Shinobi III – Return of the Ninja Master

Shinobi III – Return of the Ninja Master is one of the greatest action games of all time.  Revenge of Shinobi was one of the first truly great Genesis games and this bests it in every category.  But as great as that game was it had a number of flaws that frustrated players.  Part III corrects all of them, creating a game that has withstood the test of time brilliantly. 

What we eventually received in 1993 is actually the second iteration of the game.  Early previews of Shinobi III in Gamefan and EGM showed an almost entirely different game.  Many of the base mechanics are the same but the levels are completely different.  Some of these areas looked incredibly cool including a level set in a forest that changes from dusk til dawn.  More than likely stage five’s burning forest took its place.  The Bio lab sported an ugly purple color scheme and turned out far better in the final game.  Most of the bosses are still present but were in different environments as well.  Apparently the first version of the game was complete as many publications reviewed it.  But Sega went back to the drawing board and came up with a far superior game in the end.

Joe Musashi has spent the years in between games training as there are a number of new moves in your arsenal.  You can dash to cover ground faster and perform a running slash attack.  It’s incredibly powerful and hits multiple enemies at once.  He can also perform a mean drop kick.  It has excellent range and can also be chained repeatedly for more damage.  Surprisingly you can also block attacks.  As implausible as it may seem you can block a significant number of attacks, even large cannon fire.  Pulling it off in the middle of battle may be tricky but is worth it to avoid damage.

The biggest change comes in the double jump.  This crucial move was the cause of much frustration in Revenge of Shinobi.  Now the timing has been relaxed making it a more reliable part of your move set.  Without this many of the end game levels would be impossible.  In addition Joe can now wall jump and hang from nearly any surface. 

With these changes the level design has undergone a large shift.  With your increased mobility hidden items are everywhere as the stages have become more labyrinthine in scope.  While there is generally a set path to the exit in every stage the levels are far more open allowing you some freedom.  Being able to scale walls has allowed the designers to get really creative in where they have hidden secrets to reward inquisitive players.  Aside from the standard side scrolling levels there are two vehicle stages, one on horseback and another on a surfboard.   These almost come across as bonus rounds as they are full of items and easily avoidable danger aside from their end level bosses.

The level design is fantastic, full of awesome set pieces and events that will really put your skills to the test.  Aside from two vehicle riding segments (surf board and horse) there are a number of memorable moments.  In the bio lab the end level boss can be seen in the background trying to snipe you if you idle too long.  The Neo Zeed base is a confusing factory full of platforms that need to be blown up in order to progress.  One of my favorite levels is an ascent up a mountain using nothing but falling rocks.  This nerve wracking sequence is amazing, not just because it is an awesome set piece but because mechanically it works.  If this were the previous game most would quit out of anger.

The difficulty is near perfect in my opinion, making this an absolute joy to play.  The timing of the double jump has been fixed making platforming easier.  There are less instant death pits until the game’s second half, easing you into it.  The difficulty curve is gradual so that by that point you will have been eased into it.  If you explore you can find plenty of extra lives and life restoring hearts which lessens the difficulty further.  Boss battles still pose a threat but are completely fair.  Their patterns are easy to identify leaving it all down to execution.  This is a lengthy adventure for the genre making it all the more satisfying in the end.

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Sega pushed the system hard in creating Shinobi III as it looks fantastic.  Every level features multiple layers of scrolling and with the Genesis’ higher standard resolution they look great.  The levels are varied and take you to many locations and largely avoid the standard tropes.  Sega wisely avoided licensed bosses but the creations here are no less memorable.  Special mention to the mutant bio monster of stage three and the mecha Godzilla of stage five.

Although Yuzo Koshiro did not return to compose the soundtrack the music in Shinobi III is still excellent.  In fact I would say it is even better than its predecessor.  Three separate composers combined to bless Shinobi III with one of the best soundtracks on the system.  Revenge of Shinobi leaned a bit heavy on the dance music tracks; the score here is much more varied.  There is a wider assortment of instruments used creating a richer sound than is typical on the platform. 

In Closing

Shinobi III is one of the best action games in the Genesis library and belongs in every fans collection.  It betters its predecessors in every single way and is near perfect.  The game has since been re-released on numerous platforms so you have no excuses.  Buy this game.

Shinobi III

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