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Ninja Master's

Ninja Master's, also known as Ninja Master's: Haoh-Ninpo Cho, is a ninja-themed competitive fighting developed by Alpha Denshi Co. (ADK) and published by in 1996 for the MVS arcade platform and AES home console. Set in the fictional world of Zipangu—a fantastical interpretation of feudal —the game centers on a tournament where twelve elite warriors, each renowned for their demonic prowess on the battlefield, compete to claim the title of ultimate ninja master. The roster includes diverse characters like the Natsume, the Raiga, and the mad Karasu, all wielding unique weapons, styles, and supernatural abilities drawn from lore. Gameplay emphasizes fast-paced one-on-one battles with mechanics such as a strength gauge for building power, combo strings for chaining attacks, and special moves including projectile-based ninpo techniques and grabs. A standout feature is the "Super Fired-up Mode," which allows players to unleash devastating super attacks when the gauge is full, adding layers of strategic depth and visual spectacle to matches. The title boasts impressive production values for its era, including large, detailed sprites, animated backgrounds depicting Japanese landscapes and architecture, and a soundtrack blending traditional instrumentation with electronic beats. As ADK's sixth and final original fighting game—following the World Heroes series and Aggressors of Dark KombatNinja Master's marked the end of the developer's contributions to the genre before the company's dissolution in 2003. Despite its among enthusiasts for innovative character designs and fluid animations, the game received limited mainstream attention upon release, overshadowed by contemporaries like . It has since been preserved through re-releases, including the ACA NeoGeo ports by for modern platforms such as , , , and PC starting in 2018, which include quality-of-life enhancements like customizable display options and online leaderboards.

Development and release

Development

Ninja Master's was developed by ADK as their final entry in the genre, building on the success of their prior titles including the four games in the series and released in 1994. The project represented ADK's ongoing fascination with ninja themes, evolving from earlier works like Ninja Combat and , and aimed to deliver a serious-toned fighter with situational attack variety to counter the studio's reputation for more lighthearted games. The game's setting was placed in 16th-century feudal during the turbulent , specifically around warlord 's campaigns to unify the nation, blending historical authenticity with dramatic flair. This era provided a backdrop for a roster mixing real historical figures—such as legendary ninja Sasuke Sarutobi, , and outlaw —with original creations like the crow-inspired anti-hero Karasu and the mystical , allowing for diverse character designs rooted in Japanese lore. Development began in the wake of Aggressors of Dark Kombat's 1994 launch and concluded in early 1996, with the composed and released in March ahead of the game's debut in May. ADK collaborated closely with publisher to optimize the title for the hardware, emphasizing high-quality sprite animation and immersive sound design tailored to the platform's capabilities. Key personnel included producer and planner Hiroyuki Toda, chief planner Kazuhiro Shibata, system programmers Eiji Fukatsu and Makio Chiba (who also handled sound programming), and chief sprite designer Kazushige Hakamata, whose team crafted the detailed visuals. A core innovation during planning was the weapon-switching mechanic, inspired by historical ninja versatility and swordplay dynamics from games like , enabling characters to alternate between armed and unarmed states for ; sprite designer West-Maison contributed to this aspect, assisting in conceptualization to create varied fighter styles beyond pure archetypes. The sound team, led by Hiroaki Kujirai with contributions from Yuka Watanabe, Hiroaki Shimizu, and Takeshi Muramatsu, focused on atmospheric feudal-era effects to enhance the serious tone.

Release

Ninja Master's was developed by ADK and published by for the Neo Geo arcade (MVS) platform in on May 27, 1996. The home console version for the AES followed on June 28, 1996, also in and internationally. A port for the was released exclusively in on September 27, 1996. In , the game was titled Ninja Master's: Haō Ninpō Chō, while international releases used the shortened Ninja Master's. The AES cartridge featured a 330 Mbit ROM size and the product code NGH-217. Marketing for the arcade version highlighted its ninja theme set in feudal , where players ninjas battling a tyrannical , and emphasized connections to ADK's earlier s like and . Arcade cabinets supported linking for versus play between two players across multiple units.

Gameplay

Combat mechanics

Ninja Master's utilizes a traditional framework, with battles conducted in side-viewing arenas where players engage in real-time combat using a four-button scheme: light punch/weapon attack (A), heavy punch/weapon attack (B), light kick (C), and heavy kick (D). Guarding is achieved by holding the away from the opponent, while basic movement includes forward dashes (66 on the , cancellable into normals) and backward dashes (44, uncancellable). Overhead attacks must be blocked standing, lows crouching, and command throws target standing or crouching foes depending on the input. Central to the game's is the weapon-switching , enabling to alternate between armed and unarmed stances mid-battle by pressing B + C. In armed mode, punches incorporate the character's signature weapon—such as swords, , or chains—for greater range and distinct combo properties, while unarmed mode shifts to bare-handed strikes with altered animations and hitboxes. Weapons are dropped upon dazing and can be retrieved with ↓ + B + C, adding a layer of tactical . This dual-stance approach fundamentally changes available normals and chains, emphasizing adaptive combos that juggle opponents between ground and air sequences unique to each arsenal. The super meter mechanic accumulates gauge points (up to a maximum of 96) through landing hits, blocking attacks, and executing combos, powering enhanced abilities. At maximum, it unlocks Power Specials and Super Power Specials (levels 1–3), which are high-damage, ninja-themed techniques often spanning the screen, akin to desperation moves in Art of Fighting but infused with elemental or illusory effects. Additional variants include Ultimate Super Powers, available when the player's health falls below one-quarter and performable without meter cost via specific inputs, and Darkness Super Powers or Combos, requiring full meter and low opponent vitality for devastating finishers. Hyper Mode acts as a temporary empowerment state, activated via A + B + C with a full meter, granting boosted damage, increased speed, and unrestricted access to all super moves until the gauge depletes over time. Damage scaling integrates into juggle combos to mitigate overpowered chains, reducing hit strength in prolonged sequences while preserving the emphasis on fluid, weapon-influenced aerial pursuits. Recovery from dizziness involves mashing buttons and wiggling the joystick, with most characters using a directional roll (← + any button) for evasion.

Game modes

Ninja Master's offers several game modes that cater to both solo players and competitive multiplayer experiences, emphasizing its ninja-themed combat system on the platform. These modes include traditional single-player progression, head-to-head battles, and training tools, providing varied ways to engage with the game's mechanics. The primary single-player option is Arcade mode, a tournament-style progression where players select one of the available characters and battle through a series of opponents in best-of-three matches, with the sequence concluding against boss characters. For direct competition, Versus mode enables two-player head-to-head matches, supporting customizable rules such as the number of rounds, time limits, and stage selection to suit different play styles. This mode focuses on immediate confrontations without story elements, allowing players to test strategies like super meter activation for enhanced attacks. Practice mode serves as a dedicated training environment, where players can simulate fights against opponents to master , individual moves, and overall timing, with options to adjust opponent behavior and record inputs for review. It is particularly useful for experimenting with character-specific techniques in a low-stakes setting.

Characters

Playable characters

Ninja Master's features ten playable characters, each with distinct profiles blending historical inspirations and original ADK designs rooted in feudal ninja aesthetics, often incorporating animal motifs to symbolize their agile, thematic fighting styles. These fighters emphasize weapon-based combos, with the ability to switch between armed and unarmed modes, and all are selectable from the outset in versus mode, while arcade playthroughs with specific characters unlock hidden endings. Their backstories revolve around personal quests amid a war-torn dominated by the demon lord Nobunaga, driving them into conflicts that highlight themes of loyalty, revenge, and self-discovery. Sasuke Sarutobi, the game's protagonist, is a renegade dubbed the "Renegade White Dragon," who completed shinobi training in half the usual time to join the elite Heavenly Great Four. After his father was mortally wounded by the demon Haoh, abandoned his clan, earning the traitor label and pursuit by assassins, including former comrades, as he seeks vengeance torn between personal fate and ninja law. His design evokes an agile monkey-style fighter in traditional black ninja attire, emphasizing speed and with wall-jumps integral to his . Sasuke's arsenal includes five to seven specials like the projectile Hisougetsu (quarter-circle forward + punch), anti-air Hisouken (dragon punch + punch), and aerial Souku Kyaku Retsu (air quarter-circle back + kick), complemented by two supers: Shingekiha (half-circle forward + two punches) for rushing assaults and Shippu Resshingeki (half-circle back, half-circle forward + punch + kick) for whirlwind barrages. Kamui, Sasuke's childhood friend and rival, serves as a loyal enforcer known as the "Black Wind Shadow Tiger," elevated quickly through ranks alongside Sasuke but now honor-bound to eliminate him as a traitor per shinobi code. Devoid of in his assassin role, Kamui's quest underscores the conflict between brotherhood and duty in a rigid hierarchy. Clad in masked garb with flowing dark robes suggesting shadowy agility, his tiger motif inspires predatory strikes. Kamui specializes in fire-based attacks, with specials such as Fuga (quarter-circle forward + punch) for flames, Ryutouga (dragon punch + punch) for rising slashes, and Zugai Kyoga (right, quarter-circle back down + two kicks) for close grapples, plus supers like Kaenjin Onisame (air half-circle back + two punches) for demonic fire summons and Kiretsuzan Chikemuri (half-circle back, quarter-circle forward + punch + kick) for explosive chains. Raiga, the "Outlaw ," began as a rowdy pillager before an elderly mentor defeated and trained him in arts, transforming him into a ruthless fixated on capturing the thief Goemon for a massive reward. His rough, brawling personality thrives on chaos, reflecting a lone wolf's independence from clans or laws. Raiga's design features rugged feudal warrior attire with claw-like gauntlets evoking wolf ferocity, prioritizing raw power over stealth. His move set revolves around thunder-themed claw assaults, including Raigekisatsu (quarter-circle back + punch) for charges, Ikazuchi Chiryu (charge back forward + kick) for ground sweeps, Ikazuchi Tenryu (charge down up + kick) for uppercuts, and Raiga Bakumu ( + strong punch) for throws, with supers Raijinsho (charge down up + two punches/kicks variant) for lightning blasts and Senko (quarter-circle forward, half-circle forward + two punches) for explosive finishes. Goemon Ishikawa, inspired by the historical , is a bold thief dubbed the "Matchless Thief" who robs the cruel rich to aid war orphans and the poor, now targeting rumors of Nobunaga's golden castle despite his enormous bounty. As a wandering unaligned with any , his antics spread mayhem across the land in pursuit of justice through . Goemon's attire mixes thief's stealthy robes with oversized weaponry, his design drawing from feudal bandit lore without animal motifs but emphasizing cunning versatility. He wields a chain for extended reach, with specials like Bakuensho (dragon punch + punch, hold for fire) for explosive orbs, Kaensho (quarter-circle back + punch unarmed) for blasts, Chitekkyu (quarter-circle forward + punch unarmed) for ground pounds, Gougekihou (quarter-circle forward + punch armed) for cannon shots, and Saiki Funou Naguri (reverse dragon punch + two kicks unarmed) for flurries, plus supers Tekkyu Kaengoku (quarter-circle back right + two punches) for iron ball barrages and Rekka Senmetsusho (reverse dragon punch right + punch + kick) for relentless . Karasu, the "Heavenly Salvation Raven," is a tormented wandering assassin bound to a demonic sword that drinks blood and a companion crow, driving him to insanity and aimless eastward travels while taking bodyguard jobs across nations. The sword's curse fills him with emptiness, compelling kills without purpose beyond survival. His gothic ninja robes and raven motif symbolize flight and ominous fate, with pale features hinting at demonic influence in a design blending historical shadow warriors and supernatural horror. Karasu's abilities focus on aerial and claw maneuvers for flight-like mobility, featuring specials Ajin (dragon punch + punch armed) for demon rises, Shippuba (dragon punch + punch unarmed) for wind gusts, Midarehane (quarter-circle back + tap punch armed) for scratches, Hajin (air quarter-circle forward + punch) for dives, and Tsumi (roll left down + strong punch unarmed close) for pecks, alongside supers Kikyo Shoheki (right half-circle forward + punch + kick) for barriers and Onmyoukarasu (half-circle back forward + two punches) for crow summons. Natsume, a cat clan illusionist from immigrant roots, was raised in a remote village where she outpaced senior ninjas in combat from a young age, later venturing to the mainland after nightmares foretold doom to her home, seeking the source amid Nobunaga's chaos. Her energetic, prodigious nature positions her as a fresh talent unbound by tradition. Natsume's lithe design in form-fitting attire with feline grace and whisker-like accents embodies cat-like illusions and stealth, an original ADK creation. Her toolkit leverages and deceptive specials, such as Zinkuzan (dragon punch + punch) for slashes, Hyakki Rensai (quarter-circle back + tap punch) for phantom rushes, Gouzangeki (quarter-circle back + kick) for sweeps, (half-circle forward + punch armed) for disarms, and Taihouran (reverse dragon punch + two kicks close) for spins, with supers Tenpa Rekkyaku (right half-circle forward + two kicks, hold) for aerial storms and Ousatsu Genmu Ryoran (half-circle back quarter-circle forward + punch + kick) for illusory explosions. Kasumi, an original kunoichi from the Red Sky martial arts school, is the 16-year-old granddaughter of its sensei who, defying her grandmother's warnings, escaped on her birthday to join the hunt for Nobunaga and prove her skills in the wider world. Naive yet capable, she views her dojo training as inadequate for true destiny. Her flowing robes and petal-like hair accessories suggest breezy, floral elegance in feudal style, with no direct animal motif but evoking wind-swept agility. Kasumi excels in acrobatic kicks, with specials Kakyaku Ensenkyaku (quarter-circle forward + kick) for spins, Hisenshu (half-circle back + kick) for whirlwinds, Hiryusen (up down + kick air) for dives, Hitenkyaku (charge down up + kick unarmed) for ascents, and Hisentou (quarter-circle back right + strong punch close) for strikes, plus supers Hisen Chugeki (charge back forward + two punches, hold) for charges and Hiensen (half-circle back forward + two punches) for petal storms. Houoh, the "Exorcist of Magic Star," is a Buddhist priest and master demon exorciser whose parents were slain by demons, spurring his lifelong quest to harness his innate mystical powers—seen as both blessing and curse for attracting more evil—while pondering his purpose against Nobunaga's demonic forces. Cheerful among allies but stoic in combat, he wanders as a high-magic specialist. Houoh's ornate robes and weapon blend priestly and ninja elements, with phoenix motifs in his attacks symbolizing rebirth and fire. His moves incorporate and energy blasts, including Kusenkou (charge back forward + punch) for waves, Chiretusen (charge back forward + kick) for slices, Houou Tenbu (charge down up + kick) for phoenix flights, and Bosatsusyo (left quarter-circle down + strong punch close) for palms, with supers Haja Reihadou (quarter-circle back right + two punches, hold) for beams and Dainichishana Shorai (quarter-circle back down up + punch + kick) for radiant bursts. Kongouarahan Unzen, known as the "Kongo ," is a former expelled from his for his violent tendencies, especially when drunk, despite his kind-hearted nature. He wandered the mountains, using his immense strength for work like building homes and expanding temples, but now seeks to slay Nobunaga as for his past sins. Unzen's massive, muscular build in tattered monk robes with evokes a bare-fisted grappler, wielding a for extended reach but suffering slower recovery times. His moveset focuses on powerful grabs and fiery assaults, including Meimyaku Bijin (quarter-circle forward, half-circle forward + punch, hold) for beauty pulses, Yomi Okuri (dragon punch + kick) for hell sends, Indou Watashi (half-circle back + kick unarmed) for path crossings, and Gōma Shō (quarter-circle back + punch) for demon palms, with supers like Jigoku Otoshi (half-circle forward, half-circle back + two kicks) for hell drops and Enma no Tsume (quarter-circle back, half-circle forward + two punches) for fiery claws. Tenho, the "Itinerant Priest," is an elderly man abandoned as an infant in , where he grew up indifferent to his heritage and trained in Taoist arts amid nature in . Sensing great evil in after his son's disappearance and wife's death from illness, he travels there as his final resting place to confront the darkness. Dressed in traditional ly robes with o-fuda talismans, his design incorporates onmyoji mysticism without animal motifs, emphasizing yin-yang and . Tenho employs card-based for , with specials like Jubakufu (quarter-circle forward + punch) for binding chains, Furetsudan (quarter-circle back + punch) for bullet cards, Syugo Juretsudan (hold and release quarter-circle back + punch) for gathered bullets, Senmetsusyo (half-circle forward + punch unarmed) for thousand cuts, and Tenma Ensatsuzin (dragon punch + kick) for demon slashes, plus supers Taikyouha (half-circle back forward + two punches) for great light waves and Senjin Fuja (quarter-circle back, half-circle forward + punch + kick) for thousand blade prisons.

Boss characters

In Ninja Master's, the boss characters are non-playable antagonists that players encounter in arcade mode after defeating a sequence of opponents from the playable roster, escalating the difficulty with enhanced health pools, higher damage output, and exclusive abilities not available to standard fighters. These foes embody the demonic and tyrannical forces threatening the land of Zipangu, serving as climactic challenges that test the heroes' ninja prowess. The sub-boss, Ranmaru Mori, is an immortal warrior bound by a 300-year-old demonic pact to eternally serve , wielding elegant war fans (tessen) for slashing combos and energy-draining techniques that sap the opponent's vitality before unleashing it as explosive blasts. His role in the narrative positions him as a tragic guardian of his master, fighting with closed eyes to symbolize his blinded loyalty, and he appears midway through arcade mode paths to intercept those approaching Nobunaga's stronghold. Unlike playable characters, Ranmaru lacks a super meter limitation for the player but compensates with relentless pressure from teleport dashes and reversal grabs, making him a unique rushdown threat. The final boss, —portrayed as the Dark Overlord—represents the ultimate evil, a conqueror infused with demonic powers from the entity Haoh, aiming to dominate all ninja clans and achieve unchallenged supremacy. His multi-phase battle begins with sword strikes and cape sweeps before transforming into a more ferocious form, firing homing fireballs and summoning illusory duplicates to overwhelm foes. Nobunaga's encounter triggers after victory over Ranmaru in arcade mode, featuring amplified stats that demand precise timing to counter his unblockable projectiles and phase-shifting animations, with no super meter access for the player to heighten the endurance test. Through these designs, the bosses underscore the game's theme of opposing corrupt authority, forcing players to adapt to mechanics beyond the balanced playable encounters.

Reception

Critical reception

Upon its 1996 release, Ninja Master's received mixed reviews from critics, who praised its diverse special moves and innovative weapon system allowing players to switch between armed and unarmed combat, but criticized the graphics for appearing dated in comparison to contemporaries like and series. The fluid animations for over-the-top supernatural attacks, such as crow-shaped fireballs and materializing swords, were highlighted as a strong point, contributing to engaging battles despite some perceived shallowness in the AI. Japanese arcade magazine Game Machine ranked the game 14th in popularity for July 1996, reflecting moderate initial success among operators. For the AES home version, coverage in publications like Neo Geo Freak noted its solid execution as an ADK fighter, though it did not achieve top scores amid a crowded 1996 lineup. In retrospective analyses, the game has been viewed more favorably for its charm and depth, with HobbyConsolas including it in their 2014 list of the 20 best titles. Reviews of earlier re-releases, such as Nintendo Life's 8/10 score for the 2012 version, emphasize its enduring appeal despite age-related limitations. A 2023 review of the ACA NeoGeo mobile port by TouchArcade praised it as ADK's best , noting improved depth over predecessors. The , composed by the ADK team, earned positive comments for its ninja-themed chiptunes drawing from traditional influences, paired with effective that enhanced the feudal setting. Critics often regard Ninja Master's as an underrated effort from ADK, surpassing the developer's earlier series in polish and creativity while still lacking the depth of SNK's flagship fighters.

Commercial performance

Ninja Master's achieved solid arcade performance in Japan shortly after its May 1996 release, ranking as the 14th highest-grossing dedicated on the Game Machine charts for the week of July 1, 1996. This placement highlighted its strong initial appeal among 1996 fighting games, reflecting popularity in a competitive market dominated by titles like and The King of Fighters '96. Home console versions for the and CD met with more modest commercial success, constrained by the system's premium pricing and niche audience. The cartridge retailed for ¥32,000 (tax excluded) in , significantly higher than mainstream console games and contributing to lower sales volumes compared to SNK's blockbuster titles like or . Exact unit figures are unavailable, but the game's performance trailed major releases, limiting its reach beyond dedicated collectors. Developed by ADK amid the company's mounting financial pressures, Ninja Master's was published internationally by , which managed distribution with minimal localization efforts such as text support. This release occurred during ADK's decline, exacerbated by restrictive SNK contracts that prompted the formation of a publisher in 1997 and contributed to the developer's eventual closure in 2003.

Legacy

Re-releases and ports

Ninja Master's was first re-released in 2008 as part of the ADK Damashii compilation for the , exclusively in , featuring an arcade-perfect port alongside other ADK-developed fighting games. This compilation was later ported to in on March 1, 2017. In 2012, the game was included in the handheld system as a bundled game card with the Gold Limited Edition, providing a portable version of the original experience. The title appeared on the Wii Virtual Console, with releases in on November 22, 2012, and on January 10, 2013, allowing players access via Nintendo's digital service without significant alterations to the core gameplay. released Ninja Master's as part of its ACA NeoGeo series for , , and on January 17, 2019, and for PC (Windows) on November 29, 2018; these versions introduced enhancements such as online rankings, customizable screen filters, a gallery mode for artwork and manuals, save states, and adjustable difficulty levels to improve compatibility with modern hardware, while preserving the original content intact. Mobile versions for and followed on August 31, 2023. These re-releases generally focused on emulation improvements for contemporary systems, including fixes for input lag and visual scaling, but avoided any substantial modifications to mechanics or character rosters. As of November 2025, Ninja Master's remains available digitally through platforms like the Nintendo eShop, PlayStation Store, and Microsoft Store for Xbox and PC.

Cultural impact

Ninja Master's stands as the sixth and final fighting game developed by ADK, marking the culmination of their contributions to the Neo Geo platform and symbolizing the end of an era for the studio's ninja-themed projects. ADK's developers described the title as their ultimate homage to ninjas, building on earlier works like Ninja Combat and Ninja Commando amid 1990s pop culture fascination with the genre. The game's protagonist, , has appeared in crossovers, notably as an SNK character card in : Card Fighters DS (2006). This inclusion nods to Ninja Master's place within 's broader universe, with occasional references to Sasuke in fan works inspired by series like . Among enthusiasts, Ninja Master's enjoys a due to its rarity and combo-heavy gameplay, often highlighted as an obscure yet rewarding 1990s arcade fighter. The fan community engages through ROM hacks and MAME modifications, such as boss difficulty adjustments, preserving and extending the game's life. Its weapon-switching mechanics have influenced discussions on indie ninja fighters, though direct citations remain limited. Recent re-releases have further boosted its by making the title more accessible to modern players. The game features in tributes and retrospectives on ADK and SNK's history, underscoring its enduring appeal in gaming documentaries and compilations.

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