This might be just how I rememer it, but it feels to me like the Mega Drive's Revenge of Shinobi/The Super Shinobi was a pretty big part of early 1990s UK childhood, and is still beloved to this day (making its omission from the EU version of the Mega Drive Mini seem like a foolish oversight). The Cyber Shinobi, by contrast, was barely ever heard of back then, and not well-remembered today. A big part of this is probably down to the fact that it was on the Master System rather than the Mega Drive, but another big factor is probably the burial it got in pretty much every magazine at the time. It was written off as an ugly, stupid cash in on the popularity of the Shinobi series.
Those criticisms aren't entirely unfair, though. The sprites and backgrounds are okay, but the game's whole look is ruined by a massive ugly grey HUD taking up the top third of the screen. The strange thing about this is that there's a prototype version of the game where the HUD was still massive, but it was at least a bit more colourful and less ugly. It's also definitely cashing in on the name of a popular series, since it's not a Rolling Thunder-alike like the original Shinobi or Shadow Dancer, nor is it an action-platformer like the previous year's Revenge of Shinobi. Instead, it's a single-plane beat em up with occasional platform elements.
It's mostly actually pretty okay to play. There's some kind of boring design choices (like you you move along a bit, stop to fit a few waves of the exact same guys, then move on to do that again on the next screnn), and some terrible ones (parts of the ground that fall away to drop you into a deathpit that look identical to every other part of the ground, leaving you with Rick Dangerous-style memorisation), but it's still good enough to hold your interest.
There's also a couple of interesting design choices, like the projectile weapons: you collect a P item, you get eight projectiles. But what's interesting is that you can collect up to 24 projectiles, and the amount you have determines what you shoot. At one to eight, you shoot weak shuriken, nine to sixteen are slightly more powerful bullet/missile things, while seventeen to twenty-four are grenades, which are not only more damaging than the other two, but they also explode for splash damage, but they're thrown in an arc instead of shot straight forward.
Furthermore, those "fight the enemies in a stationary screen" thing isn't that bad, either. Every screen has a different layout of platforms and obstacles, along with stationary enemies that shoot at you while you're fighting the more mobile melee enemies. This means that each of those stationary screens is at least a different encounter, making you find the best place to be in each screen to fight the enemies it throws at you. The problem is the repetition within each one: having only one wave of enemies per screen would speed things up, or having multiple waves made up of different parties of enemy types would make them fell less of a slog.
So, The Cyber Shinobi is an okay game sunk in its time by the weight of the name with which it was lumbered. I think if it didn't have Shinobi in its name, it wouldn't have been hated quite so hard by the critics of the time, but it also probably would have sank even further into obscurity. As it is, it's an okay game, and, like most Master System games, you can get it dirt cheap, and it definitely contains like £2 worth of fun.
Tuesday, 18 June 2019
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment