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Boshi through an area heavily guarded by mines. In the end, the player is attacked by Maxwell Merlock and gets placed onto a service lift. Takeshi's first battle with Maxwell Merlock occurs in this level. The player has to shoot at the boss while avoiding the chains of energy orbs the boss shoots towards the player.
The player also has to be careful not to fall off the elevator. This is a level heavily guarded by cutting lasers. Because of these lasers, this level is tricky and requires very precise timing in order to complete.
In the end, the player has to climb a wall with the cutting lasers moving up and down the wall. This is a rather short, but tricky, level. In the beginning of the level, it introduces the cyborg monkeys, which can be tricky to navigate through. The second part of the level involves sentinel guards with cutting lasers, which cannot be destroyed with ninja stars, so the player has to control a green mine and carefully navigate it to the guards to destroy them.
This level requires speed because just like Level 9, the player has to use stealth orbs to navigate through many areas with multiple clones. At the end of the level, the player has to find and kill Victor Boshi, which would render the Force Field blocking the Exit no longer disabled. This is a very long and difficult level that requires speed, sneakiness, good timing, and orientation.
This level has multiple snipers, so at almost all the points of the level, the player will be followed by sniper crosshairs. The player has to move very quickly, but also needs to avoid making careless mistakes. Good orientation is required because this level is huge. This level emphasizes the need avoiding lasers and precise timing. There are a lot of security guards with cutting lasers that the player must carefully navigate around. At one point, the player also needs to carefully control a green mine to navigate across cutting lasers and destroy the guards that are blocking the way.
Takeshi also receives one transmission from Monty in this level. This level is an ultimate test on dealing with moving blocks. This level contains many small moving blocks so the player must be very careful to avoid being squashed by them.
This level contains many enemy samurais. One tricky thing about this level is the combination of SWAT units and samurais. This is an all-around level that contains many elements of the game.
The beginning part of the level involves quite a bit of tricky missile dodging. The middle part of the level involves finding and destroying force field generators while dealing with the always tricky simian units. And the end part is probably the toughest and most frustrating portion of the entire game.
The player has to navigate a green mine through a narrow chute with a large area of moving blocks, then through a large area of on-and-off laser beams, and then eventually to the generator to destroy it and disable the force field which blocks the exit.
The player receives another transmission from Monty in this level, to the left of the force field generator area. This level is the ultimate test for dealing with cutting lasers. This level contains two upwards sections and two downwards sections. The upwards sections involve moving up the area while avoiding the countless numbers of cutting Lasers. And the downwards sections involve going down huge drops with missile guns in the way.
The player must be careful to control their speed while dropping to avoid over dropping. This is a very huge and long level. The first half of the level is rather easy because Takeshi has a companion Snowfox alongside with you, which is very helpful in destroying guards with cutting lasers. The player must be careful not to get left behind, or else Snowfox might not be able to destroy all the enemies.
The second half of the level is very tricky, which involves the ultimate test of stealth, needing to navigate across a large area heavily guarded by sentinel guards and security lasers. In the end of the level, the player is attacked by Maxwell Merlock again, and is sent on a service lift again. This level is the final boss battle. The difference this level has comparing to the first boss battle is that, for this boss battle, you cannot directly use ninja stars to lower his health.
The boss is shielded now, which means that you have to use the green mines to attack the boss. What makes this level very tricky is that the player has to navigate a green mine to the boss, this in the meantime while avoiding the energy balls, and needing to stand in an area unaffected by the path of the energy balls. This is the epilogue level of the game. Just like the prologue, Level 0, the player is well protected by samurai guards, which could help destroy most of the enemies.
The player is also protected by Snowfox who destroys all the large machines. An easy level, but the player has to be careful to keep pace, and not to get left behind. This navigational box contains a spoiler. Click [show] to open the box. Although the game files of Final Ninja Zero contain no unused content, Simon Hunter, the game's artist, put up on his website beta or unused content relating to the game.
Unless otherwise noted, the content in this section is from his website. Of the few Final Ninja Zero images on Simon Hunter's website, a few of them contain a black background with light grey text in the background. Nothing like this ever appears in Final Ninja Zero. Although this text is used during regular gameplay, it is only used on platforms the player goes on, not in the background. Behind the computer screens in the below image, there are computers in the background.
These computers are never used in Final Ninja Zero, and were likely cut because they would seem out of place in levels.
Content in this section is content that was included in Final Ninja Zero, but were slightly changed before release. The beta machine contained mines on the outer circle of the machine, along with several large wires.
These mines and the wires were removed from the final model. These enormous mines may have been used in a beta version of the boss battle, although it is possible they were added just for decoration. SWAT Units originally had sparks come off the gun that were highly exaggerated, these sparks being very large, covering the entire front of the gun, expanding very far forward, and going down far enough to pass the enemy's arms.
The gun sparks were likely toned down as they seemed incredibly unrealistic for a game such as Final Ninja Zero, which was meant to be a serious stealth game. Alternatively, the sparks may not be gun fire but be another type of weapon, such as a flamethrower. This image is presumably an early version of the simian unit , perhaps an possible version for this enemy among other designs, as the only difference it has from the final version is that this beta simian unit has lighter colours, a yellow eye instead of orange, and no shading on the image.
In a tutorial Simon Hunter did on creating pixel art , he went through various stages of creating pixel art, this beta simian unit looking as though it was at stage 5. The power orb machine that distributes power orbs , this machine was slightly changed from its final version. The early version had wires at the bottom left and bottom top right of the machine, furthermore, the upper middle opening in the machine, this used to be rectangular, but in the final version of Final Ninja Zero, is jagged.
Content in this section consists of variations of content that was used in Final Ninja; some of this content being a variation that was not used in Final Ninja Zero. Discovered on Simon Hunter's website is an image of a beta sentinel unit. This unit appears as every regular sentinel unit, with the exception that it lacks a gun and has a green light instead of an orange light.
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