[{"TitleName":"Last Ninja 2","Publisher":"System 3 Software Ltd","Author":"Brian Marshall, Gary Thornton, MevlÃ¼t DinÃ§","YearOfRelease":"1988","ZxDbId":"0002827","Reviews":[{"Issue":{"Name":"Crash Issue 59, Dec 1988","Price":"£1.95","ReleaseDate":"1988-11-17","Editor":"Dominic Handy","TotalPages":213,"HasCoverTape":false,"FlannelPanel":"EDITORIAL\r\n[redacted]\r\n\r\nEditor: Dominic Handy\r\nAssistant Editor: Stuart Wynne\r\nStaff Writers: Mark Caswell, Philip King, Lloyd Mangram, Nick Roberts\r\nPhotography: Cameron Pound, Michael Parkinson\r\nContributors: Jon Bates, Graham Callum, Raffaele Cecco, Mel Croucher, Ian Cull, Paul Evans, Philippa Irving, Ian Lacey, Barnaby Page, Ian Philipson, Paul Sumner\r\n\r\nPRODUCTION\r\n[redacted]\r\n\r\nProduction Manager: Jonathan Rignall\r\nArt Director: Mark Kendrick\r\nAssistant Art Director: Wayne Allen\r\nReprographics Supervisor: Matthew Uffindell\r\nProduction Team: Ian Chubb, Melvin Fisher, Robert Hamilton, Robert Millichamp, Tim Morris, Yvonne Priest\r\n\r\nEditorial Director: Roger Kean\r\nPublisher: Geoff Grimes\r\nAdvertisement Director: Roger Bennett\r\nAdvertisement Manager: Neil Dyson\r\nSales Executives: Sarah Chapman, Andrew Smales\r\nAssistant: Jackie Morris, Lee Watkins [redacted]\r\n\r\nMail Order: Carol Kinsey\r\nSubscriptions: Denise Roberts\r\n[redacted]\r\n\r\nTypeset by The Tortoise Shell Press, Ludlow. Colour origination by Scan Studios [redacted]. Printed in England by Carlisle Web Offset, [redacted] - member of the BPCC Group. Distribution by COMAG, [redacted]\r\n\r\nCOMPETITION RULES\r\nThe Editor's decision is final in all matters relating to adjudication and while we offer prizes in good faith, believing them to be available, if something untoward happens (like a game that has been offered as a prize being scrapped) we reserve the right to substitute prizes of comparable value. We'll do our very best to despatch prizes as soon as possible after the published closing date. Winners names will appear in a later issue of CRASH. No correspondence can be entered into regarding the competitions (unless we've written to you stating that you have won a prize and it doesn't turn up, in which case drop the Sticky Solutions Department a line at the [redacted] address). No person who has any relationship, no matter how remote, to anyone who works for either Newsfield or any of the companies offering prizes, may enter one of our competitions. No material may be reproduced whole or in part without the written consent of the copyright holders. We cannot undertake to return anything sent into CRASH including written and photographic material, software and hardware - unless it is accompanied by a suitably stamped addressed envelope. Unsolicited written or photo material is welcome, and if used in the magazine is paid for at our current rates.\r\n\r\nHAPPY CHRISTMAS TO ALL CRASH READERS\r\n\r\nTotal: 96,590\r\nUK/EIRE: 90,822\r\n\r\n©CRASH Ltd, 1988\r\n\r\nISSN 0954-8661\r\n\r\nCover Design & Illustration by Oliver Frey"},"MainText":"Ninja muggers in central park!\r\n\r\nProducer: System 3\r\nShurikens: £12.99 cass, £14.99 disk\r\nAuthor: Mev Dinc, graphics by Gary Thornton, music by Brian Marshall\r\n\r\nLong ago, in 12th Century Japan, mystical warriors called Ninja were almost wiped out during a purge by the evil Shogun, Kunitoki. A single ninja master, Armakuni, survived to continue the teaching however. Yet, strangely, during one of his subsequent training sessions a pulsating light enveloped him and magically transported to him to a strange new place. And so he must resume his battle with his ancient enemy, Kunitoki, in present-day New York, amid the strange surroundings of 'gigantic shapes covered with mirrors' (skyscrapers).\r\n\r\nAnd so the adventure begins in the odd setting of a bandstand in Central Park, with beautifully detailed drums and music stands lying around the place. Armakuni starts out without any weapons whatsoever to help him. Yet even in this weird, new environment, he is safe in the knowledge that his ninja skills will see him through. Indeed, Central Park soon turns out to be littered with martial arts weapons such as shuriken stars, a staff and a sword.\r\n\r\nCombat is controlled in the usual beat-em-up style with combinations of directions and fire accessing a variety of moves. When unarmed, Armakuni can only kick or punch his opponent, but holding a weapon allows him to stab and slash them.\r\n\r\nApart from simple fighting, Armakuni must solve logical puzzles to progress further through six multiloaded levels (even on the 128K) at the end of which he will finally get to meet his arch-enemy, face to face.\r\n\r\n20,000 special limited editions (worldwide) of Last Ninja 2 come in a huge (A5-ish) box, complete with a soft plastic shuriken throwing star (even that proved almost lethal to the office cat! - get well soon, Tiddles) and a black ninja mask (which Lloyd has taken to wearing instead of his usual paper bag.)\r\n\r\nAll this flashy packaging doesn't automatically mean that the game is great but thankfully Last Ninja 2 lives up to the hype. It contains some of the most beautiful isometric graphics ever seen on a Spectrum. This creates a wonderful environment in which the puzzling action can take place. And puzzling it certainly is; especially at first, when even getting off the first screen is a problem.\r\n\r\nBut perseverance reveals a truly awe-inspiring game with great attention to detail in both graphics and gameplay. My only niggle is that the control system is rather awkward (especially if you haven't got a joystick), but even this fails to spoil this oriental masterpiece.\r\n\r\nPHIL 91%\r\n\r\nTHE ESSENTIALS\r\nJoysticks: Sinclair\r\nGraphics: an intricately-detailed isometric landscape with well-animated ninja sprites\r\nSound: an ear-wrenching oriental title tune plus a few ingame effects\r\nOptions: choose between three joystick/movement modes","ReviewerComments":["Last Ninja 2: the long awaited sequel to a game which unfortunately never appeared on the Spectrum. Has the wait been worth it? The first thing that strikes you is the difficulty of the control methods available. You have a choice of three different modes but they are all impossible to master and your ninja ends up looking like a drunk. The programmer has obviously spent the majority of his time developing the graphics. They are excellent, but what is the point having great graphics and difficult, monotonous gameplay? Every few seconds you are killing someone, which involves pressing the same key over and over until your enemy dies (probably from boredom). But despite the terrible controls there are some challenging puzzles to be worked out making the game worth persevering with. Last Ninja 2 is worth buying for the excellent 3-D graphics, but if you have a short patience I won't see you liking the controls.\r\nNick Roberts\r\n87%","This is a superb game. The graphics simply dazzle with the hero well drawn and beautifully animated - I especially like the way he draws his weapon. All this obviously makes the fiddly controls all the more frustrating until they're mastered. Once they are, the highest priority is finding weapons because facing a shuriken star-wielding baddie with bare hands is no fun. The puzzles all have logical answers and half the fun is racking your brains trying to solve them. Last Ninja 2 is a great game which deserves to do well.\r\nMark Caswell\r\n91%"],"OverallSummary":"General Rating: Not just a beautiful graphics demonstration but an excellent, playable arcade adventure/beat-'em-up.","Page":"188,189","Denied":false,"Award":"Crash Smash","Reviewers":[{"Name":"Phil King","Score":"91","ScoreSuffix":"%"},{"Name":"Nick Roberts","Score":"87","ScoreSuffix":"%"},{"Name":"Mark Caswell","Score":"91","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"Back stage action as the last ninja practices his art."},{"Text":"Just leaving the ladies - ask Cameron why."}],"BlurbText":[{"Text":"NINJA KNOW-HOW\r\n\r\nGrab a weapon as soon as possible, you can't defeat every enemy with your feet and fists alone.\r\n\r\nWhen an enemy starts throwing shurikens, walk in the opposite direction to him. So if he walks left you walk right, this way the shuriken will always miss you.\r\n\r\nIf the fighting is getting too furious in one screen then just walk out and rest, when you feel up to it go back in again.\r\n\r\nUse the key to get through the gate to the river.\r\n\r\nDon't fall in the water or you'll drown!\r\n\r\nUse the claws to climb up the grating to get the staff.\r\n\r\nKeep alternating between kicking and punching to outwit your opponent."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Presentation","Score":"92%","Text":""},{"Header":"Graphics","Score":"93%","Text":""},{"Header":"Sound","Score":"61%","Text":""},{"Header":"Playability","Score":"85%","Text":""},{"Header":"Addictive Qualities","Score":"90%","Text":""},{"Header":"Overall","Score":"90%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Crash Issue 98, Apr 1992","Price":"£2.2","ReleaseDate":"1992-03-19","Editor":"Lucy Hickman","TotalPages":84,"HasCoverTape":false,"FlannelPanel":"Coming to you live from CRASH Towers are:\r\n\r\nEditor: Lucy 'G & T' Hickman\r\nDeputy Editor: Nick 'Totally Teed' Roberts\r\nProduction Editor: Warren 'I'm free?'' Lapworth\r\nStaff Writer: Mark 'Deja Vu' Caswell, Ian 'Obituary' Osborne\r\nArt & Design: Charlie 'Chipper' Chubb, Mark 'Five Times' Kendrick\r\nSystems Manager: Ian 'Insomniac' Chubb\r\nScreenshots: Michael 'Parky' Parkinson\r\nPublisher: Roger 'Moore' Kean\r\nAdvertisement Manager: Sheila 'Sip-Riot' Jarvis\r\nAdvertisement Sales Executive: George 'See Ya' Keenan\r\nAdvertisement Production: Jo 'Gi's A Break' Lewis\r\nProduction: Jackie 'Johannesburg' Morris\r\nReprographics: Rob 'Exiled' Millichamp\r\nManaging Director: Jonathan 'Radical' Rignall\r\nCirculation Manager: David 'Sinister' Wren\r\nAccounts: Santosh 'Tart' Thomas, Sheila 'Boolde' Adams\r\nSubscriptions: David 'Single' Bingle\r\n\r\nProduced using Apple Macintosh II computers, running Quark Xpress and Adobe Illustrator 3.0. Printing BPCC Business Magazines (Carlisle) Ltd. Distribution COMAG, [redacted]\r\n\r\nCOMPETITION RULES\r\nThe Editor's decision is final in all matters relating to adjudication and while we offer prizes in good faith, believing them to be available, if something untoward happens we reserve the right to substitute prizes of comparable value. We'll do our very best to despatch prizes as soon as possible after the published closing date. Winners names will appear in a later issue of CRASH. No correspondence can be entered into regarding the competitions (unless we've written to you stating that you have won a prize and it doesn't turn up, in which case write to us at the address below). No person who has any relationship, no matter how remote, to anyone who works for either EUROPRESS IMPACT or any of the companies offering prizes, may enter one of our competitions. No material may be reproduced whole or in part without the written consent of the copyright holders. We cannot undertake to return anything sent into CRASH - including written and photographic material, hardware or software - unless it is accompanied by a suitably stamped addressed envelope. Unsolicited written or photo material is welcome, and if used in the magazine is paid for at our current rates. Copy published in CRASH will be edited as seen fit and payment will be calculated by the printed word rate. The views expressed in CRASH are not necessarily those of the publishers.\r\n\r\nEuropress Impact Ltd, CRASH [redacted]\r\n\r\nCover design: Oliver 'A' Frey. Powertape inlay: Mark Kendrick."},"MainText":"Hit Squad\r\n£3.99 cassette\r\n\r\nLife's a major downer for Armakuni lately. There he was in 12th century Japan, having a whale of a time as a ninja master, when an evil Shogun named Kunitoki threw the proverbial spanner in the works, wiping out most of Armakuni's chums...\r\n\r\nAs if this wasn't enough, a great pulsating light enveloped him to present day New York. Strewth! Wotta pain! Thing is, that rascal Kunitoki has made his way there, too. So the battle continues...\r\n\r\nFinding himself in Central Park with nothing more than his raw ninja skills, Armakuni soon finds himself in a spot of bother. All the parities are out to get him, as are the local coppers!\r\n\r\nHe runs around the many screens dodging or confronting attackers while searching for scrolls, keys and weapons. If he can escape the park, it's press the play button time (yes, it's a multiloader, even on 128K) and on to five other levels.\r\n\r\nThere's the streets of downtown Manhattan, the sewers, an opium factory and an office (gasp, surely not such a dangerous and despicable place as this!) before the final confrontation in Kunitoki's retreat.\r\n\r\nThere's tons of arse to kick, all in 3D perspective, and the moves at your disposal are numerous. Consequently, control's tricky to master.\r\n\r\nBut don't panic if you can't stop performing backward somersaults and jumping off high ledges at first. In time, the way of the ninja comes to you, revealing a truly amazing game.\r\n\r\nEven by today's standards, the graphics are quite something. Armakuni's acrobatic movements and weapons certainly bring out the kung-fu in you. The vast map of scenery is detailed and realistic, and there are nifty sounds and tune into the bargain.\r\n\r\nLast Ninja 2's a scream once you've sussed out those overwhelming controls so git yen black belts on and kick some butt!","ReviewerComments":[],"OverallSummary":"","Page":"80","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Alan Green","Score":"81","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Presentation","Score":"82%","Text":""},{"Header":"Graphics","Score":"86%","Text":""},{"Header":"Sound","Score":"79%","Text":""},{"Header":"Playability","Score":"75%","Text":""},{"Header":"Addictivity","Score":"83%","Text":""},{"Header":"Overall","Score":"81%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 33, Sep 1988","Price":"£1.5","ReleaseDate":"1988-08-11","Editor":"Teresa Maughan","TotalPages":116,"HasCoverTape":false,"FlannelPanel":"Editor: Teresa Maughan\r\nDeputy Editor: Ciaran Brennan\r\nArt Editor: Darrell King\r\nTechnical Editor: Phil South\r\nProduction Editor: Jackie Ryan\r\nDesigner: Catherine Higgs\r\nContributors: Guy Bennington, Marcus Berkmann, Owen & Audrey Bishop, Richard Blaine, Jonathan Davies, Mike 'Skippy' Dunn, Mike Gerrard, Graeme Kidd, David McCandless, Duncan McDonald, Nat Pryce, Peter Shaw, Rachael Smith, Ben Stone\r\nAdvertisement Manager: Mark Salmon\r\nAdvertisement Executive: Simon Stansfield\r\nAdvertisement Director: Alistair Ramsay\r\nProduction Manager: Judith Middleton\r\nMarketing Manager: Bryan Denyer\r\nArt Director: Hazel Bennington\r\nPublisher: Kevin Cox\r\nPublishing Director: Roger Munford\r\nFinance Director: Colin Crawford\r\nManaging Director: Stephen England\r\nChairman: Felix Dennis\r\n\r\nPublished by Dennis Publishing Ltd, [redacted] Company registered in England.\r\nTypesetters: Carlinpoint [redacted]\r\nReproduction: Graphic Ideas, London\r\nPrinters: Chase Web Offset [redacted]\r\nDistribution: Seymour Press [redacted]\r\n\r\nAll material in Your Sinclair ©1988 Felden Productions, and may not be reproduced in whole or in part without the written consent of the publishers. Your Sinclair is a monthly publication."},"MainText":"What? Ninja II? Shurely shome mishtake! What happened to Ninja I? All will be revealed, as Phil South wraps himself up in strips of black cloth and does a wibbly movement with his leg.\r\n\r\nFAX BOX\r\nGame: Last Ninja II\r\nPublisher: System 3\r\nPrice: £12.99\r\nReviewer: Phil South\r\n\r\nNew York, 1988. In the shadows, without a sound, someone is walking through the streets un-noticed. Central Park is nearby, he can feel it. Yes, he can see the top of the bandstand. He knows that below it is the entrance to the sewers, the only way to get into Kunitoki Shogun's headquarters undetected. It's the only way to get The Orb, the seat of his power, the only way to destroy him. And he must destroy him for the sake of his family whom the Evil One murdered, and honour, which demands that he do it on behalf of the Good Lords who sent him forward in time...\r\n\r\nThat's how it begins, the amazing story of a lone ninja's attempt to destroy an evil magical Shogun called Kunitoki. Back in the 17th Century, the Shogun killed an entire family, just to exert his authority. What he didn't know was that the one member he didn't murder was a powerful ninjoa, the Last Ninja in fact (Oops!). After discovering this was the case, he phased himself forward in time to 1988 in order to escape. But old Ninja had some powerful friends, and these good magicians helped him to follow Kunitoki through time to New York... Meanwhile, in New York Kunitoki's in his element. He has used his almost magical power to set himself up as a drug baron, and hides himself away in a skyscraper/fortress near Central Park. Ninja has discovered that a secret entrance into the fortress exists in Central Park, and as the game starts he is searching for a way in.\r\n\r\nSo what happened to the much advertised Last Ninja 1? I hear you squeak. Well, it's quite simple really. System 3 didn't think it was up to scratch, its quality control is that good, that it took the decision not to release it until it was perfect. Which meant that the sequel project overtook it, and it turns out that this will come out first. All that effort just to bring you a good game, eh? Makes you break out in a sweat just thinking about it, dunnit? Still at least we have the brilliant new Ninja II to contend with.\r\n\r\nNinja II is a superb feat of programming. It's a six level multiload, with each level taking up the whole of a 48K computer. It's taken Mev Dinc, the programmer, a full six months to get the game from first code to a finished state, and it's easy to see why. The game is fully 3D, and packed to the edges of the screen with fiendish puzzles, the like of which I've never seen. There are objects to collect and manipulate, energy to be gained and fights to be fought. I'd like to see someone try and map it, too. The trail leads us down into the sewers, through Central Park, into a factory, up, down, left, right... all over the shop! (If you can do a map, I'd be interested to see it!) It's a big game, in all senses of the word, and if anything this year has got HIT written all over it, this has. If you like quick, flashy beat 'em ups, then it'll suit you fine, but if you really want something big and fleshy to get your teeth into (fnar) then Nina II is the only game that will do. Available August 25th.","ReviewerComments":[],"OverallSummary":"","Page":"22,23","Denied":false,"Award":"Your Sinclair Megagame","Reviewers":[{"Name":"Phil South","Score":"9","ScoreSuffix":"/10"}],"ScreenshotText":[{"Text":"Level Five - The Office Block\r\nOn your way to the penthouse, you make your way up the side of the building past many different guards, including some girl ninjas (fwar gwar) masquerading like the ones you would have met on the previous level. Give 'em a slap and race on up to the roof. Kunitoki has gotten wind of your presence and is making off in his helicopter. And before you ask... yes, you can fall of the side of the building."},{"Text":"Level Four - The Basement\r\nFrom the sewers, having got past this snapper, you enter the basement of Kunitoki's skyscraper. The opium factory's in full swing, shipping the deadly produce throughout the city. There are a host of new hazards (not least being the blimmin great panther!) in the basement and unless you solve the puzzles here, you won't get any further than the lift shaft. Keep going, 'cos Kunitoki is hiding in the penthouse."},{"Text":"Level One - Central Park\r\nKunitoki has sent his men into Central Park, disguised as New York cops and muggers, to stop you at all costs. The Evil One has also conjured up a swarm of killer bees to thwart you, but these aren't too troublesome as you can run away. There are many types of objects to pick and use, but weapons are handy, as they increase the amount the Ninja whips off his opponents energy, making them easier to kill."},{"Text":"Level Six - The Mansion\r\nSo you grab the rope ladder under Kunitoki's helicopter, and it takes you to his mountain hideaway. It's here you have to find and confront the man himself, and find a way to kill him. He's magically protected from death, you see, and if you want to rid the world of his foul presence for ever you must discover his secret and steal The Orb. The Orb is his source of power, but knowing that won't help you escape with it!"},{"Text":"Level Three - The Sewers\r\nPhwaw! Wotta smell... yes, you're down among the rats in the sewers of the Big Apple. Yes, there are rats! The lamps flicker and cast reflections on the water (an effect that Mev Dinc is very proud of, by the way) and around one bend in the winding passages... URK! A flippin' great alligator, alive and well and living in the whoosher! There is a way to get rid of this beast, so don't lose your bottle. Hmm."},{"Text":"Level Two - The Street\r\nThose mean streets! And they are too, don't cross the road when the lights are against you, 'cos you'll get splattered by some of the NY traffic. The phoney cops follow you out onto the street too, so you've got to move fast. Very soon they are joined by the workmen, who are also under the control of Kunitoki."}],"BlurbText":[{"Text":"Ninja Heavy Tips\r\n\r\nPick up everything, as you can carry an unlimited quantity of objects.\r\n\r\nTry everything, no matter how impossible it seems. You may get the clue to a puzzle by experimentation.\r\n\r\nUse objects on other objects to assess their effect. Important!\r\n\r\nImportant features of a room will flash when you enter if you have a map.\r\n\r\nWatch carefully for hidden doorways and alarm systems."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"9/10","Text":""},{"Header":"Playability","Score":"9/10","Text":""},{"Header":"Value For Money","Score":"9/10","Text":""},{"Header":"Addictiveness","Score":"8/10","Text":""},{"Header":"Overall","Score":"9/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 75, Mar 1992","Price":"£2.2","ReleaseDate":"1992-02-06","Editor":"Andy Hutchinson","TotalPages":68,"HasCoverTape":false,"FlannelPanel":"LOVE? PAH!\r\n\r\nLove sought is good, but giv'n unsought is better. Ha! Give us a lot of good Knicks/Pisons basketball match any day! So, what's the greatest love of your life?\r\n\r\nEditor: Andy (Honda Custom Motorbike) Hutchinson\r\nArt Editor: Andy (Shergold Meteor Guitar) Ounsted\r\nDeputy Editor: Linda (Green duffle bag) Barker\r\nActing Staff Writer: Jon (SAM) Pillar\r\nArt Assistant: Maryanne (My mum) Booth\r\nAdvertising Manager: Cheryl (Highland Toffees) Beesley\r\nProduction Coordinator: Lisa (George Michael) Read\r\nPublisher: Jane (David Cassidy and Roy Ayers) Richardson\r\nPromotions Manager: Michele (Chips 'n' Gravy) Harris\r\nGroup Publisher: Greg (Trot-along) Ingham\r\nCirculation Director: Sue (Her Greenhouse) Hartley\r\n\r\nYour Sinclair (Peace & Fudge), Future (World Domination) Publishing [redacted]\r\n\r\nSubscriptions: The Old Barn [redacted]\r\nDistribution: MMC [redacted]\r\n\r\nCover Illustration: Paul (His Kate Bush CDs) Kidby\r\nISSN 0269 6983\r\nABC Jan-June 1991 65,444\r\n\r\nYour Sinclair leaps into its scooter and vrooms around the carpark with these mighty organs: Commodore Format (Scuba Diving), Amstrad Action (Draught Bass), Amiga Format (Wadworth 6X), PCW Plus (Insomnia), PC Answers (Well balanced yacht moored in the Aegean), PC Plus (Captain Beefheart's Trout Mask Replica album), Sega Power (Eliza Smith-Meddings), Amiga Power (Sherbert Lemons), Amiga Shopper (Sophia Loren aged 23), Classic CD (Worms), Needlecraft (Mary Whitehouse), Mountain Biking UK (Manic MTB down hill rides), PC Format (London Monarchs), Public Domain (Debauchery), ST Format (Michelle Pfeiffer) and Total! (Ladies, and errmm, associated activities with said gender).\r\n\r\nBut what we really want to know is... have you ever gone to the loo and discovered too late that there's no paper and no lock on the door?"},"MainText":"THE LAST NINJA 2\r\nThe Hit Squad\r\n£3.99 cassette\r\nReviewer: Jon Pillar\r\n\r\nSomersaulting out of last issue's Superheroes compilation, the ultimate ninja comes back for seconds. Transported from ninth century Japan to twentieth century New York by his mortal enemy Kunitoki, our hero remains unflappable despite the dual terrors of this modem day world. One is the tremendous culture shock. The other is that his sharply-cut jumpsuit has been unfashionable for eleven hundred years. Swearing revenge by all the tailors of the Orient, the implacable one sets out to track down his nemesis, using the many and varied objects he finds on the way. With six puzzle-packed levels and groovesome 3D graphics, this is a smashingly playable, tough but fair arcade-adventure. Get it.","ReviewerComments":[],"OverallSummary":"","Page":"58","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Jon Pillar","Score":"83","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"Armakuni Hits A Large Drum Very Loudly. Remember, this album is not available in the shops."}],"BlurbText":[{"Text":"BLIM!\r\n\r\nThe last true ninja passed away on October 3rd 1157. After spending 30 years developing his mental and physical powers to the absolute maximum he was struck by lightning and died of embarrassment."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"83%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 78, Sep 1988","Price":"£1.5","ReleaseDate":"1988-08-18","Editor":"Graham Taylor","TotalPages":100,"HasCoverTape":false,"FlannelPanel":"Editor: Graham 'El Presidente' Taylor\r\nDeputy Editor: Jim 'Rourke' Douglas\r\nProduction Editor: Tamara 'What dot hey call that then?' Howard\r\nArt Editor: Gareth Jones\r\nDesigner: Andrea Walker\r\nAdventure: The Sorceress\r\nZapchat: Jon Riglar\r\nTechnical: Andrew Hewson, Rupert Goodwins\r\nContributors: Tony 'Metalllll' Dillon, Chris 'Mr Blag' Jenkins\r\nAdvertisement Manager: Katherine Lee\r\nDeputy Advertisement Manager: Margaret 'Oh come on' Caddick-Adams\r\nAdvertisement Executive: Alison Morton\r\nAd Production: Emma Ward\r\nPublisher's Assistant: Debbie Pearson\r\nPublisher: Terry Pratt\r\nMarketing: Clive 'Where have you taken my office?' Pembridge\r\n\r\nPhone: [redacted]\r\nFax: [redacted]\r\nEditorial and Advertisement Offices: [redacted]\r\n\r\nThis Month's Cover: Loads of people, actually\r\n\r\nPrinted by Nene River Press, [redacted]\r\nDistributed by EMAP Publications Ltd.\r\n\r\n©Copyright 1988 Sinclair User ISSN No 0262-5458\r\n\r\nSubscription Enquiries: [redacted]\r\n24 Hour Order Line: [redacted]\r\nBack Issues: Back Issues Department (SU), [redacted]"},"MainText":"Label: System 3\r\nAuthor: Mev Dinc\r\nPrice: £12.99\r\nMemory: 48K/128K\r\nJoystick: various\r\nReviewer: Chris Jenkins\r\n\r\nJust who are these people who say there's nothing more you can do with the Spectrum? Panda pooh. The Last Ninja 2 is as good a game as I've seen on any computer, and all the colours and sampled sound effects in the world wouldn't alter the fact that the Spectrum version is wonderfully playable and looks fab.\r\n\r\nLast Ninja 2, you say? What happened to Last Ninja 1? Apparently, it was a bit of a bish and System 3 wisely decided not to market the Spectrum version, though it was a hit on the Commodore 64. There's a chance that LN1 will appear on the Spectrum now that they've sorted out the problems.\r\n\r\nLN1 was a fighting/strategy game set in ancient Japan, in which Mr Ninja took on the evil warlord Kunitoki. Last Ninja 2 looks very much the same, with a large playing area in the top left of the screen, and displays of your current weapon or object, timer, score and fighting strength. There's a choice of joystick control modes - normal, directional, and so on - so you can choose the one with which you feel most comfortable. Options include a variety of fighting moves such as punches, kicks, ducks and leaps, and you can also pick up and use objects, selecting the current object with the keyboard.\r\n\r\nWhat's changed is the setting; instead of ancient Japan, you are now plonked in the rough-and-tumble of modern New York, transported through time to take out the evil Kunitoki, well-known ninja-slaughterer and stealer of Orbs of Power.\r\n\r\nThe first thing you'll notice is that the backgrounds and characters are fantastically detailed and realistic. You start off in Central Park, complete with bandstand, park benches, fences, trees, paths, lakes, streams; it's all there. It's a multi-load game, with 16 or 17 screens for each of the five loads, so that's lots of screens.\r\n\r\nYour ninja character is excellently animated, and because all the graphics are monochrome there's no problem with colour clashes. The game combines fighting and puzzle-solving, so while it's good fun to kick senseless the guards, punks and corrupt cops who attack you on the way, a major element is working out how to find and use objects. How, for instance, do you kill the giant crocodile in the sewer? Could it be something to do with the bottle? Can a chicken really save you from a black panther? Where do you find extra food? And just how does that pole help you to cross a stream?\r\n\r\nYour eventual aim is to find Kunitoki and reclaim the stolen Orb of Power. Since he has set himself up as overlord of a drugs empire, this involves you fighting your way through the park, the sleazy backstreets of NY, the sewers, a drugs factory, and Kunitoki's gothic headquarters. If you find the end point of each level - usually an obvious door or other exit - a menu comes up asking you if you want to load the next stage. Usually, but not always, any objects you find relate to a puzzle in the same stage. However, some relate to later levels, so before you move on, make sure you have found everything there is to be found.\r\n\r\nClear? Though there are no sound effects, this doesn't really detract from the game. There is a theme tune which plays in pause mode.\r\n\r\nLast Ninja 2 is a massive game with massive packaging; a huge box, a 64-page novella/manual packed with juicy clues, and loads of ninja-style novelties. Considering the derivative dross some companies are churning out at £9.95, it's a bargain even at £12.99, because it will keep you playing for months. Even if you complete the game, you can play again trying to get a higher score - read our little boxes for some handy hints.\r\n\r\nProgrammer Mev Dinc, he of Gerry the Germ, Prodigy and Knightmare has done a superlative job. Gary Thornton's graphics are excellent, and even in 48K mode the music of Brian Marshall is catchy and entertaining. Buy this game or a big Japanese will poke you in the eye.","ReviewerComments":[],"OverallSummary":"Huge, wonderful, unmissable martial arts graphic adventure.","Page":"88,89,90","Denied":false,"Award":"Sinclair User Classic","Reviewers":[{"Name":"Chris Jenkins","Score":"92","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"Level 1 - The Park\r\nDon't miss a chance to pick up food from the obvious places - but watch out later on in the game, where some of the obvious places may not be so healthy. Keep your head down if you want to get past the deadly juggler. If the leap across the river looks too wide, perhaps there's another way to cross."},{"Text":"Level 2 - The Streets\r\nRemember your highway code if you don't want to have a nasty accident. Some of your friendly policemen aren't as friendly as they should be. If you enter the martial arts shops, prepare for a fight from the owner."},{"Text":"Level 3 - The Sewers\r\nThe thugs aren't the only dangerous vermin in the sewers. You'll need to keep your bottle if you hope to defeat the alligator. In some cases a ladder can be a red herring."},{"Text":"Level 4 - The Factory\r\nYou can escape the panther's claws by getting it hooked. To complete the game you'll need the help of a flexible friend found in the warehouse."},{"Text":"Level 5 - The Office Block\r\nIf you are looking for information, where would be the most informative place to look? If things get a little got four you, try letting off steam. You'll need a big lift to get to the next stage."},{"Text":"Level 6 - The Mansion\r\nIn the dark? Just try switching things around. Any information you have found needs to be kept really sage. Once the Orb's yours, the trouble really starts!"}],"BlurbText":[{"Text":"GENERAL HINTS 'N' TIPS\r\n\r\nYou don't have to fight any opponent if you don't want to - but some will cut you down with throwing throwing stars if you try to run, so mind your back.\r\n\r\nOnce you have battered an opponent unconscious, you'll get a bonus score. Many baddies will recover shortly after, and you can kick the stuffing out of them again for extra bonuses!\r\n\r\nThink about how objects and obstacles work. You can't climb down a ladder facing outwards, for instance, so turn your back before you descend.\r\n\r\nYour fighting moves change automatically as you find new weapons; with the nun-chaka or pole you stab and slash rather than punching and chopping. Use each weapon to its best advantage.\r\n\r\nWatch out for useful objects flashing as you enter each screen and search everywhere for hidden objects."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"90%","Text":""},{"Header":"Sound","Score":"69%","Text":""},{"Header":"Playability","Score":"95%","Text":""},{"Header":"Lastability","Score":"96%","Text":""},{"Header":"Overall","Score":"92%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 122, Apr 1992","Price":"£2.1","ReleaseDate":"1992-03-18","Editor":"Alan Dykes","TotalPages":52,"HasCoverTape":false,"FlannelPanel":"Editor: Alan 'Jaws' Dykes\r\nDesign: Yvette 'Wish I was in Africa' Nicholls\r\nSU Crew: Garth 'Ancient Beard' Sumpter, Pete 'Tartar Sauce' Gerrard, Phillip 'Killer Whale' Fisch, Graham 'I was upstairs, honest' Mason\r\nAd Manager: Tina 'I'm not a Goth!' Zanelli\r\nAd Production: Matthew 'What film?' Walker\r\nMarketing Man.: Mark 'Speech, speech' Swallow\r\nMarketing Women: Sarah 'Pink room' Ewing, Sarah 'Where is it Al?' Hilliard\r\nPublisher: Graham 'Dad' Taylor\r\nManaging Director: Terry 'Good morning' Pratt\r\n\r\n(c)1992 EMAP IMAGES\r\n[redacted]\r\n\r\nColour by Proprint\r\nPrinted by Kingfisher\r\nTypeset by Altyp Inc\r\n\r\nAbsolutely no part of this publication may be reproduced, stored in an electronic retrieval system or used to pad out wet or undersized footwear without the express permission of the Publisher. On a lighter note I really hope that Garth can be found again. I hate to think of the poor chap wandering aimlessly aroudnd the world, searching for Spectrum user groups. I hope Puff is feeling much better too! Incidentally, anyone writing to Suck Up For Software had better be nice to Al from now on 'cos otherwise they won't get any software."},"MainText":"Label: Hit Squad\r\nMemory: 48K/128K\r\nPrice: £3.99 Tape\r\nReviewer: Paul Rand\r\n\r\nThe Shogun is dead. Snuffed out by The Last Ninja. That was over a century ago and, ever since, peace has been the order of the day.\r\n\r\nStrange things are afoot though. Evil is growing in force once more, in 20th Century Manhattan. It's the Shogun again, resurrected by a modern-day ninja gang. Time to dig up the man in black and send him out amid the streets to do battle once more.\r\n\r\nIn trying to live up to the original classic, Last Ninja was always going to a tall order. However, the programmers took the challenge head-on and come up with a cracker of a game. Using the same graphic style as the first game, Last Ninja 2, is a beautiful sight to behold with gorgeous detailed sprites and backdrops. The same control method found in the original game has stayed the same, which is a pity as it can be very difficult to accurately position your character on some of the more tricky screens in the game. That said, The Last Ninja 2 is generally an improvement on the original - and it isn't often you can say that about a sequel, is it.\r\n\r\nLike the prequel, Last Ninja II - Back With A Vengeance is a six-part arcade adventure calling on all your reserves of skill, fighting prowess and lateral thinking. A massive multi-load, the player begins in Central Park, moving on through Downtown Manhattan, wading through the sewerage system before taking out the bad boys running the Opium Factory, then finally breaking up the party in the Office Block and meeting fact-to-face with your arch nemesis in his retreat.","ReviewerComments":["I really love the graphic presentation of this game, it's detailed and it shows what the Spectrum can do given a chance. However I definitely don't like the gameplay, but then I'm a simple sort of chap, unlike Paul Rand, who's more complicated than an Airfix Eiffel Tower.\r\nGarth Sumpter"],"OverallSummary":"Odd control can confuse play until you get used to it but overall this is a good looking, strong sequel to a classic ninja thrash - fans of the genre shouldn't miss it.","Page":"49","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Paul Rand","Score":"85","ScoreSuffix":"%"},{"Name":"Garth Sumpter","Score":"","ScoreSuffix":""}],"ScreenshotText":[{"Text":"Ahh, a nice stroll in the park!"},{"Text":"Watch out for the croc' in the sewers!"},{"Text":"What could be in that box? Quick, if there's no-one looking take a peek, it could be a four course dinner."}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"86%","Text":""},{"Header":"Sound","Score":"71%","Text":""},{"Header":"Playability","Score":"82%","Text":""},{"Header":"Lastability","Score":"88%","Text":""},{"Header":"Overall","Score":"85%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"ACE (Advanced Computer Entertainment) Issue 16, Jan 1989","Price":"£2.5","ReleaseDate":"1988-12-01","Editor":"Graeme Kidd","TotalPages":196,"HasCoverTape":false,"FlannelPanel":"Future Publishing [redacted]\r\nTelephone [redacted], Fax [redacted], Telecom Gold 84:TXT152, Prestel/Micronet: 0458 74011\r\n\r\nEditor: Graeme Kidd\r\nReviews Editor: Bob Wade\r\nFeatures Editor: Andy Wilton\r\nProduction Editor: Damien Noonan\r\nContributing Production Editor: Martyn Lester\r\nConsultant Editor: Brian Larkman (Graphics)\r\nAdventure Editor: Steve Cooke\r\nContributors: Robin Alway, Phil South, Andy Wilton\r\nArt Editor: Trevor Gilham\r\nAssistant Art Editor: Angela Neale\r\nProduction: Diane Tavener\r\nAdvertisement Manager: Jonathan Beales\r\nAdvertising Sales Executive: David Lilley\r\nPublisher: Kevin Cox\r\n\r\nCover by Sebastian Quigley\r\n\r\nSUBSCRIPTIONS\r\nAvon Direct Mail [redacted]\r\n\r\nSPECIAL OFFERS\r\n(Christine Stacey) [redacted]\r\n\r\nCOLOUR ORIGINATION\r\nWessex Reproduction [redacted]\r\n\r\nDISTRIBUTION\r\nSM Distribution [redacted]\r\n\r\nPRINTING\r\nChase Web Offset [redacted]\r\n\r\n© FUTURE PUBLISHING LTD 1989\r\n\r\nNo part of this publication may be reproduced in any form without our permission."},"MainText":"System 3 goes Hnya!\r\n\r\nYou just can't keep a good Ninja down, especially when he's Armakuni, the chap who you helped to defeat the evil shogun in Last Ninja. It was only a temporary victory though, as Kunitoki has risen again, more powerful than ever.\r\n\r\nInstead of the green and pleasant lands of the original, this time around the no-good Shogun has picked the towering skyscrapers and tough streets of New York to spread his wicked ways.\r\n\r\nOur hero has to find his way through five different areas, each taking a load, until he reaches the baddies' retreat.\r\n\r\nKnife-wielding muggers, punks and other Ninjas block progress on the journey to the evil Shogun, and even the police join in the battle! At the start, you fight with fists and feet - there are a few unarmed moves available, but careful exploration should soon lead to a weapon, which makes the whole fighting process a lot less painful. Sometimes it's worth avoiding battle altogether to preserve that all-important life force.\r\n\r\nA puzzle element to the game consists mainly of finding objects and fitting them to obvious situations... nothing to really stretch the brain. The real problems come with the over-complicated control system which makes even simple tasks like picking up objects and leaving rooms difficult.\r\n\r\nLast Ninja II is a curious mix between a beat-em-up and arcade adventure. Fans of the original will probably enjoy it, but rather than an improvement it's more of a scenery change.\r\n\r\nReviewer: Robin Alway\r\n\r\nRELEASE BOX\r\nAtari ST, £t.b.a., Spring\r\nAmiga, £t.b.a., Spring\r\nSpectrum, £12.99cs, £14.99dk, Out Now\r\nAmstrad, £12.99cs, £14.99dk, Imminent\r\nC64/128, £12.99cs, £1x.99dk, Out Now\r\nIBM PC, £t.b.a., Spring\r\n\r\nPredicted Interest Curve\r\n\r\n1 min: 60/100\r\n1 hour: 90/100\r\n1 day: 85/100\r\n1 week: 70/100\r\n1 month: 35/100\r\n1 year: 8/100","ReviewerComments":[],"OverallSummary":"Classy entertainment but doesn't add much to want went before.","Page":"105","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Robin Alway","Score":"747","ScoreSuffix":"/1000"}],"ScreenshotText":[{"Text":"Spec - this is the second location you'll enter and contains the first guard to fight. On the back wall is a block, which has to be punched out to open a trapdoor on the start screen."}],"BlurbText":[{"Text":"C64 VERSION\r\n\r\nLike the Spectrum version, excellent graphics feature but control isn't easy.\r\n\r\nGraphics: 7/10\r\nAudio: 5/10\r\nIQ Factor: 6/10\r\nFun Factor: 6/10\r\nAce Rating: 747/1000\r\n\r\nPredicted Interest Curve\r\n\r\n1 min: 60/100\r\n1 hour: 90/100\r\n1 day: 85/100\r\n1 week: 70/100\r\n1 month: 35/100\r\n1 year: 8/100"},{"Text":"SPECTRUM VERSION\r\n\r\nVisually excellent with atmosphere graphics and detailed animation. It's a shame the difficult controls and general unplayability make this a lot less absorbing than it could be."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"8/10","Text":""},{"Header":"Audio","Score":"4/10","Text":""},{"Header":"IQ Factor","Score":"6/10","Text":""},{"Header":"Fun Factor","Score":"6/10","Text":""},{"Header":"Ace Rating","Score":"747/1000","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"C&VG (Computer & Video Games) Issue 81, Jul 1988","Price":"£1.1","ReleaseDate":"1988-06-16","Editor":"Eugene Lacey","TotalPages":116,"HasCoverTape":false,"FlannelPanel":"Editor: Eugene Lacey\r\nDeputy Editor: Paul Boughton\r\nSub-Editor: Seamus St. John\r\nStaff Writer: Matt Bielby\r\nArt Editor: Craig Kennedy\r\nAdvertisement Manager: Garry Williams\r\nSales Executive: Sian Jones\r\nAdvertisement Production: Lora Clark\r\nPublisher: Terry Pratt\r\n\r\nEditorial and Advertisement Offices: [redacted]"},"MainText":"LAST NINJA 2\r\n\r\nA Brookside-like cul-de-sac is the most unlikely of locations to find a team of crack programmers beavering away on what is probably the sequel of the summer - Ninja II. The exceptionally super cool Ed made several visits to System 3 Glen Close in Watford - playing each individual level to bring you the first review of Ninja II.\r\n\r\nMACHINES: Commodore 64, Spectrum, Amstrad, Atari ST\r\nPRICE: Spectrum, Commodore 64, Amstrad cass - £12.99, disk £14.99\r\nVERSION TESTED: Spectrum\r\n\r\nThe Ninja is back. It is not surprising really that the game which was designed to be the Ninja game to end all Ninja games - literally the last Ninja - should lead to a sequel.\r\n\r\nSystem 3 hit on a unique blend of arcade entertainment and adventure style puzzles in Ninja. Beat 'em up fun and problem solving were the two vital ingredients - but very moderate doses of both.\r\n\r\nAfter you've had played Ninja for a while, you soon tire of beating up the guards and want to get down to the serious business of solving the adventure, getting through all the levels, and seeing the end game screen.\r\n\r\nNinja II takes the same basic game design system - but improves on it. In fact it improves on it a great deal in every department - from graphics to game puzzles the whole thing has been improved upon.\r\n\r\nAs Paul Hogan said recently: \"The trouble with doing sequels is that they have to be 150 times better.\" System 3 has oobviously taken Crocodile Dundee's words to heart as they have crammed numerous innovations into this sequel.\r\n\r\nSix levels of game play chart a tale in which the Ninja must seek out the evil Shogun and destroy him once and for all.\r\n\r\nLevel One - sees the Ninja commence his quest from the band stand in the middle of Central Park. One of the first puzzles to work out is how he can get underneath the band stand to progress through the game.\r\n\r\nThe park is full of its famous pitfalls - muggers, vagrants, and even a bent copper or two.\r\n\r\nThe corrupt police force is something you discover very early in the game. Konikun has the force under his influence - which is another reason why you, the Ninja, must defeat him - to restore the force to the proper authorities.\r\n\r\nFrom this opening level it is clear that programmers, Mev Dinc, John Twiddy, and artist Hugh Riley, have done System 3 proud.\r\n\r\nThe detail in the park is excellent. My favourite screen is the one with the juggler, a slightly menacing character with knives rather than clubs - and who knows he may decide to throw one of them at you.\r\n\r\nThe Spectrum version is only two colour due to the 3D scrolling nature of the game design. It is not possible to achieve this effect on the Speccy in full colour. It does not lose that much though - all of the detail is there.\r\n\r\nLevel Two takes our hero on to the streets of New York with drug stores, big yellow taxis, more muggers and some mad motorcyclists who don't have a great deal of respect for Ninjas.\r\n\r\nAgain the streets are patrolled by policemen who may have a go at you. By winning three punch ups in a row you can effectively kill a policeman. This is not advisable. As John Twiddy put it \"cop killers are not popular\". In other words, it makes the rest of the force pursue a shoot to kill policy.\r\n\r\nThe hamburger joints come in handy here - providing you with vital energy. Be careful not to scoff one in the seedy port of town though - as you might get food poisoning.\r\n\r\nLevel Three takes you down to the sewers where you encounter the rats. Ever since I read James Herbert's book about these vicious rodents I have been petrified by rats. They scuttle horribly towards you in the bowels of the city and your Ninja has to be fleet of foot to avoid them.\r\n\r\nAs in all other levels there is a puzzle to be solved.\r\n\r\nLevel Four. You are now in the basement of the Shoguns office. The office level forces you into combat with one of the bent policemen.\r\n\r\nNot giving anything away but this level features the Access Cord and a lift which places you in the heart of the Shoguns office - which is really an opium den. Your aim here is to find a secret passageway that will lead you to the roof where a helicopter is about to take off to the Shogun's island fortress - otherwise known as the next load.\r\n\r\nNinja II is one of the best sequels I have seen. It works because the designers were brave enough to stick to the same basic concept.","ReviewerComments":[],"OverallSummary":"","Page":"18,19,21","Denied":false,"Award":"C+VG Hit","Reviewers":[{"Name":"Eugene Lacey","Score":"9","ScoreSuffix":"/10"}],"ScreenshotText":[{"Text":"Fight it out on the ledge of this sky scraper."},{"Text":"It's hardly going to be hidden under the mattress."},{"Text":"Mad bikers are out to get you."},{"Text":"Oh no - a mugger at the door."},{"Text":"Speccy graphics - the Central Park juggler."},{"Text":"There is no avoiding the enemy on these giant pots - you beat 'em up to progress to t'other side."},{"Text":"Why is that Ninja poking his staff at the boat."}],"BlurbText":[{"Text":"A Brookside-like cul-de-sac is the most unlikely of locations to find a team of crack programmers beavering away on what is probably the sequel of the summer - Ninja II.The exceptionally super cool Ed made several visits to System 3 Glen Close in Watford - playing each individual level to bring you the first review of Ninja II."},{"Text":"So how does Mr Cale justify £12.99 for Last Nina II on cassette?\r\n\r\n\"It's much more than just a cassette. The game is beautifully packaged in a top quality box. You get a 30 page booklet, a Ninja mask, and soft rubber shuriken which might, just might, be a clue to winning the game.\""},{"Text":"System 3 boss Mark Cale sniggers as he relates a tale about how \"some kid\" got through to him on his car phone to complain about Last Ninja II selling at three pounds above the normal price for games.\r\n\r\n\"You software people are all a bunch of b*2@/rds,\" the aggrieved teenager is reputed to have told the red Ferrari encased Cale.\r\n\r\nYep, selling software has certainly made Mark a pretty penny."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"9/10","Text":""},{"Header":"Sound","Score":"8/10","Text":""},{"Header":"Value","Score":"8/10","Text":""},{"Header":"Playability","Score":"9/10","Text":""},{"Header":"Overall","Score":"9/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"The Games Machine Issue 14, Jan 1989","Price":"£1.5","ReleaseDate":"1988-12-15","Editor":"Jon Rose","TotalPages":148,"HasCoverTape":false,"FlannelPanel":"EDITORIAL\r\n[redacted]\r\n\r\nEditor: Jon Rose\r\nReviews Editor: Nik Wild\r\nFeatures Editor: Barnaby Page\r\nStaff Writers: Robin Hogg, Warren Lapworth, Robin Candy\r\nEditorial Assistants: Vivien Vickress, Caroline Blake\r\nResearcher: David Peters\r\nPhotography: Cameron Pound, Michael Parkinson (Assistant)\r\nContributors: Jon Bates, Mel Croucher, Robin Evans, John Woods\r\n\r\nPRODUCTION DEPARTMENT\r\n[redacted]\r\nProduction Manager: Jonathan Rignall\r\nArt Director: Mark Kendrick\r\nAssistant: Wayne Allen\r\nReprographics Supervisor: Matthew Uffindell\r\nProduction Team: Ian Chubb, Yvonne Priest, Melvin Fisher, Robert Millichamp, Robert Hamilton, Tim Morris, Jenny Reddard\r\n\r\nADVERTISING AND ADMINISTRATION DEPARTMENTS\r\nEditorial Director: Roger Kean\r\nPublisher: Geoff Grimes\r\nGroup Advertisement Director: Roger Bennett\r\nAdvertisement Manager: Neil Dyson\r\nAdvertisement Sales Executives: Andrew Smales, Sarah Chapman\r\nAssistant: Jackie Morris, Lee Watkins [redacted]\r\nGroup Promotions Executive: Richard Eddy\r\nMail Order: Carol Kinsey\r\nSubscriptions: Denise Roberts [redacted]\r\n\r\nTypeset by the Tortoise Shell Press, Ludlow and on our Apple Macintosh II running Quark Xpress 2.0. Colour origination by Scan Studios [redacted]. Printed in England by Carlisle Web Offset [redacted] - a member of the BPCC Group. Distribution effected by COMAG, [redacted].\r\n\r\nCOMPETITION RULES\r\nThe Editor's decision is final in all matters relating to adjudication and while we offer prizes in good faith, believing them to be available, if something untoward happens (like a game that has been offered as a prize being scrapped) we reserve the right to substitute prizes of comparable value. We'll do our very best to despatch prizes as soon as possible after the published closing date. Winners names will appear in a later issue of TGM. No correspondence can be entered into regarding the competitions (unless we've written to you stating that you have won a prize and it doesn't turn up, in which case drop Viv Vickress a line at the PO Box 10 address). No person who has any relationship, no matter how remote, to anyone who works for Newsfield or any of the companies offering prizes, may enter one of our competitions.\r\n\r\nNo material may be reproduced in part or in whole without the written consent of the copyright holders. We cannot undertake to return anything sent into TGM - including written and photographic material, hardware or software - unless it's accompanied by a suitably stamped, addressed envelope. We regret that readers' postal enquiries cannot always be answered. Unsolicited written or photographic material is welcome, and if used in the magazine is paid for at our current rates. Occasional material from Electronic Game Player reproduced by kind permission of Sorjana Publications, California. Other Newsfield publications are CRASH (Spectrum), ZZAP! (Commodore 64/Amiga), FEAR (fantasy and horror) and MOVIE - THE VIDEO MAGAZINE. Now that's interesting, but why are you reading all this when there 143 pages to go?\r\n\r\n©TGM Magazines Ltd, 1988\r\nA Newsfield Publication ISSN 0954-8092\r\n\r\nCover Design by Oliver Frey"},"MainText":"Spectrum 48/128 Cassette: £12.99, Diskette: £14.99\r\nCommodore 64/128 Cassette: £12.99, Diskette: £14.99\r\n\r\nARMAKUNI, WHAT ARE YOU?\r\n\r\nThe highly-acclaimed classic martial arts game, The Last Ninja, was released shortly before TGM's time, but was very well received in our sister magazine ZZAP!. After much anticipation, Last Ninja 2 finally leaps onto the street. A limited edition version (20,000 copies) comes complete with Ninjitsu mask and plastic shuriken. The latter freebie is causing controversy in high streets (refer to this months TGM Report for the full story), but System 3's latest is sure to be greeted with open arms by games players.\r\n\r\nIn times long passed, on the sacred island of Lin Fen, the last of the Ninja, Armakuni, defeated evil Shogun, Kunitoki. Unknown to our hero, Kunitoki gained a potent magic orb which allows him to control time.\r\n\r\nMore than a thousand years hence, Kunitoki is a powerful and corrupt New York business man. He uses the orb to influence all who date cross him, even the city's police are or his side. He gains even greater riches from extortion, prostitution, robbery, and his own opium factory.\r\n\r\nIn their wisdom, the ancient Ninja Gods have brought Armakuni to the 20th century to track down Kunitoki and defeat him once and for all. This is a far from easy task, as there are many of Kunitoki's minions trained in martial arts who fight to the death to defend their master.\r\n\r\nCAUSE A NINJARY\r\n\r\nBeginning at the bandstand in Central Park, you guide the Ninja in an isometric 3-D environment, picking up weapons with which to fight and aiming to complete sections within a time limit. Two fighting moves are initially available. They increase when weapons such as shurikens, swords and nunchakus are used.\r\n\r\nTwo energy spirals display strength remaining, one for you and one for your opponent, as well as in combat, this is also worn down by leaping off tall buildings or being run over by passing vehicles - one of your five lives is lost when it is extinguished.\r\n\r\nThe game is played over six sections. After leaving Central Park, the streets of the Big Apple are explored, then the smelly depths of the sewers investigated until, finally, the opium factory is reached. At the top of this building a helicopter is caught to whisk you to the final confrontation on the Shogun's island.\r\n\r\nThe slightly slow play of The Last Ninja has been improved by a wider variety of scenery and characters, and the inclusion of object-orientated puzzles makes exploration a highly absorbing experience. Combat is a little limited and soon mastered, though the control system as a whole can be cumbersome at first.\r\n\r\nOverall, Last Ninja 2 would make an excellent addition to any arcade-adventurer's collection.","ReviewerComments":[],"OverallSummary":"Play is difficult until the control system is mastered, but this doesn't hinder the fun too much. The play area simple black on white, although shading is basic places, a lot of detail been packed in - and varied characters are nicely animated. Other than few spot effects, sound is a grating title tune which rapidly annoys.","Page":"60,61","Denied":false,"Award":"The Games Machine Top Score","Reviewers":[],"ScreenshotText":[{"Text":"Grappling with a bent cop in Central Park."},{"Text":"Ninja versus Ninja - who's going to break the pose first?"},{"Text":"Yes, that's right, open wide. Now, this won't hurt a bit - if it does you can sewer me."}],"BlurbText":[{"Text":"\"The inclusion of object-orientated puzzles makes exploration a highly absorbing experience\""},{"Text":"COMMODORE 64/128\r\n\r\nOverall: 93%\r\n\r\nThe remarkable graphics of the original have been improved on by artist, Hugh Riley. Backgrounds have lots of colour while retaining great detail to make convincing scenes. The sprites are of equal high quality, realistically animated to round off the impressive visuals. There are no sound effects but each section has its own pacy, well-written music to complement exciting gameplay."},{"Text":"OTHER FORMATS\r\n\r\nAn Amstrad version is imminent (Cassette 12.99, Diskette £14.99). Amiga and ST versions are under development but will not be available for some time."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"89%","Text":""}],"CompilationReviewScores":[]}]}]