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I-NINJA

He might be small, but he's one angry ninja!

Despite his size, Ninja is the consummate warrior who has spent years mastering his weapons and honing his skills.

With extreme agility he traverses unknown environments and conquers all that is evil. There is no challenge too big or risk too great for Ninja!
~ from the back of the box
 
I-Ninja is one of those games that takes a bunch of familiar ideas - the non-linear level progression of Super Mario 64, the ball-rolling chaos of Super Monkey Ball, and the slick acrobatics of Prince of Persia: The Sands of Time - and mashes them together into something unexpectedly fun and packed with personality. Originally a console game (I played the hell out of it on the PlayStation 2 back in 2003), the PC version didn't get as much love, but thanks to some finagling of the executable, you can now play it in gorgeous widescreen, crank up the resolution, and still use a modern controller should you so choose. This makes this version arguably the best way to experience the game today.

You play as Ninja, a tiny, hyperactive warrior with a big mouth, a bigger sword, and a mission to save the world from the evil emperor O-Dor and his Ranx army. After a Rage Stone mishap accidentally beheads his sensei (oops), Ninja and his slew of acrobatic abilities are left to clean up the mess. But don't worry, Sensei comes back as a wisecracking ghost to offer as much of the "wise" advice as he does cracking jokes. The story's paper-thin, giving little more than an excuse to give a cartoon ninja a bunch of violent abilities, but the humour and self-awareness keep things light and entertaining.

The overworld has many Mission Doors that lead to each level, though some are locked when you first enter (left).
Monkey Bowling. Sorry, wrong game. This is... Ninja Rolling. Hit those enemies for a perfect strike (right).

But if the story is thin, the gameplay is as thick as Ninja's unexpectedly Bronx accent. Our round-headed hero has a multitude of moves at his disposal in levels that aren't afraid to shake things up on the regular. Ninja can run on walls, grind rails, swing across gaps with his chain, and even power-chain around wild looped tracks Sonic-style. He's armed with a katana that has two key moves: a fast basic slash and a spin attack, which, if used mid-air, doubles as a makeshift helicopter allowing him to float to slow your fall and bridge larger chasms. A bit later, you'll also pick up some projectiles like the bouncing shuriken or hi-explosive darts. The former is a decent way to clear a small hoard while the latter gives you a more precise aim from a first-person viewpoint. The controls feel crisp and intuitive, making all these actions flow together smoothly once you get the hang of it.

The game's five big hub worlds (Robot Beach, Bomb Bay, Jungle Falls, Mountain Gorge, and Moon Base) act as gateways to dozens of missions. Completing a mission earns you a Grade, and stacking up enough of these boosts Ninja's Belt rank, just like in a judo class - from lowly white to mighty black. Ranking up strengthens your katana (meaning Ranx enemies go down easier) and opens previously locked Mission Doors, letting you access new levels or special bonus stages.

Save pods will manually save your game in the overworld, though it will do so at the end of each stage too (left).
These floating energy things are checkpoints. Once activated, you will return here if you die (right).

When you do venture into a bonus mission, you will be met with a remix of an already existing stage. Instead of just reaching the goal like you have already done, you might be tasked with killing a number of Ranx enemies or collecting a specified amount of red coins hidden throughout. While optional, they're a great way to squeeze extra challenge and variety out of familiar spaces, but they often veer too close to filler territory for my liking. For example, the red coins are either hard to miss, placed in obvious places along the tried and true path or hidden entirely from view in smashable crates.  No middle ground. Considering Super Mario 64 was an obvious inspiration, it could've copied that classic's much more thought out crimson token treasure hunts.

As you level up, you also unlock new moves called Rage Abilities but they can only be triggered when your rage metre is full. These include Ninja Berserka (for heavy melee attacks), Ninja Revive (to restore precious health), Ninja Shuriken (for a giant-size ranged attack), and eventually I-Ninja! - the ultimate power-up that makes you feel like an unstoppable force. These abilities add a fun layer of strategy, especially when tough enemies overwhelm you. And in the later levels, they certainly will.

Going full anime-style to activate Ninja Berserka (left).
A Mecha boxing match. Reminds me of the battle sections in Legend of the Mystical Ninja (right).

What really makes the game shine is its constant sense of variety and surprise. One level you're hopping between platforms or wall-running over bottomless pits, and the next you're piloting a giant mech in a sea battle or manning a turret to blast incoming ships. The game never sticks with one idea too long, keeping the pace lively and the action unpredictable. Even those that stick to true platforming hold a unique gimmick or two such as barrel rolling, a stealth section or a wild chase to the end. In the opening area, many of the missions end with a Monkey-Ball style gauntlet across treacherous platforms and speedy half pipes. All of these different styles control so incredibly well that there's not one duffer gimmick in the lot.

Sure, I-Ninja does fall into some of the pitfalls many 3D platformers of this era fell into - the camera can be a little fussy, and collision detection is occasionally wonky - but none of that overshadows the charm, creativity, and sheer fun packed into the little disc. It may not have been a blockbuster hit, but with its tight controls, funny characters, and satisfying mix of platforming and combat, it's a hidden gem that deserves a second look. 


To download the game, follow the link below. This custom installer exclusive to The Collection Chamber uses dgVoodoo to run on modern systems. Manual included. Read the ChamberNotes.txt for more detailed information. Tested on Windows 10.

File Size: 1.29 Gb.  Install Size: 1.45 Gb.  Need help? Consult the Collection Chamber FAQ

Download


I-Ninja is © Argonaut Games
Review, Cover Design and Installer created by me


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3 comments:

  1. I can't get this one to run at all. It pops up a small window in the left corner when starting then immediately closes with no error report. Any suggestions ? Thanks. Running Windows 10 Home, AMD Radeon RX 6600, 16 GB RAM. Everything up to date.
    Tried all compatibility options and also tried to run as administrator with the same results each time.

    ReplyDelete
    Replies
    1. Read the ChamberNotes found in the install folder. It's possible the registry keys didn't import during installation (didn't have admin privileges). If that's not the case, the only other thing I can think of would be Microsoft Visual C++. See the FAQ for more info on this.

      https://collectionchamber.blogspot.com/p/faq.html#QUESTION10

      Delete
  2. I remember playing this on the original Xbox and liking it, but something kept me from playing it all the way through. I don't remember why though. I'll definitely have to go it another go some day.

    ReplyDelete