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Ninja Commando

Ninja Commando is a vertically scrolling run and gun developed by Alpha Denshi and published by for the platform in 1992. In the game, players control one of three selectable characters—Joe Tiger, Rayar Dragon, or Ryu Eagle—who travel through time via magical scrolls to combat the Mars Corporation, an evil syndicate led by the masked villain intent on altering world history for domination. The gameplay involves progressing through seven stages set in different historical periods, spanning from a futuristic Mars Corporation hideout through prehistoric times, , , feudal Japan, and , defeating waves of enemies and giant bosses using standard weapons, power-ups, and special "ninja tricks" like fireballs or lightning strikes that can be activated with collected energy. The game supports two-player simultaneous cooperative play, with each character featuring unique attack styles: Joe Tiger throws knives or shuriken for spread ranged attacks, Rayar Dragon uses dual swords for close-range balanced combat, and employs handguns for concentrated ranged firepower. Additional mechanics include backward somersaults to evade attacks, destructible crates that yield power-ups such as rapid fire or bombs, and transformation scrolls that temporarily grant enhanced abilities like turning into a giant animal form. Boss encounters often pit players against historically themed adversaries, such as a mechasaur in the prehistoric era or a in , emphasizing the time-travel narrative. Originally released exclusively for the arcade system, Ninja Commando was later ported to the in 1994 and received modern re-releases through Hamster Corporation's ACA NeoGeo series, starting with and in 2018, followed by and PC in 2019, and mobile platforms in 2023. These ports include features like customizable difficulty, screen filters to emulate displays, and online rankings, preserving the original's fast-paced action while adapting it for contemporary hardware. The title is noted for its blend of ninja mythology with historical elements, contributing to its appeal in the early arcade scene dominated by games.

Design

Gameplay

Ninja Commando is a vertically run-and-gun where control one of three ninja characters advancing upward through stages, defeating enemies with projectiles and attacks while avoiding hazards. The emphasizes positioning and rapid firing, as continuous button presses increase the size and power of attacks, with movement restricted to forward once the screen advances. Up to two can participate in cooperative mode, selecting characters independently to tackle enemies simultaneously. Controls consist of an 8-way for movement and three buttons: one for standard attacks (which vary by character), one for a backward dodge that can be combined with attacks for rear projectiles, and one for the powerful Ninja Trick super move that consumes health. The three playable characters each feature unique weapons and abilities: Joe , an American Koga descendant, uses throwing knives for quick, spreading close-to-mid-range attacks and excels in speed; Ryu , the 32nd Kotarō Fūma and a descendant of the Fūma , employs fireballs from his body for balanced ranged assaults; Rayar , a Iga-trained , fires spirit-tipped fire arrows for powerful mid-range pokes but moves slower. Each character also performs fighting game-style special moves via inputs, such as Joe's Tornado Attack or Rayar's Fire Wall, alongside a beast transformation by collecting three scrolls for temporary enhanced power. Power-ups appear from destroyed boxes and objects, upgrading weapons with faster firing rates, spread shots, or stronger bursts, while food items like and meat restore health. The Ninja Trick enables screen-clearing blasts, such as fire attacks or black holes, at the cost of life energy. The game features seven stages set across diverse time periods tied to a time-travel theme, including the present-day Mars Corporation hideout, prehistoric era with dinosaurs, , China, Sengoku Japan, , and a futuristic finale, each concluding in a thematic boss battle like a robosaur or . Stages 2 through 5 appear in random order for replayability. Players start with limited lives and bars that deplete from enemy contact or projectiles, replenished partially by collected coins at stage ends; continues allow resuming from the point of death. Scoring rewards defeating enemies, discovering secrets like scrolls, and completing stages quickly, with bonuses for coins and efficient play.

Plot

In 1992, the evil Mars Corporation, a shadowy , steals a prototype to conquer by altering pivotal events across and establishing unchallenged dominance. Led by the cybernetic villain , the organization dispatches agents to manipulate timelines, creating chaos that threatens the fabric of reality itself. To thwart this scheme, a trio of elite Commandos is assembled and sent on a high-stakes mission to infiltrate the corporation's secret base, retrieve the , and correct the distortions before they become permanent. The protagonists are Joe Tiger, a brave American-born leader descended from the Koga-ryū ninja lineage, known for his strategic command in battle; Ryu Eagle, an agile Japanese scout and the 32nd Kotarō Fūma, a descendant of the renowned Fūma ninja clan, relying on swift precision; and Rayar Dragon, a British kunoichi warrior trained in Iga ninja techniques, bringing esoteric archery to the team. Their individual heritages underscore a shared commitment to protecting history, though the narrative focuses more on their collective heroism than elaborate personal lore. The story unfolds across seven stages that traverse diverse historical and futuristic periods, beginning with an assault on the Mars Corporation's secret base. Subsequent eras include the prehistoric age, where players battle primitive threats and dinosaur hordes empowered by corporate interference; , involving pharaohs and revived mummies in pyramid strongholds; the period of , confronting warlords and halberd warriors; the of feudal , pitting ninjas against corrupted and figures like Nobunaga Oda; in , facing soldiers, tanks, and advanced machinery; and a climactic futuristic showdown at the future site of the Mars Corporation. In each period, Spider's machinations manifest as era-specific threats, such as technologically enhanced historical figures or anachronistic weaponry, which the Commandos dismantle to realign the timeline. Spider serves as the central , a ruthless cybernetically enhanced genius whose ambition drives the Mars Corporation's temporal conquests, deploying minions and time-altered armies to eliminate opposition. The narrative culminates in the Commandos breaching Spider's fortified core, defeating him in a decisive battle that shatters and restores historical continuity, averting total domination. Themes of unyielding heroism and between tradition and technology permeate the tale, with humorous anachronisms—like ninjas dueling or battling tanks—highlighting the absurdity of Spider's meddling across time.

Production

Development

Ninja Commando was developed by Alpha Denshi Co., Ltd. (later known as ADK), a Japanese company founded in July 1980 in by Kazuo Arai, initially focusing on communications and before pivoting to . The company's first arcade title, Janputer (1981), was the world's first electronic game, marking its entry into the industry; by the late 1980s, Alpha Denshi had collaborated with on several projects and shifted toward SNK's hardware, debuting on the with in 1990. Alpha Denshi specialized in ninja-themed action games, following Ninja Combat (1990) with Ninja Commando as a that expanded on run-and-gun mechanics. The game was published by , which handled distribution for the arcade system after Alpha Denshi's successful early titles like Ninja Combat established the developer's reliability on the platform. This collaboration allowed Alpha Denshi to leverage SNK's advanced hardware for sprite-based graphics and audio, with the title utilizing a large to support detailed visuals and smooth vertical scrolling. Development occurred in 1991–1992, led by a small team including designer/director/producer Akira Ushizawa and planner/director Kenji Sawatari that emphasized the 's strengths in action gameplay, including high-quality music composed in-house—though no specific composer is publicly credited. Inspirations drew from Sho Kosugi's ninja films and the series, reimagining Alpha Denshi's earlier run-and-gun title Gang Wars (1989) with a motif and time-travel elements inspired by sci-fi narratives to create era-spanning stages. Key challenges included adding visual flair late in production, such as an opening demo and , which resulted in rushed dialogue; the team also focused on balancing the three playable characters' unique abilities for cooperative play while maintaining smooth performance on arcade hardware. These decisions ensured the game's ninja action felt dynamic, with custom sprites for diverse enemies across historical settings, ultimately contributing to its unexpected popularity despite the tight timeline.

Release

Ninja Commando was initially released for the arcade hardware on May 29, 1992, in by . The North American arcade release occurred in early 1992. A home conversion for the AES cartridge system launched simultaneously with the arcade version on May 29, 1992, in both and . The port followed on October 31, 1994, in , where the CD format introduced notable loading times between levels and during gameplay. This version arrived in on October 31, 1994. The AES cartridges retailed for over $200 USD, reflecting the system's positioning as a premium home entertainment platform. In contrast, the edition was significantly more affordable than the AES version. Commercially, Ninja Commando achieved moderate success in arcades, ranking 11th in earnings among table arcade games in according to Game Machine magazine's issue. However, its overall performance was constrained by the 's high costs. SNK marketed Ninja Commando as a ninja-themed run-and-gun within its lineup, with promotional flyers highlighting cooperative multiplayer, time-travel mechanics across historical eras, and dynamic weaponry. The launch proceeded without significant controversies or delays.

Post-release

Re-releases

Ninja Commando was first re-released in as part of Playmore's ADK Damashii compilation for on December 18, 2008, which bundled five titles developed by Alpha Denshi, including Ninja Commando, Ninja Combat, and , along with features such as save states and art galleries. This collection was later ported outside to via digital release on the in February 2017 and to physical limited edition by in December 2019, marking the first Western availability of the compilation. The game appeared digitally on the , emulating the original home version with added widescreen support options, launching in on July 14, 2008, in on July 10, 2008, and in on June 24, 2008. Hamster Corporation's ACA NeoGeo series brought an arcade-accurate emulation of Ninja Commando to modern platforms, starting with and releases on September 6, 2018, followed by on May 28, 2019; the port includes customizable features such as adjustable difficulty levels, various screen filters and orientations, online leaderboards, and pro-action replay options like quick save and rewind. Mobile versions for and were released on June 15, 2023, as part of the broader ACA NeoGeo lineup on app stores, requiring individual purchase and supporting touch controls alongside optional controller compatibility. No major graphical remakes or overhauls have been produced, preserving the original 1992 sprite-based visuals across these re-releases. Technical aspects vary by version: the original port retained lengthy loading times between stages due to hardware limitations, while modern ACA NeoGeo and editions add enhancements like rewind functionality, higher-resolution upscaling to or where supported, and online scoring, though they maintain the native 4:3 and original for authenticity. Delistings have been rare, with most digital versions remaining available without major disruptions. As of 2025, Ninja Commando is widely accessible through digital storefronts on current-generation consoles including PlayStation 5, Xbox Series X/S, and Nintendo Switch via backward compatibility or native ports, as well as on iOS and Android app stores; physical re-releases are limited to original Neo Geo cartridges and the aforementioned compilations, with no new cartridge productions.

Reception

Upon its initial release in , Ninja Commando received positive coverage in gaming magazines for its visuals and cooperative gameplay. Computer + Video Games awarded the arcade version a score of 78%, highlighting its engaging two-player action and vibrant presentation as standout features in the run-and-gun genre. The port, released in 1994, faced criticism for the system's inherent loading times, which disrupted the fast-paced flow of levels and combat, though it was still appreciated for bringing the experience home at a lower cost. In retrospective reviews following the 2008 Wii Virtual Console re-release, critics praised the game's nostalgic appeal and solid mechanics while noting its brevity and lack of innovation. IGN described it as a "middle-of-the-road" run-and-gun title reminiscent of Ikari Warriors, scoring it 5.5/10 for straightforward gameplay that lacked depth or variety beyond basic shooting and dodging. Nintendo Life gave it an 8/10, commending the challenging difficulty, good graphics, and great sound as reasons for replayability in co-op, despite the short length. Later ports, such as the 2023 ACA NeoGeo mobile version, were well-regarded for modern enhancements like customizable controls, save states, and scanline filters that improved on touchscreens. TouchArcade highlighted the fun character selection with unique weapons, responsive controls, and co-op potential, calling it a "solid port of a classic" that retains its action-packed charm, though the dated difficulty and primitive feel compared to later titles like were acknowledged. Common praises across reviews included the variety of playable ninjas, era-themed levels drawing from historical periods, and SNK's high-quality sprite work that contributed to its visual vibrancy. Criticisms focused on the game's short duration (under an hour for a single playthrough), steep difficulty curve without sufficient checkpoints, and repetitive level design that echoed earlier Commando-style games without significant evolution. The title maintains a modest legacy in retro gaming circles due to its rarity on the expensive hardware, fostering appreciation among collectors, though fan modifications remain limited. Its commercial impact was limited, serving as one entry in developer ADK's portfolio before the company's in 2003.

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