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History VideoGame / NinjaSenki

20th Jan '16 2:50:11 AM jormis29
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* AirborneMook: Every scene has one. There are Yurei ghosts at Scenes 1 & 2, Hitodamas (i.e. Purple Flames) at Scenes 3 and 4, the nearly omnipresent demon head Hannya, etc. The one exception are the Scenes 13 and 14, which have no enemies besides other ninjas and so lack airborne enemies.

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* AirborneMook: Every scene has one. There are Yurei ghosts at Scenes 1 & 2, Hitodamas {{Hitodama}}s (i.e. Purple Flames) at Scenes 3 and 4, the nearly omnipresent demon head Hannya, etc. The one exception are the Scenes 13 and 14, which have no enemies besides other ninjas and so lack airborne enemies.
18th Nov '15 11:33:53 AM Imonlyperfect
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* EasyModeMockery: The game comes with an FAQ in a txt. file and it includes the ďThe game is too hard!Ē complaint. The response is ďRemember that youíre playing as a ninja!Ē
4th Apr '14 5:28:48 AM NTC3
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* AIRoulette: The dragon at the end of Scene 8 decides at random between six attack approaches (three platforms, each can be attacked from the left or right).
* AirborneMook: Every scene has one. There are ghosts at Scenes 1 & 2, Purple Flames at Scenes 3 and 4, demon heads at every other scene, etc. The one exception are the Scenes 13 and 14, which have no enemies besides other ninjas and so lack airborne enemies.

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* AIRoulette: The Ryu, the Japanese dragon boss at the end of Scene 8 decides at random between six attack approaches (three platforms, each can be attacked from the left or right).
* AirborneMook: Every scene has one. There are Yurei ghosts at Scenes 1 & 2, Hitodamas (i.e. Purple Flames Flames) at Scenes 3 and 4, the nearly omnipresent demon heads at every other scene, head Hannya, etc. The one exception are the Scenes 13 and 14, which have no enemies besides other ninjas and so lack airborne enemies.enemies.
* AllThereInTheManual: Enemy names. While some are relatively easy to guess (i.e. the gunner enemy is named Ashigaru), others are not so obvious (Murasaki for purple ninja or Yadokai for wizard that fires self-guiding orbs.)



* ArtificialBrilliance: The upgraded gun dwarfs in some scenes will not shoot if youíre standing in their dead zone, forcing you to risk it.
* AttackItsWeakPoint: The dragon you fight at the end of Sector 8 can only be shot in the head. If you try to shoot at the neck, the shurikens will simply be reflected back at you, forcing you to expose yourself to its fireballs.
* BackgroundBoss: The dragon in the Scene 8, which only occasionally pops out.

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* ArtificialBrilliance: The upgraded gun dwarfs Aobozu, the SpreadShot-firing, ForceField-protected wizards that appear in some scenes will not shoot (thus negating their force field) if youíre standing in their dead zone, forcing you to risk it.
getting shot in order to try to hurt them
* AttackItsWeakPoint: The Ryu, dragon you fight fought at the end of Sector Scene 8 can only be shot in the head. If you try to shoot at the neck, the shurikens will simply be reflected back at you, forcing you to expose yourself to its fireballs.
* BackgroundBoss: The dragon Ryu in the Scene 8, which only occasionally pops out.



* BullfightBoss: the 3-5 m tall red demon thing, appearing before the true bosses of Scenes 4, 8, 12 and 16. Its only attack is to jump about 3m meters towards you, dealing touch damage if it hits. In the first encounter, itís possible to simply [[DeadlyDodging let it]] [[GravityIsAHarshMistress fall off]], but it has to be shot in all the others.
* CatchAndReturn: The Kung Fu Master enemies at Scenes 15 and 16 will do this to your shurikens if you try to shoot them in the face, and can hit you right back with them. You need to wait for them to turn their back to you before shooting.

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* BullfightBoss: Oni, the 3-5 m tall red demon thing, appearing which appears before the true bosses of Scenes 4, 8, 12 and 16. Its only attack is to jump about 3m 3 meters towards you, dealing touch damage if it hits. In the first encounter, itís possible to simply [[DeadlyDodging let it]] [[GravityIsAHarshMistress fall off]], but it has to be shot in all the others.
* CatchAndReturn: The Kung Fu Master Ronin enemies at Scenes 15 and 16 will do this to your shurikens if you try to shoot them in the face, and can hit you right back with them. You need to wait for them to turn their back to you before shooting.



** To an extent, this applies to the Hayate himself. The player never realises this during the game, but he's the only ninja unable to do any melee damage and forced to rely on his shurikens. It also seems he has gone for [[MoreDakka rapid fire]] over accuracy: green ninjas at Sections 3 and 4 have lesser health and rate of fire, yet they're able to fire shurikens diagonally upwards or downwards, something you're incapable of doing.
* CutAndPasteEnvironments: The game is fond of repeating several hazards in a row with minimal changes. In Scene 3, you will have faced the ledge with Green Ninja and two Purple Flames above twice in a row. In Scene 10, the exact same room with a single energy-crapping monkey is repeated 4 times, etc.

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** To an extent, this applies to the Hayate himself. The player never realises this during the game, but he's the only ninja unable to do any melee damage and forced to rely on his shurikens. It also seems that he has gone for [[MoreDakka rapid fire]] over accuracy: green ninjas at Sections 3 and 4 Midori (green ninjas) have lesser health and rate of fire, yet they're able to fire shurikens diagonally upwards or downwards, something you're incapable of doing.
you cannot ever do.
* CutAndPasteEnvironments: The game is fond of repeating several hazards in a row with minimal changes. In Scene 3, you will have faced the ledge with Green Ninja Midori and two Purple Flames Hitadamas above twice in a row. In Scene 10, the exact same room with a single energy-crapping monkey Saru (monkey that craps energy) is repeated 4 times, etc.



* DepthPerplexion: The temples, upgraded dwarf gunners, bamboo hat gunners and [[OneOfTheseIsNotLikeTheOthers monkeys]] all fire projectiles that pass through any obstacles in the way. Many scenes also feature flying demon heads, which easily pass through obstacles themselves, and the [[DemonicSpiders blue version]] fires energy projectiles as well.
** Surprisingly subverted in that ghosts of Scenes 1,2,11 & 12 cannot pass through obstacles when you would expect them to, while the more corporeal demon heads can.

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* DepthPerplexion: The Monban temples, upgraded dwarf gunners, bamboo hat gunners Aobozu wizards, "regular" Yadokai wizards and [[OneOfTheseIsNotLikeTheOthers Saru monkeys]] all fire projectiles that pass through any obstacles in the way. way, while the shurikens get stuck. Many scenes also feature flying Hannya demon heads, which easily pass through obstacles themselves, and the their [[DemonicSpiders blue version]] version]], Aohannya, which fires energy projectiles as well.
** Surprisingly subverted in that Yurei ghosts of Scenes 1,2,11 & 12 cannot pass through obstacles when you would expect them to, while the more corporeal demon heads can.Hannya can.
* DualBoss: Two Oni demons instead of one are encountered just before the FinalBoss. Thanks to the level's architecture, however, dispatching them is no trouble, as they cannot reach you if you don't move from the starting position.



* EliteMooks: The Black and Purple ninjas are arguably this to Red ninjas, able to jump up to avoid shurikens and to GoombaStomp, with the latter also having twice the amount of health. Sections 11 and 12 also feature blue demon heads, who take three shurikens to kill instead of two and can shoot energy projectiles themselves.

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* EliteMooks: The Black Kage ninjas and Purple Murasake ninjas are arguably this to Mushi Red ninjas, due able to jump up to avoid shurikens and to GoombaStomp, with the latter also having twice the amount of health. Sections Scenes 11 and 12 also feature blue versions of Hannya demon heads, who take three shurikens to kill instead of two and can shoot energy projectiles themselves.



* FlunkyBoss: The bosses at the end of scenes 6, 10 and 14 are ninja temples that are no different from the first one at Scene 2 power-wise, but are supported by the Black Ninjas constantly dropping in from above.
* GiantMook: Thought it was weird that Red Ninjas continue to turn up in nearly every level in spite of being so weak? Well, say hello to the giant version at least three times larger! In spite of now taking five hits to die (and looking very creepy), they're still not much of a challenge due to their slow speed, however.

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* FlunkyBoss: The bosses at the end of scenes Scenes 6, 10 and 14 are Monban ninja temples that are no different from the first one at Scene 2 power-wise, but are supported by the Black Kage Ninjas constantly dropping in from above.
* GiantMook: Thought it was weird that Red Ninjas red Mushi ninjas continue to turn up in nearly every level in spite of being so weak? Well, say hello to the giant version at least three times larger! In spite of now taking five four hits to die (and looking very creepy), they're creepy to boot), these [=MegaMushi=] are still not much of a challenge due to their slow speed, however.however.
** Unfortunately, same cannot be said of the [=MegaHannya=], giant version of Hannya flying heads. These are so large, it's ''very'' hard to avoid getting touched by one before you finally shoot them.



* TheGoomba: Red ninjas.
* GoombaStomp: Unlike most other platformers, you can't do that. However, it can be done to you by the Section 4 boss, a red demon miniboss as well as grey and purple ninjas.

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* TheGoomba: Red ninjas.
Mushi, the omnipresent red ninjas, which go down in one hit and lack any special characteristics. Kaeru toads in Scenes 3,4 and 10 also count once you get used to their jumping.
* GoombaStomp: Unlike most other platformers, you can't do that. However, it can be done to you by the Section Scene 4 boss, a red demon boss Tanuki, Oni miniboss as well as grey Kage and purple Murasake ninjas.



** Similarly, Scene 12 is absolutely insane and pure PlatformHell. Its boss is one of the easiest in the game, with one ranged attack that is slow and easily dodged and a melee attack that cannot cover the corners of the room.
* HeavilyArmoredMook: A variation with the humanoid turtles (ninja turtles?) in the Section 4. Their health is nothing unusual (3 shurikens), but theyíll turtle up inside the shell after each hit, and shurikens will simply bounce off it.

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** Similarly, Scene 12 is absolutely insane and pure PlatformHell. Its boss boss, Hahannya, is one of the easiest in the game, with one ranged attack that is slow and easily dodged and a melee attack that cannot cover reach you in the corners of the room.
* HeavilyArmoredMook: A variation with Kappa, the humanoid turtles (ninja turtles?) ([[IncrediblyLamePun ninja turtles?]]) in the Section Scene 4. Their health is nothing unusual (3 shurikens), but theyíll turtle up inside the shell after each hit, and shurikens will simply bounce off it.it until they get out of it.



* InvisibleBlock: Surprisingly absent in this game. Even though itís hard, it still attempts to play fair, unlike VideoGame/IWannaBeTheGuy or VideoGame/SyobonAction.
* KingMook: The boss of the Scene 12 is a giant, dark green version of the demon head enemies you fought earlier, with considerable health and able to fire a four-way spread shot. He is still one of the easiest bosses in the game, however, as his attacks are slow and easily dodged.
* KungFuProofMook: The advanced ranged enemies encountered on some scenes (best described as dwarfs with magic guns) are coated in white field that deflects all shurikens. The field only disappears when they fire their triple shot, forcing you to time your attacks to it.
** There are also Kung-Fu Masters (oh, the irony) who will deflect all your shurikens right back at you unless you shoot them in the back.

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* InvisibleBlock: Surprisingly absent in this game. Even though itís hard, it still attempts to play fair, unlike VideoGame/IWannaBeTheGuy ''VideoGame/IWannaBeTheGuy'' or VideoGame/SyobonAction.''VideoGame/SyobonAction''.
* KingMook: The Hahannya, he boss of the Scene 12 12. It is a giant, dark green version of the Hannya demon head enemies you fought earlier, with considerable health and able ability to fire a four-way spread shot.SpreadShot. He is still one of the easiest bosses in the game, however, as his attacks are slow and easily dodged.
* KungFuProofMook: The advanced ranged enemies encountered on some scenes (best described as dwarfs with magic guns) Aobozu wizards are coated in a white field that deflects all shurikens. The field only disappears when they fire their triple shot, forcing you to time your attacks to it.
** There are also Kung-Fu Masters Ronin kung-fu masters (oh, the irony) who will deflect all your shurikens right back at you unless you shoot them in the back.



* LudicrousGibs: Both the player and the vast majority of the enemies explode into bloody chunks when killed. The only aversion are temples and statues (they collapse into piles of stone instead) and floating Purple Flames (these simply vanish with a puff.) [[FridgeLogic One wonders]] how the ghosts and the plant-things from Sections 3 and 4 are able to bleed so much.

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* LudicrousGibs: Both the player and the vast majority of the enemies explode into bloody chunks when killed. The only aversion are temples and statues (they collapse into piles of stone instead) and floating Purple Flames Hitadama flames (these simply vanish with a puff.) [[FridgeLogic One wonders]] how the Yurei ghosts and the plant-things from Sections 3 and 4 Hitodama bamboo shoots are able to bleed so much.



* MeaningfulName: Just about every opponent name in the game is related either to the Japanese culture or history. Links on [[http://strategywiki.org/wiki/Ninja_Senki/Enemies this page]] give a good overview.



* MultipleEndings: Two of them, depending on how many points you scored. In good ending, Kinuhime will be resurrected, while in the bad ending Hayate will only find her gravestone and swear to keep on fighting in her name.



* PlatformBattle: The battle against the dragon at the end of Section 8. Also, the enemies are not at all shy about attacking you while you're moving between platforms.
* RedShirt: The red ninjas at the beginning die from a single shuriken shot. The only thing they can do during their brief lifespans is run back forth ad infinitum. They only have a chance when the designers place them as to interfere with your jumping and send you tumbling backwards.
* SpamAttack: If you have full or nearly-full health, it's often much easier to defeat the temple bosses by spamming as many shurikens as possible and ignoring the Black Ninjas.

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* PlatformBattle: The battle against the Ryu dragon at the end of Section Scene 8. Also, the enemies are not at all shy about attacking you while you're moving between platforms.
* RedShirt: The Mushi, the red ninjas at the beginning die from a single shuriken shot. The only thing they can do during their brief lifespans is run back forth ad infinitum. They only have a chance when the designers place them as to interfere with your jumping and send you tumbling backwards.
* SpamAttack: If you have full or nearly-full health, it's often much easier to defeat the temple bosses by spamming as many shurikens as possible and ignoring the Black Ninjas.Kage ninjas.



* SequentialBoss: The final boss has two stages: one where he runs and jumps around while throwing shurikens and another where he teleports, sends several shots down the floor then repeats the process.

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* SequentialBoss: The final boss Shiru, the FinalBoss of the game, has two stages: one where he runs and jumps around while throwing shurikens and another where he teleports, sends several shots down the floor then repeats the process.



* SpreadShot: Advanced dwarf shooters at some scenes fire a triple spread shot horisontally, while flying red demons at Scenes 7 & 8 fire three lightnings downwards when they pop up. Finally, the boss of the Scene 12 fires a slow-moving quadruple shot at you.

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* SpreadShot: Advanced dwarf shooters Aobozu wizards at some scenes fire a triple spread shot horisontally, horizontally, while flying Tengu, the winged red demons at Scenes 7 & 8 fire three lightnings downwards when they pop up. Finally, the boss of the Scene 12 fires a slow-moving quadruple shot at you.



* TeleportSpam: The final boss loves this trope in his second stage.
* TempleOfDoom: Scenes 11 and 12 appear to be set in a surprisingly cheerful version of this. There is funky music playing and the décor is purple and azure blue. It might have been a rather nice place if it wasnít for the manacles on the walls, spikes and all the ghosts and demon heads around.

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* TeleportSpam: The final boss Shiru loves this trope in his second stage.
* TempleOfDoom: Scenes 11 and 12 appear to be set in a surprisingly cheerful version of this. There is funky music playing and the décor is purple and azure blue. It might have been a rather nice place if it wasnít for the manacles on the walls, spikes and all the ghosts Yurei and demon heads Hannya around.



* TheGoomba: See Red Shirt above. The toads in Scenes 3,4 and 10 also count once you get used to their jumping.



* UnusualWeaponMounting: The monkeys in Scenes 9 and 10 will shoot energy projectiles at you from their behinds. They're quite a threat too, due to the projectiles' sheer speed and elaborate arcs.
* WrongGenreSavvy: When first encountering Purple Flame in Scene 3, players often assume it to be invulnerable, when 3 shurikens will still dispatch it.

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* UnusualWeaponMounting: The Saru monkeys in Scenes 9 and 10 will shoot energy projectiles at you from their behinds. They're quite a threat too, due to the projectiles' sheer speed and elaborate arcs.
* WrongGenreSavvy: When first encountering Purple Flame Hitodame in Scene 3, players often might assume it to be invulnerable, when 3 shurikens will still dispatch it.
3rd Mar '14 12:53:33 AM NTC3
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That is the whole plot of Ninja Senki, an eight-bit freeware platformer game made by the Jonathan Lavigne of the Pixel Tao website. The game can be downloaded [[http://www.fileplanet.com/217995/210000/fileinfo/Ninja-Senki-Free-Game here]]. It has 16 stages and is absolutely NintendoHard. The player character has five health orbs, which only regenerate once you collect [[EveryTenThousandPoints 1000 points]]: if your health remained undamaged, you receive an [[OneUp additional live]] instead. Falling into [[BottomlessPits various pits]] instantly substracts one from your [[RuleOfThree three lives]]. When all lives run out, you can either quit the game outright or continue from the start of the current stage at the cost of 100 points, subtracted from ones you had at the start of the level. Got that? Then go: [[ArcWords Katakiuchi Begins]]!

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That is the whole plot of Ninja Senki, '''Ninja Senki''', an eight-bit freeware platformer game made by the Jonathan Lavigne of the Pixel Tao website.website, who went on to establish Creator/TributeGames. The game can be downloaded [[http://www.fileplanet.com/217995/210000/fileinfo/Ninja-Senki-Free-Game here]]. It has 16 stages and is absolutely NintendoHard. The player character has five health orbs, which only regenerate once you collect [[EveryTenThousandPoints 1000 points]]: if your health remained undamaged, you receive an [[OneUp additional live]] instead. Falling into [[BottomlessPits various pits]] instantly substracts one from your [[RuleOfThree three lives]]. When all lives run out, you can either quit the game outright or continue from the start of the current stage at the cost of 100 points, subtracted from ones you had at the start of the level. Got that? Then go: [[ArcWords Katakiuchi Begins]]!



* SpikesofDoom: Many scenes feature them on the floors and ceilings. Hitting them is always an insta-kill, which is especially helpful when in Scene 6 the spikes are put horizontally on the edges of platforms you have to jump on.

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* SpikesofDoom: SequentialBoss: The final boss has two stages: one where he runs and jumps around while throwing shurikens and another where he teleports, sends several shots down the floor then repeats the process.
* SpikesOfDoom:
Many scenes feature them on the floors and ceilings. Hitting them is always an insta-kill, which is especially helpful when in Scene 6 the spikes are put horizontally on the edges of platforms you have to jump on.



* TeleportSpam: The final boss loves this trope in his second stage.



* YourHeadAsplode: When you finally kill the dragon boss, its head explodes into gibs followed by its neck, segment by segment.

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* YourHeadAsplode: When you finally kill the dragon boss, its head explodes into gibs followed by its neck, segment by segment.segment.
----
24th Jan '14 4:09:39 PM lalalei2001
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* MalevolentArchitecture: Pops up in every level. From gaps and ledges requiring pixel-perfect jumps to get through to blocks disappearing from underneath your feet (and this is just the first level)
* MercyInvincibility: Surprisingly present in the game. However, this often more than offset by the [[Knockback]] you receive upon getting hit.

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* MalevolentArchitecture: Pops up in every level. From gaps and ledges requiring pixel-perfect jumps to get through to blocks disappearing from underneath your feet (and this is just the first level)
level).
* MercyInvincibility: Surprisingly present in the game. However, this often more than offset by the [[Knockback]] {{Knockback}} you receive upon getting hit.
24th Jan '14 3:42:34 PM lalalei2001
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* EliteMooks: The Black and Purple ninjas are arguably this to Red ninjas, able to jump up to avoid shurikens and to [[GoombaStomp]], with the latter also having twice the amount of health. Sections 11 and 12 also feature blue demon heads, who take three shurikens to kill instead of two and can shoot energy projectiles themselves.

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* EliteMooks: The Black and Purple ninjas are arguably this to Red ninjas, able to jump up to avoid shurikens and to [[GoombaStomp]], GoombaStomp, with the latter also having twice the amount of health. Sections 11 and 12 also feature blue demon heads, who take three shurikens to kill instead of two and can shoot energy projectiles themselves.


Added DiffLines:

* TheGoomba: Red ninjas.
30th Sep '13 3:00:56 PM NordRonnoc
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This game provides examples of the following tropes:
TempleOfDoom: Sections 11 and 12 appear to be set in a surprisingly cheerful version of this. There is funky music playing and the décor is purple and azure blue. It might have been a rather nice place if it wasnít for the manacles on the walls, spikes and all the ghosts and demon heads around.

* AIRoulette: Dragon at the end of Scene 8 decides at random between six attack approaches (three platforms, each can be attacked from the left or right).

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This game provides !!Provides examples of the following tropes:
TempleOfDoom: Sections 11 and 12 appear to be set in a surprisingly cheerful version of this. There is funky music playing and the décor is purple and azure blue. It might have been a rather nice place if it wasnít for the manacles on the walls, spikes and all the ghosts and demon heads around.

of:

* AIRoulette: Dragon The dragon at the end of Scene 8 decides at random between six attack approaches (three platforms, each can be attacked from the left or right).



* AmbidextrousSprite: Present and accounted for. Itís all the part of the retro charm Ö even though the game was released in 2011.

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* AmbidextrousSprite: Present and accounted for. Itís all the part of the retro charm Ö charm, even though the game was released in 2011.



* GoombaStomp: Unlike most other platformers, you can't do that. However, it can be done to you by the Section 4 boss, red demon miniboss as well as grey and purple ninjas.

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* GoombaStomp: Unlike most other platformers, you can't do that. However, it can be done to you by the Section 4 boss, a red demon miniboss as well as grey and purple ninjas.



** There are also Kung Fu Masters (oh, the irony) who will deflect all your shurikens right back at you unless you shoot them in the back.

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** There are also Kung Fu Kung-Fu Masters (oh, the irony) who will deflect all your shurikens right back at you unless you shoot them in the back.
30th Sep '13 12:01:41 AM NTC3
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to:

TempleOfDoom: Sections 11 and 12 appear to be set in a surprisingly cheerful version of this. There is funky music playing and the décor is purple and azure blue. It might have been a rather nice place if it wasnít for the manacles on the walls, spikes and all the ghosts and demon heads around.

* AIRoulette: Dragon at the end of Scene 8 decides at random between six attack approaches (three platforms, each can be attacked from the left or right).
* AirborneMook: Every scene has one. There are ghosts at Scenes 1 & 2, Purple Flames at Scenes 3 and 4, demon heads at every other scene, etc. The one exception are the Scenes 13 and 14, which have no enemies besides other ninjas and so lack airborne enemies.



* AirborneMook: Every section has one. There are ghosts at Sections 1 & 2, Purple Flames at Sections 3 and 4, demon heads at sections 5 & 6, etc.
* ArtificialBrilliance: Some of the upgraded gun dwarfs in Section 5 and 6 will not shoot if youíre standing in their dead zone, forcing you to risk it.
* BackgroundBoss: The dragon in the Section 8, which only occasionally pops out.
* BullfightBoss: the 3-5 m tall red demon thing, appearing before the true bosses of Section 4 and Section 8. Its only attack is to jump about 3m meters towards you, dealing touch damage if it hits. In the first encounter, itís possible to simply [[DeadlyDodging let it]] [[GravityIsAHarshMistress fall off]], but it has to be shot in the second one.
* CollisionDamage: Virtually every enemy deals it in this game. The only exception are the bamboo-hatted shooters at level 8: they're the only enemy utterly defenseless up close.

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* AirborneMook: Every section has one. There are ghosts at Sections 1 & 2, Purple Flames at Sections 3 and 4, demon heads at sections 5 & 6, etc.
* ArtificialBrilliance: Some of the The upgraded gun dwarfs in Section 5 and 6 some scenes will not shoot if youíre standing in their dead zone, forcing you to risk it.
* AttackItsWeakPoint: The dragon you fight at the end of Sector 8 can only be shot in the head. If you try to shoot at the neck, the shurikens will simply be reflected back at you, forcing you to expose yourself to its fireballs.
* BackgroundBoss: The dragon in the Section Scene 8, which only occasionally pops out.
* BenevolentArchitecture: Surprisingly, Scene 11 does feature something beneficial to you: the green floating platforms which only move forward if you are standing on them, and will stop in mid-air if you jump up, letting you kill floating ghosts with relative impunity. Pink platforms do the same, but backwards.
** On that same level, there are also three stone platforms arranged into a smiley face. Not really benevolent gameplay-wise, but stillÖ
*** Also, a friendly ghost will spawn near the money-filled spike-lined tunnel and automatically catapult you through with no harm.
* BullfightBoss: the 3-5 m tall red demon thing, appearing before the true bosses of Section 4 Scenes 4, 8, 12 and Section 8.16. Its only attack is to jump about 3m meters towards you, dealing touch damage if it hits. In the first encounter, itís possible to simply [[DeadlyDodging let it]] [[GravityIsAHarshMistress fall off]], but it has to be shot in all the second one.
others.
* CatchAndReturn: The Kung Fu Master enemies at Scenes 15 and 16 will do this to your shurikens if you try to shoot them in the face, and can hit you right back with them. You need to wait for them to turn their back to you before shooting.
* CheckpointStarvation: There is always only one checkpoint halfway through the level and another checkpoint right before the boss. Given how many hazards youíll face, itís not really enough.
* CollisionDamage: Virtually every enemy deals it in this game. The only exception are game.
* ConvectionShmonvection: Itís entirely possible, no, required, to stand right next to flames hot enough to inflict damage on you during Scenes 3, 4 and 12. It might be justified on
the bamboo-hatted shooters at level 8: they're the only enemy utterly defenseless up close.first two where it was magical purple flame, but in Scene 12 itís a jet of regular fire.



* DamageSpongeBoss: Do not expect any of the bosses to die quickly just because they kill you in five increasingly-hard-to-avoid attacks. Just don't.
* DepthPerplexion: The temples, upgraded dwarf gunners and bamboo hat gunners all fire projectiles that pass through all obstacles. Sections 5 & 6 also feature flying demon heads, which cannot shoot, but easily pass through obstacles themselves.
** Surprisingly subverted in that ghosts of Sections 1 & 2 cannot pass through obstacles when you would expect them to, while the more corporeal demon heads can.

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*CutAndPasteEnvironments: The game is fond of repeating several hazards in a row with minimal changes. In Scene 3, you will have faced the ledge with Green Ninja and two Purple Flames above twice in a row. In Scene 10, the exact same room with a single energy-crapping monkey is repeated 4 times, etc.
* DamageSpongeBoss: Do not expect any of Bosses can feel like this when faced for the bosses first time, but in reality they only take between 30 to die 50 shurikens, and will go down quite quickly just because they kill once you in five increasingly-hard-to-avoid attacks. Just don't.
get used to their attacks.
* DeathCourse: You'll face one at every level.
* DepthPerplexion: The temples, upgraded dwarf gunners and gunners, bamboo hat gunners and [[OneOfTheseIsNotLikeTheOthers monkeys]] all fire projectiles that pass through all obstacles. Sections 5 & 6 any obstacles in the way. Many scenes also feature flying demon heads, which cannot shoot, but easily pass through obstacles themselves.
themselves, and the [[DemonicSpiders blue version]] fires energy projectiles as well.
** Surprisingly subverted in that ghosts of Sections 1 Scenes 1,2,11 & 2 12 cannot pass through obstacles when you would expect them to, while the more corporeal demon heads can.



* EliteMooks: The Black and Purple ninjas are arguably this to Red ninjas, able to jump up to avoid shurikens and to [[GoombaStomp]], with the latter also having twice the amount of health. Sections 11 and 12 also feature blue demon heads, who take three shurikens to kill instead of two and can shoot energy projectiles themselves.
* FollowTheMoney: Coins give you 10 points each, are crucial for many jumping puzzles, as they allow you to jump off them while picking them up, and they are also used to show the correct way to jump past the obstacles.
** At one point in Scene 11, money actually forms a huge arrow for you in mid-air, to show that you can go through the darker-coloured wall sections.



* FlunkyBoss: The temple at the end of Section 06. It is no different from the temple in Section 2 power-wise, but it is far more difficult due to the constant stream of the Grey ninjas jumping from the hole in the ceiling.
* HyperspaceArsenal: Subverted. While Hayate probably carries a bit more shurikens than he realistically should be able to, it is not actually infinite and players can run out under certain circumstances.
* HeavilyArmoredMook: A variation with the humanoid turtles (ninja turtles?) in the Section 4. Their health is nothing unusual (3 shurikens), but theyíll turtle up inside the shell after each hit, and shurikens will simply bounce off it.
* InvisibleBlock: Surprisingly absent in this game. Even though itís hard, it still attempts to play fair, unlike VideoGame/IWannaBeTheGuy or VideoGame/SyobonAction.

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* FlunkyBoss: The temple bosses at the end of Section 06. It is scenes 6, 10 and 14 are ninja temples that are no different from the temple in Section first one at Scene 2 power-wise, but are supported by the Black Ninjas constantly dropping in from above.
* GiantMook: Thought
it is far more difficult was weird that Red Ninjas continue to turn up in nearly every level in spite of being so weak? Well, say hello to the giant version at least three times larger! In spite of now taking five hits to die (and looking very creepy), they're still not much of a challenge due to the constant stream of the Grey ninjas jumping from the hole in the ceiling.
their slow speed, however.
* HyperspaceArsenal: Subverted. While Hayate probably carries a bit more GoodColorsEvilColors: The shurikens than he realistically should be able to, it is not actually infinite and players can run out under certain circumstances.
* HeavilyArmoredMook: A variation with the humanoid turtles (ninja turtles?) in the Section 4. Their health is nothing unusual (3 shurikens), but theyíll turtle up inside the shell after each hit, and shurikens will simply bounce off it.
* InvisibleBlock: Surprisingly absent in this game. Even though itís hard, it still attempts to play fair, unlike VideoGame/IWannaBeTheGuy or VideoGame/SyobonAction.
shot by Hayate are light blue, while ones thrown by enemy ninjas are metallic grey.



* KungFuProofMook: The advanced anged enemies of Sector 5 and 6 (best described as dwarfs with magic guns) are coated in white field that deflects all shurikens. The field only disappears when they fire their triple shot, forcing you to time your attacks to it.

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* GreenHillZone: Scenes 9 and 10 take place in the tree tops of a giant forest. Notable in that the platforms there are not natural but were formed by the ninjas you fight with the circular saws, with the bark stripped cleanly from the trunks of some trees.
* HardLevelsEasyBosses: The Scene 10 is about as hard as any other section in the game. Its boss is the same temple with the black ninjas as one in the Section 6, but with more breathing room and none of the novelty. The situation is largely repeated during Scene 14
** Similarly, Scene 12 is absolutely insane and pure PlatformHell. Its boss is one of the easiest in the game, with one ranged attack that is slow and easily dodged and a melee attack that cannot cover the corners of the room.
* HeavilyArmoredMook: A variation with the humanoid turtles (ninja turtles?) in the Section 4. Their health is nothing unusual (3 shurikens), but theyíll turtle up inside the shell after each hit, and shurikens will simply bounce off it.
* HyperspaceArsenal: Subverted. While Hayate probably carries a bit more shurikens than he realistically should be able to, it is not actually infinite and players can run out under certain circumstances.
* InvincibleMinorMinion: The circular saws in Scenes 9 and 10. All they can do is move from side to side indefinitely and inflict collision damage, but they will deflect all shurikens you throw.
* InvisibleBlock: Surprisingly absent in this game. Even though itís hard, it still attempts to play fair, unlike VideoGame/IWannaBeTheGuy or VideoGame/SyobonAction.
* KingMook: The boss of the Scene 12 is a giant, dark green version of the demon head enemies you fought earlier, with considerable health and able to fire a four-way spread shot. He is still one of the easiest bosses in the game, however, as his attacks are slow and easily dodged.
* KungFuProofMook: The advanced anged ranged enemies of Sector 5 and 6 encountered on some scenes (best described as dwarfs with magic guns) are coated in white field that deflects all shurikens. The field only disappears when they fire their triple shot, forcing you to time your attacks to it.it.
** There are also Kung Fu Masters (oh, the irony) who will deflect all your shurikens right back at you unless you shoot them in the back.
* LeaningOnTheFourthWall: The HUD at the top of the screen is placed in the background and doesnít obscure objects, so itís possible to jump into it. The beginning of Scene 12 requires you to do so.



* SpikesofDoom: Sections 5 and 6 feature plenty of them on the floors and ceilings. Hitting them is always an insta-kill, which is especially helpful when in Section 6 the spikes are put horizontally on the edges of platforms you have to jump on.
* SpreadShot: Advanced dwarf shooters at levels 5 and 6 fire a triple spread shot horisontally, while flying red demons at Sections 7 & 8 fire three lightnings downwards when they pop up.

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* SpamAttack: If you have full or nearly-full health, it's often much easier to defeat the temple bosses by spamming as many shurikens as possible and ignoring the Black Ninjas.
** It's even more important when fighting the dragon during Scene 8. You're meant to wait for him to come up before the central platform, shoot a couple shurikens at his face, jump over his head while he's shooting triple fireballs onto the side platform behind him than jump back up once he gets down and wait for him to re-emerge - all done with a tiny window of opportunity. However, if you just spam shurikens while standing at the very edge of the platform right next to him, you won't be blown off it by the fireballs and can continue spamming once knockback wears off.
* SpikesofDoom: Sections 5 and 6 Many scenes feature plenty of them on the floors and ceilings. Hitting them is always an insta-kill, which is especially helpful when in Section Scene 6 the spikes are put horizontally on the edges of platforms you have to jump on.
* SpinToDeflectStuff: The circular saws faced at Scenes 9 and 10 will deflect all shurikens you throw because of their spinning.
*
SpreadShot: Advanced dwarf shooters at levels 5 and 6 some scenes fire a triple spread shot horisontally, while flying red demons at Sections Scenes 7 & 8 fire three lightnings downwards when they pop up.up. Finally, the boss of the Scene 12 fires a slow-moving quadruple shot at you.



* SuspiciousVideogameGenerosity: Section 5 has one easily accessible section full of coins right at the start, and plenty of coins strewn around the level in general. Of course, the next level is downright sadistic.
* TemporaryPlatform: A few appear in Sections 1 & 2, and yes, you're forced to double-jump between them. At least they have the courtesy to reappear after a few seconds.
* TheGoomba: See Red Shirt above. The toads in Sections 3 and 4 also count once you get used to their jumping.

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* SuspiciousVideogameGenerosity: Section Scene 5 has one easily accessible section full of coins right at the start, and plenty of coins strewn around the level in general. Of course, the next level is downright sadistic.
* TempleOfDoom: Scenes 11 and 12 appear to be set in a surprisingly cheerful version of this. There is funky music playing and the décor is purple and azure blue. It might have been a rather nice place if it wasnít for the manacles on the walls, spikes and all the ghosts and demon heads around.
* TemporaryPlatform: A few appear in Sections Scenes 1 & 2, and yes, you're forced to double-jump between them. At least they have the courtesy to reappear after a few seconds.
* TheGoomba: See Red Shirt above. The toads in Sections 3 Scenes 3,4 and 4 10 also count once you get used to their jumping.



* UndergroundLevel: Sections 5 and 6.
* WrongGenreSavvy: When first encountering Purple Flame in Section 03, players often assume it to be invulnerable, when 3 shurikens will still dispatch it.

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* UndergroundLevel: Sections Scenes 5 and 6.
* UnusualWeaponMounting: The monkeys in Scenes 9 and 10 will shoot energy projectiles at you from their behinds. They're quite a threat too, due to the projectiles' sheer speed and elaborate arcs.
* WrongGenreSavvy: When first encountering Purple Flame in Section 03, Scene 3, players often assume it to be invulnerable, when 3 shurikens will still dispatch it. it.
* YourHeadAsplode: When you finally kill the dragon boss, its head explodes into gibs followed by its neck, segment by segment.
26th Sep '13 3:08:37 AM NTC3
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* AmbidextrousSprite: Present and accounted for. Itís all the part of the retro charm Ö even though the game was released in 2011.



* DepthPerplexion: The temples, upgraded dwarf gunners and bamboo hat gunners all fire projectiles that pass through all obstacles. Sections 5 & 6 also feature flying demon heads, which cannot shoot, but easily pass through obstacles themselves.
** Surprisingly subverted in that ghosts of Sections 1 & 2 cannot pass through obstacles when you would expect them to, while the more corporeal demon heads can.
* EasyModeMockery: The game comes with an FAQ in a txt. file and it includes the ďThe game is too hard!Ē complaint. The response is ďRemember that youíre playing as a ninja!Ē



* GoddamnedBats: Where do we start?
* GoombaStomp: Can be done to you by the Section 4 boss, red demon miniboss as well as grey and purple ninjas.
* KungFuProofMook: The radvanced anged enemies of Sector 5 and 6 (best described as dwarfs with magic guns) are coated in white field that deflects all shurikens. The field only disappears when they fire their triple shot, forcing you to time your attacks to it.

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* GoddamnedBats: Where do we start?
InvisibleBlock: Surprisingly absent in this game. Even though itís hard, it still attempts to play fair, unlike VideoGame/IWannaBeTheGuy or VideoGame/SyobonAction.
* GoombaStomp: Can Unlike most other platformers, you can't do that. However, it can be done to you by the Section 4 boss, red demon miniboss as well as grey and purple ninjas.
* KungFuProofMook: The radvanced advanced anged enemies of Sector 5 and 6 (best described as dwarfs with magic guns) are coated in white field that deflects all shurikens. The field only disappears when they fire their triple shot, forcing you to time your attacks to it.



* TemporaryPlatform: A few appear in Sections 1 & 2, and yes, you're forced to double-jump between them.

to:

* SuspiciousVideogameGenerosity: Section 5 has one easily accessible section full of coins right at the start, and plenty of coins strewn around the level in general. Of course, the next level is downright sadistic.
* TemporaryPlatform: A few appear in Sections 1 & 2, and yes, you're forced to double-jump between them. At least they have the courtesy to reappear after a few seconds.


Added DiffLines:

* TrialAndErrorGameplay: Even though it avoids having things like Invisible Blocks, the elements of it are still present. Some of the more elaborate ranged enemies, for instance, have the boundary between safe zone and kill zone measured in single pixels. Thatís right, if you turn the wrong way, you get shot.
25th Sep '13 4:56:35 AM NTC3
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