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Game info

Last Ninja 3

Last Ninja 3
GenreAction Adventure
DeveloperSystem 3
PublisherSystem 3
Reviewed byndial
As in all Last Ninja series, Last Ninja 3 blurs the generic boundaries between beat em up, arcades and adventures. The resultant blend offers a wide range of pressures, puzzles and layer tests. The game offers improved visuals and controls, making gameplay more fun and addictive that the previous installments of the series. It is the last installment in the Last Ninja saga and released only for the Commodore 64, Amiga, Atari ST (1991) and Amiga CD32 (1993).
Last Ninja 3Armakuni, the last ninja, he is now over 1000 years old, all his friends have been murdered, and he has twice tried to kill the evil Shogun Kunitoki (in Last Ninja I and II), and now he's reached the end of the line. But the evil Kunitoki, has gone back in time and seized an ancient Ninja Temple. If he's not stopped, this sacrilegious assault will destroy ninjas forever and Armakuni will die too.
The temple contains six symbolic chambers: earth, wind, water, fire, limbo and limbo, representing the essential spirit of about... everything). Like every good ninja, our hero has finally come to that ultimate battle and sets up to stop the evil Shogun. Each level, while graduated according to difficulty of the foes, presents your ninja with different puzzles that must be solved if the level is to be completed. These puzzles generally involve finding a scroll or an item that gives the key to the next level , and it may well be clearly visible but it is never easily accessible!
Fighting with the armed and unarmed foes is not an easy way, as in all previous installments of the Last Ninja series, but the fighting logic (controls) has been improved now as well. The new controls are extremely straight forward now: you push your joystick the way you want to face in the direction.
The puzzles are not as easy as you might imagine, but are of the kind that, seem blindingly obvious once they've been solved. Of course, the isometric design is littered with fatal edges, which punish sloppy joystick work.
Note that when your Bushido Power (depicted by a dragon in the bottom panel) is completely green, this give you the maximum of your power, making it easier to fight. Killing a fist fighter with your sword is easy, but lacks honor, which is a critical factor, as Busihido Power will turn to red as honor is accrued! Same, fighting a sword-wielding foe with your sword earns honor and so on.
The difficulty level swiftly escalates after the first (trainer) level, but it is beatable!

Graphically it looks pretty slick (not ground-breaking though), with interesting depth effects, but rather, dry backgrounds. The game offers bigger and better animated sprites that make the game more playable. It keeps the same 3D isometric viewpoint as in previous incarnations, and the sprite location has been improved so that the number of pillars or trees that the character can walk, fight and hide behind has been increased. Both sprites and backgrounds are significantly better than any previous Ninja outing, and having only up to 32 colors on screen here. Sprite detection is also improved here, so no need for this frustrating pixel perfection position in order to pick up something from the ground (found in the previous Ninja series).
Sound adds further gloss to the finish aiding both atmosphere and gameplay. Each level offers it own (nicely composed) tunes, but will soon annoy anyone in the area who isn't play. As expected, the Amiga version offers higher quality instruments here.
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Intro/Menu music:  In-game music sample:
Gameplay sample
Comparable platforms

32 colors
Commodore Amiga OCS/ECS

16 colors
Atari ST
Hardware information

Amiga 500/500+

Amiga 500/500+CPU: Motorola MC68000 7.16 MHz
MEMORY: 512KB of Chip RAM (OCS chipset - A500), 512 KB of Slow RAM or Trapdoor RAM can be added via the trapdoor expansion, up to 8 MB of Fast RAM or a Hard drive can be added via the side expansion slot. The ECS chipset (A500+) offered 1MB on board to 2MB (extended) of Chip RAM.
GRAPHICS: The OCS chipset (Amiga 500) features planar graphics (codename Denise custom chip), with up to 5 bit-planes (4 in hires), allowing 2, 4, 8, 16 and 32 color screens, from a 12bit RGB palette of 4096 colors. Resolutions varied from 320x256 (PAL, non-interlaced, up to 4096 colors) to 640x512 (interlace, up to 4 colors). Two special graphics modes where also included: Extra Half Bright with 64 colors and HAM with all 4096 colors on-screen. The ECS chipset models (Amiga 500+) offered same features but also extra high resolution screens up to 1280x512 pixels (4 colors at once).
SOUND: (Paula) 4 hardware-mixed channels of 8-bit sound at up to 28 kHz. The hardware channels had independent volumes (65 levels) and sampling rates, and mixed down to two fully left and fully right stereo outputs
The Amiga 500/500+ (default) color palette
12bit RGB 4096-colors palette
(32 to 4096 colors on screen)
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