Welcome back to the Ninja Gaiden Love/Hate series! In this entry, we’ll be going back to the “true” beginning of this franchise: the other 1988 Ninja Gaiden game released on the NES! Despite sharing a name, publisher, and a release year, the two games share nothing in common. While the arcade game was a side-scrolling beat ’em up in the vein of Double Dragon, this NES game was a side-scrolling action-platformer in the vein of the original Castlevania. That said, the arcade Ninja Gaiden didn’t exactly hold up to the test of time, would this console attempt fare any better? Read on to find out…
For this playthrough, I used the original NES Ninja Gaiden. There is also a SNES re-release of the first three games in the trilogy, fittingly-titled Ninja Gaiden Trilogy, which slightly improves/alters the graphics. However, this re-release is generally considered inferior for how it fails to translate some aspects of the original experience (eg, missing parallax scrolling, altered graphics affecting the tone of certain scenes, much worse music, etc), and the controls are noticeably less-precise, which makes it a more frustrating experience. In general, it’s considered a rushed, low-quality re-release, so most fans recommend playing the originals instead. For this Love/Hate series, I played the NES originals unless otherwise noted.

Love
- Precision – If there’s one word you could use to describe Ninja Gaiden on NES, it’s “precise”. The game’s controls are immaculate, giving you very fine control over your jumps and near-immediate feedback when you attack with your weapon. This core strength just makes the rest of the gameplay feel very satisfying as you learn to expertly line up your jumps and time your attacks.
- Combat – Compared to Ninja Gaiden (arcade)’s extremely sluggish combat system, Ninja Gaiden on NES is incredibly snappy. Sword strikes are fast, one-shotting all regular enemies and destroying most projectiles. Despite having only two buttons and a d-pad to work with, the game also features several special weapons and techniques that you find and equip in the overworld (again, which operate like Castlevania‘s sub-weapons). They’re mapped to up + attack, which is good enough to pull off when you need it, while not accidentally using them when you weren’t intending to.
- Platforming – Ninja Gaiden is as much a platformer as it is an action game, and those precise controls really help in this regard. Jumping feels very intuitive and landing where you want to rarely presents a problem. Any deaths from falls will almost always be down to enemy attacks or your own errors rather than the game’s controls. The game’s platforming also is enhanced due to Ryu’s ability to grab onto walls, which allows him to cling to them and then jump off. This ability provides some really creative and fun platforming opportunities that you wouldn’t expect from a game this old.
- Narrative Presentation – Ninja Gaiden was revolutionary at the time of its release for featuring fully-fledged, animated cutscenes. Some games had experimented with this concept, but Ninja Gaiden was one of the first on NES to showcase it and to make story presentation a core part of the experience. These animated cutscenes are actually pretty lengthy too, totaling around twenty minutes of runtime! While the story itself is still just b-movie level stuff (the bad guy steals the demon statues to summon a slumbering demon and Ryu needs to get them back), it takes this plot more seriously than its arcade contemporary and lacks that campy tone as a result. I dare say that the ambition on display here arguably makes this game’s narrative a bit more compelling than some of its 3D-era successors.
Hate
- NES Difficulty – NES-era games are notorious for their ridiculous and downright unfair levels of difficulty, and Ninja Gaiden is known for being one of the toughest of the bunch. While the game’s great controls and combat mitigate the frustration, surviving in this game often comes down to a matter of luck, or memorization of enemy placements through trial and error. It gets so bad that you end up having to manipulate the game’s spawn system, moving back and forth in specific ways to de-spawning enemies to clear a path forward. Beating the game is certainly doable with practice and skill, so it is somewhat satisfying to get to grips with, but it’s asking for a lot of commitment up-front to deal with that frustration. Thankfully, modern conveniences, such as save states and rewinds, also help to mitigate this frustration, but by the time you face off with Bloody Malth and then move into act six, the game’s difficulty goes into overdrive. You’ll have to navigate an overwhelming number of enemies, make near-frame-perfect jumps to avoid certain attacks, and you don’t even have a way to heal any damage you may end up taking. As the ultimate piss-off, the game ends with a triple boss gauntlet, where you get thrown all the way back to the start of act six if you fail. It’s just punishingly difficult and merciless, demanding perfection if you want to see the end credits. Even with save states as a fallback, the frustration wasn’t worth it for me: I gave up in act six and just Youtubed the finale.
- FUCKING BIIIIIIIRDS!!! – This ties into the previous section, but fuck birds. These flapping bastards will spawn in as you go to jump, nailing you mid-air when you cannot react and sending you to a cheap death. Even if you know they’re coming, they move erratically, potentially landing a hit on you that you simply cannot stop with an attack of your own. I am not exaggerating when I say that these dickheads are the most annoying basic enemy in the entire franchise.
In spite of its ridiculous level of difficulty, Ninja Gaiden is well-worth trying out, even today. Given that the NES was the most popular console of its day, Ninja Gaiden‘s narrative presentation was nothing short of revolutionary, influencing all future games that would adopt more involved and cinematic narratives. The gameplay is quite fun too, although the signature old-school difficulty means that this is a game that you’ll go in to with the understanding that you probably will not see the end.
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