amount of screen real-estate, the aggressiveness of enemies, your own capacity to be comboed- it all combined to make a fight that was far tougher, far more strict than the comparatively easy fight in the remake.

The biggest difference between the two versions of the fight were the amount of popcorn enemies in Saviors, a steady supply of fodder to throw at Banglar’s capsule, compared to the more dangerous foes that populate the screen as the fight progresses in the original. Victory came down to realizing that some enemies weren’t worth the trouble of trying to toss around, instead fighting them so that more docile enemies would spawn in.

These were the sorts of moments that characterized much of my time with Warriors, realizations of the strengths and weaknesses of each character and the enemies' movesets- things I had been oblivious to when playing through Saviors. Between this and the remake, it’s hard to say which I like more, but I appreciate the way playing through this forced me to properly learn the fundamentals of the game. Comes highly recommended, even if you have played Saviors.

some things never change: there will always be politicians jumping in each other throats to gain power and domain the people, however will always be ninja androids fighting again this fascist scheme and taito will always be one of the greatest publishers of all times.

shame that the last boss sucks, tho!!