
Legend has it Mystical Ninja origin is great
The quirky ninja series had a rousing start on the Super NES

Everyone must start somewhere, even video games. Even the most successful video game series have humble beginnings, where new ideas are brought to the table to establish a hopefully successful series. So, it goes with one of my favorite series, Mystical Ninja. While it’s not super popular here in the West, Legend of the Mystical Ninja opened the doors for the series to make an impression on me in the late 1990s. It’s debatable, though, if it cleared up the mystery surrounding the appeal of the series for me.
Legend of the Mystical Ninja is weird and anachronistic in everything that it does. Set in an alternate feudal Japan, Goemon and Ebisumaru (Dr. Yang and Kid Ying renamed in game) realize there are some strange happenings going on in Oedo. After some investigation, they discover that Princess Yuki has been kidnapped and they set out to rescue her. Along the way, they meet up with an ally in fellow ninja Yae, fight future ally Sasuke and travel to different historically accurate locations in Japan. This should sound familiar because it’s basically the plot of the excellent GI favorite Mystical Ninja Starring Goemon. Swap some elements and character names and you’ve got the basics of that game.
But what sets it apart from some of the later entries is the presentation. Legend, unlike Starring Goemon, is a side-scrolling affair. The health meter and the purchase of damage-negating items are the same, but instead of being an over-the-shoulder 3D romp, this plays more like The Legend of Zelda: A Link to the Past. And that works well in its favor. The game looks nice and has charm. It’s bright and colorful with big sprites and interesting animations. For an early Super Nintendo title, you can’t go wrong with looking like a nice hop ‘n’ bop. The soundtrack is suitably nice as well. It’s no Starring Goemon but it has a few decent tracks that will remind you of the sound the later games are known for.

Because it’s like Link to the Past in looks, it’s a lot like that game in playstyle as well. The controls work well with the SNES layout, and it’s easy to get things going when you want
to move around the playfield. My only gripe is that it’s a little hard to remember which button controls special moves. Otherwise, it’s a standard action platformer for the SNES, which means it’s going to play cleanly and make no fuss about its mechanics.
Legend of the Mystical Ninja is a decent Western beginning for the Goemon franchise. It has a lot of charm, it looks good, plays well and doesn’t forget its roots. As the introduction to the series in North America, it made a good first impression with its quirky sensibilities and gave birth to a legend.





parkour-type jumps to get to other parts of some stages. In some parts of the game where Ayane is called upon, she is a little more flexible than Ryu, but that doesn’t make the controls more difficult. I did have a few issues with controls regarding battles with bosses that require more focus to strike various spots. Also, when Ryu is required to use his kunai to climb, timing to focus on climbing is needed while various enemies fiercely attempt to eliminate you. It taxed my patience and was kind of tedious. 

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.