Title Ninja Remix (Second Review) Game Type Action Adventure Compatibility ECS, Tested upto 060 via HD patches. Publisher System 3 HD Installable Patches available Players 1 Submission Glen Lambert Review The Amiga release 'Ninja Remix', is simply a 16-bit version of the 8-bit game, The Last Ninja. Its' maps, screens, objects, puzzles and controls are almost identical to the original. So faithful is this conversion that anyone able to complete it on the C64 will have little trouble with this one. If you're unfamiliar with the visual format of the Ninja games, they are viewed in an isometric perspective with room around the bottom and right of the main screen to show your stats etc. The object of the game is to journey to the palace of the evil Shogun Kunitoki to destroy him and retrieve the sacred scrolls. A standard game plot with the difference that in this game the levels truly represent such a journey. You begin your quest in The Wastelands then through The Wilderness to the Palace Gardens. You walk though the gardens and enter The Dungeons and progress upwards into The Palace itself before breeching the Inner Sanctum where the Shogun and scrolls await. The closer you get to the palace and the deeper inside you roam, the nastier the guards become and the more often they appear. The levels themselves vary in size and complexity, the puzzles, likewise. The game is a little easier than it's C64 predecessor due largely to the fighting practices of the guards. On the C64 version they were quite good at beating you to a pulp inside of 30 seconds whereas on the Amiga version it's a little too easy to gain the upper hand and once you have it, well timed hits mean you can sink most opponents without taking a blow yourself. With the exception of The Dungeons level where the skeletons attack with a ferocity not seen in the C64 version. The graphics may let some people down, they're by no means bad, I quite like them but I've heard a couple of people remark they look a little too 8-bit. I think this is harsh but, I'm an old school gamer and graphics are not a top priority for me. At any rate I'd say they were superior to most games so certainly above average, though never breathtaking. The sound is a real winner. As with the C64 version the game is played to oriental style tunes. This may sound a bad idea but it seriously works. This is mainly due to the quality of the themes (one per level) which, with only one or two exceptions are superb. The tunes are catchy, the samples are crisp and they represent some of the best Amiga game music I have heard, certainly up with the best. I have since heard a commercially released rendition of one of them so other people must agree. The gameplay shines, the controls are superb and I would go so far as to say the 'feel' of the control and the movement is better in this version than the C64 one. An added bonus is the ability to save your game, useful for those not familiar with its solution. One aspect some people will find problematic are the parts of the game where rivers must be crossed by somersaulting from log/stone to log/stone. Pixel perfect accuracy is required for the jumps which, until you know exactly where to stand will frustrate the hell out of even the most patient gamer. Some reprise is granted here in that it is a little easier to calculate than it was on the C64 which was a bit hit & miss, trial & error. Thankfully these life-wasting screens of tedium are limited in number and to the first 3 levels only. In conclusion this is a fine, faithful Amiga version, highly playable and incorporating a great soundtrack. Desire to hear the next theme will probably help keep you glued to it trying to finish the levels. If you are new to Last Ninja games then it may take you some time to complete, the puzzles seem easy to me now but when I was younger, they were, less easy. Once you know where everything is and how to finish the game, it could be done inside 20 minutes and, to be honest, it's such a joy to play you'll probably keep coming back despite having beaten it. 8.5/10 - I've taken away 1 point because the graphics could have been spectacular without detracting from the gameplay at all. The game makes no use of demanding scrolling or multiple sprites so, 64 colour or even 256 colour AGA screens in a later update could have been implemented without slowing action or detracting from the gameplay.