Kaze Kiri Ninja Action – You are a director of an Asian action movie
Once I dug in two hundred gigabyte reserves of its retro-chrya on a small but remote Anbernic RG35XX H.
Among the classic sets of games for sega, dandy, play -stitching, gamboevs and other junk decided to visit the aesthetes – PC Engine CD.
This is an addon to PC Engine (aka Turbografx-16 for Hijing, aka PCE, 1987 born), with the help of which more graphone and demanding games could be launched, and even on discs instead of cartridges. And all this in 1991, three years before the legendary PS1, on which Sony boasted of discs as a revolutionary format.
PC Engine at that time gave out well, just an unreal graphone. But there was a problem: most of the games on it were ports from arcade machines. For the Japanese – fine. For the rest of the world – not so interesting. Also a rather big price. PCE was the most expensive console of its generation.
The Haizins turned out to be more demanding on the depths of the proposed games and were not ready to dump blood euro -dollars for entertainment, which were available to them on slot machines in the neighboring building for only a couple of coins.
Sales, although they reached a dozen million consoles around the world, but this masterpiece of Japanese engineers could not catch up with competitors. PCE has remained in history as a specific, but extremely interesting, even cult experience, which only those who played in the original PC, now forty -year -old scums with families and loans on the Skoda Octavia, are now remembered.
And also about PCE can recall fatty alcoholics, downloading the retro-IGR pack of 200GB and accidentally discovering this previously unknown console in the library. Like me, for example.
So I ran into the Kaze Kiri Ninja Action – released only in Japan Two -Bitemap.
On ordinary screenshots, the pixel visual is blurred and loses its depth. When selecting the correct settings on an emulator and overlating a CRT filter in the game, a graphone soul appears in the game.
I didn’t understand the plot. And it’s not about the language barrier-there are almost no moments in the game when someone says anything. Everyone is silent even in the starting Katsen, animas-pro-cried. It seems that we save the girl from some kind of castle, look at Intro yourself, if you understand-write in comments))) 000
There is an intro here, for those interested
The basic kaze kiru gameplay may seem simple and nongamstopcasinosites.co.uk understandable, even spinal. At the first three levels, all opponents are killed from one blow. You can only go to the left or right, but jump up, which greatly simplifies the control of what is happening compared to other titles of the “walk-string” genre, since there is no vertical movement besides jumping at all. Secret locations, hidden rooms and other research elements are simply absent.
To go through the level, you need to kill all opponents at the level and win the boss after this (part of the early levels of the boss has no boss at all). The first boss is discarded from every hit and is simply not able to inflict the GG damage. Run and beat.
And at the fourth level, new opponents appear. They hit painfully, constantly block your blows and often find themselves behind your back. The second boss knows how to throw fireballs and make tackles.
The gameplay of this Hidden-Gem’s.
And with each subsequent level, the game becomes more complicated. On the screen there may be up to a dozen opponents surrounding the GG and wandering into its pixel muzzle with throwing daggers. Enemies appear who can not only block, but also parry the blows. They stand in a row and beat the player sequentially, preventing him from fighting off or run away. Bosses begin to spit out ten magic explosions and block absolutely every blow in the process. From the sensation of early omnipotence, the player quickly moves on to anger and the following despair, longing and humiliation.
But there is salvation!
Combat mechanics, the skills of our hero are the main gameplay idea of Kaze Kiri. Having not mastered a set of tools full of game, it is almost impossible to pass it.
PC Engine, in addition to the cross and system Start/Select, have only two main buttons. On II blows are tied, on I – jumping.
At the first launch of the game, you can suddenly get lost in management. By pressing II, instead of the expected blow by the sword, GG throws the dagger. And each such dagger takes his health from the character. You can immediately Roskomnadznads.
Sword strikes, which inflict much more damage than daggers, GG performs only with close proximity to the enemy. These blows with a sequential press of the button can be tightened in small combo. But you need to press rhythmically, feeling the moment and not letting the enemy fly off the blow too far. With the help of blows, you can beat off the daggers of opponents.
And there are also shocks with a foot in the jump, tackles and dot.
STOPS quickly reduce the distance, stun and reclude the enemy. But they are difficult to fulfill – double pressing the crosses are recorded after time.
There is a capture – to catch the enemy and throw him in the opposite direction of the arena. It is easier to control the crowd of enemy.
Fronts are executed from a sitting position using a jump button. And the dodgers are the best skill of our ninjago. They are easy to master the IP with their help can be very quickly moved along the location.
And most importantly! During the dodging, the GG is immortal – the blows on it do not pass until it lands on the ground. These are shots of invulnerability with dot! It’s just like in Dark Souls! Miyadzaki literally stole a feature of no one needed bitemap and made it the basis of a whole squeal!
He also knows how to break up into blood with a ball and becomes invisible for a couple of seconds. I didn’t understand why this is needed, forget it. For six consistent hours of passage, I have never used it.
All character skills are available from the very beginning. They do not need to be sought, selected, taught, and activated separately, as in metro -fluids.
As you pass, there is an understanding that Kaze Kiri is not just an old and unnecessary fight with ninjas, but a stylish militant-resident, in which you yourself are a director, actor and director of combat scenes.
The game is able to create bright shots of the fighting of a strong, but lonely protagonist with the enemy exceeding his number and equipment.
Doving transfers you behind the archer’s back, capturing it can be thrown towards the crowd of other opponents, reduced the distance to them and send everyone to the Staller, and the rest of the survivors to finish the katana. Schormal! You can still send daggers and beat them off, only enemy, at the same time.
The game kills the lack of variability and still an arcade-assignment approach to the game design.
After three deaths, you roll back to the very beginning, and the game does not soar that you extinguished local demononinjasamurai for four hours in a row. Save saving through the emulator.
Unfortunately, besides amazing fighting and sympathetic visuals in the game, there is simply nothing. To arrange funny slices of samurai, although slowly, but inevitably bothers. And this is the main problem of almost all games on the mentioned console.
But I still strongly advise everyone to put a retroarch, download the nucleus for PCE CD in it, download the Kaze Kiri rum and spend at least a couple of hours in it.