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The Last Ninja (series)
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The Last Ninja (series)
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==Gameplay== The [[protagonist]] of ''The Last Ninja'' series is Armakuni, the sole survivor of a [[ninjutsu]] clan that was destroyed by Kunitoki, an evil [[shogun]]. This struggle leads our hero to island of Lin Fen (in ''The Last Ninja'') to modern day [[New York City]] (in ''The Last Ninja 2'') and to the mystical [[Buddhist]] temple in Tibet (in ''The Last Ninja 3''). In each of the games, Kunitoki is the final adversary and every time eludes death after a somewhat decisive victory from Armakuni. Each game is divided into a number of self contained locations, with the original game containing six such 'levels'. Each level is loaded separately, in sequence as the game progresses. Game over takes the player back to the start of the current level. One novel feature on the C64 version was the use of very distinctive oriental music in loading and in-game music for each level. These original music pieces on the first ''Last Ninja'' were composed by respected C64 musician [[Ben Daglish]] doing five tunes and [[Anthony Lees]] doing six tunes. In the sequel, ''Last Ninja 2'', [[Matt Gray]] composed all the tunes. What separated ''The Last Ninja'' series from most other games was that in c64 version all three [[MOS Technology SID|SID]] sound channels were dedicated to music playback, meaning that there were no in-game sounds. [[Reyn Ouwehand]] provided the new music used in the Commodore 64 version of Last Ninja Remix. Each location was presented as a map of static [[Isometric projection|isometric]] screens, with the player's character restricted to predefined paths (the scenery was inaccessible). By 8 bit standards the graphics were very detailed, and on many platforms the screen would take a second or so to draw itself when entered. The gameplay generally consisted of fighting, exploration, and puzzle-solving. Movement and fighting was done on the joystick, and the keyboard was used to select items and weapons that the player had to acquire. The player could select one active weapon and one item at any given time. Many map screens contained opponents which the ninja could avoid (by exiting a screen before they caught him) or fight using his selected weapon. (In later Last Ninja games defeated enemies would revive after a certain amount of time.) Items would flash briefly when a screen was first entered, and could be picked up when standing close to them, usually triggering a crouching animation. A crouching animation was also often employed when using the object. Most of the puzzles were of the item-finding or precision-jumping variety.
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