
Shinobi III a fine sendoff

I recently delved into a game starring one of the GOATS in video game history, Joe Musashi, with Shadow Dancer: The Secret of Shinobi. Sega’s own master ninja is one of video game’s greatest protagonists who has earned his bones fighting crime and the low-level henchmen belong to his greatest enemy, the Neo Zeed organization. I will give Neo Zeed credit: Every time Joe beats the living daylights out of them, they always come back wanting all the ninja smoke and hands that they can eat, repeating defeat after defeat. The notorious crime syndicate has returned with a strong second wind and a sinister plan to obtain their great revenge in Shinobi III: Return of the Ninja Master.
After his latest battle against the nefarious cult known as Union Lizard, Musashi aka “the Shadow Master” returned to Japan to recover and sharpen his superior techniques. While our hero trains in the mountains to acquire new skills, Neo Zeed has nearly recovered near its previous level. They’ve obtained more nefarious warriors who are motivated by penalty of death via the most brutal leaders of the group or riches and power beyond comprehension via victory over Musashi. With the world in peril once more, our heroic ninja heads out to fight Neo Zeed hoping that this latest encounter will be the last with this criminal cancer that threatens the world’s peace.

The graphics in Shinobi III follow the previous design of other games in the series. They have a balance of natural, rugged terrain with elements of current industrial settings and futuristic concepts in some stages. Battles happen in various forests and caves throughout Japan in fighting with various ninjas and mercenaries to reach the level boss. These stage range from dim-lighted caves to open fields, a secret weapon factory, a secret biological laboratory, a lab developing Gundam-type mecha with a trap-laden canyon leading to a massive air fortress (a first for a Shinobi game). My only problem is that while Sega was going for a fresh take on stage design, they used the same template with the exception to the biology lab and passed it off as arcade quality.
The controls are simple to use, but you will need to take time to master Joe’s new skills such as the Death Kick and Ninja Death Strike, which allows you to strike an enemy out of range and deliver a finishing blow with a sword. Though Joe has a myriad of other attacks, they are all easy to use in the heat of battle. Shinobi, as a series, shows serious growth in the controls as an action-adventure title.
As much as I love the game, I have some dislikes as well. Sega went with newcomer composers Hirofumi Murasaki, Morihiko Akiyama and Masayuki Nagao to handle the
game’s music. While acceptable, Yuzo Koshiro should have been used since he has the most experience developing music that’s worthy of the Shinobi name. The music was choppy in some areas but still suitable for the game. Another problem I have is the supply of shuriken that you must conserve. By paying so much attention to maintaining your supply, you might miss other crucial elements and expose yourself to enemies unnecessarily. Joe should have endless shuriken to fight evil.
Shinobi III: Return of the Ninja Master is a 16-bit swan song for ninja legend Joe Musashi. Although Sega has continued the harrowing adventures of Joe and his descendants through games on numerous next-generation consoles, the Ninja Master is expected to return sometime this year in various projects. Though he’s not around prominently right now, do not count on him staying vanished for long.



polished a little more. Some of the translation is rough and there are frequent grammar errors in the text. For a game that relies on text to get the point across, that’s too jarring and takes me out of the experience. Another gripe is that, while most of the mechanics are improved, some of the new mechanics — such as the pole vault — need some work. It’s not hard to do — once you figure it out. The problem is that it takes much too long to figure out. If I have to watch a playthrough video to get the concept, it’s doing too much.

continue through the game. Also, realize now that in Arcade Mode, you’re going to fight everyone in the cast. There is no “let’s select six to eight opponents from this very full cast;” no, you’re fighting everyone before you even sniff Amakusa so you will get lots of practice with those hard movesets. However, it is broken up with progressively harder mini games, so this isn’t unfamiliar territory. The Countdown Mode, a sort of early survival mode, is a decent challenge that also gets progressively harder. There is replay value there, so that adds to the charm of an otherwise barebones game.










to discern. Some items blend well, and some enemies look like they could be helpful items. It’s a shame considering the graphics are clean and deeply hued with a comic book ink feel. Chuck has a nice sprite and matches well with the concept as do the dinosaurs. However, while they look nice, nothing nice can be said about the soundtrack. It’s monotonous and boring, and there’s nothing that stands out. It’s boring and goofy, much like the gameplay and the concept, which does nothing to endear anyone looking for a nice solid early Super Nintendo or Genesis platformer.
established in the original game: You pop clusters of like-colored bubbles in an effort to clear established puzzles. This basic premise was set up in the first game for the 
mechanics are tight and quick movement is clean and precise, even with the wonky 
the demon world, a civil war erupted with Firebrand as the victor claiming the crests of Earth, Fire, Wind, Water and Time. Firebrand fought another demon named Somulo, who held the crest of Heaven, and secured a victory over the rival demon. However, another demon named Phalanx attacked Firebrand while he had low health, taking possession of all the crests. This allowed Phalanx to summon another crest that controls infinity. While Firebrand recovered, he was imprisoned in an arena guarded by the revived Somulo. After defeating Somulo, Firebrand begins his quest for vengeance and recovery of his well-earned spoils of war.