As a kid I went through the wall, no one believed me, and I didn't know how to reproduce it. Two years ago I finally figured out how to trigger the glitch on purpose. Ninja is still one of my favorite C64 games. Your explanations are amazing. Thank you so much!
@ZeroB4NG4 жыл бұрын
other youtube videos i classify as "talking head", this channel is the only one i classify as "talking hand"
@leonhad0374 жыл бұрын
🤣 you are totally right!
@davidmcgill10004 жыл бұрын
Just needs some googly eyes.
@proxy10354 жыл бұрын
I'm 120% sure he's literally just a floating pair or hands
@colinstu4 жыл бұрын
AvE is talking "hands"
@subtledemisefox4 жыл бұрын
What about Ashens?
@KasumiKenshirou4 жыл бұрын
My brother found the glitch by accident one time when we were kids. Now I finally know how it happened.
@8_Bit4 жыл бұрын
I've heard it was kind of legendary, some kids would manage to get in but not know how to replicate, and they'd tell their friends at school and no one would believe them :)
@DougGlendower4 жыл бұрын
Ninja is the best "budget" title I ever bought.
@chrissawyer14844 жыл бұрын
Same here. A friend gave it to me, and I played it a ton back in the day.
@NeilRoy4 жыл бұрын
This reminds me of a KZfaq channel called "Boundary Break" which uses hacks that allow the guy to explore outside the normal boundaries of a game into areas we were never meant to see. Like you, by doing this it reveals various methods the developer uses in game design and it's quite fascinating, especially with larger 3D games. But this is also interesting the way you done it with an older 2D game.
@MontieMongoose4 жыл бұрын
I love how the Il Ninja is constantly taking his shirt on an off.
@TheStuffMade4 жыл бұрын
I wish the guys who originally made the game had put as much effort into it as you did investigating this glitch. Great video, thanks.
@ColinTimmins4 жыл бұрын
I know... what a missed opportunity. It could have easily been a decent game.
@b213videoz4 жыл бұрын
c64 version of Ninja has more than 1 bug
@CoreyMinter4 жыл бұрын
Viewer: I just watched your video. I know coding and Kung Fu. Robin(Morpheus): Show me!
@CoreyMinter4 жыл бұрын
(Robin activates unlimited energy trainer) Robin(Morpheus): "What you must learn is that these rules are no different than the rules of a computer system. Some of them can be bent. Others can be broken. Understand? Then hit me…if you can."
@theannoyedmrfloyd39984 жыл бұрын
Regarding the Atari 8-bit / C64 versions being on the same side - I copied off the Atari version once. Here's how it works: The first track and the last 20 tracks of the disk are Atari formatted so the game can be booted. You should hear the game bootup with 3 sector read beeps and the disk drive head scooting over half way and loading. The C64 version is on tracks 1 to 19, since track 0 is Atari. The BAM and directory can be anywhere on a Commodore disk, the drive just has to find it.
@8_Bit4 жыл бұрын
Very cool. Just a couple details I'm curious about: On the 1541 there isn't a track 0, they're numbered 1-35, so do you think the C64 format starts at track 2 in 1541-speak? Also, I'm under the impression that the 1541 requires at least track 18, block 0 to be formatted to be able to find the BAM/directory.
@KC9UDX4 жыл бұрын
@@8_Bit I thought that's the way it was too: Track 18 is the one and only track that actually needs to be 1541 formatted.
@ChrisCromwellHP Жыл бұрын
As the game becomes more glitchy in the minus worlds, you could name it the “MTV Room”! By the way, I have been through that rear back door in the game, it’s actually a kitchen area. The kitchen includes a drive-thru window when someone orders chicken stir fry to go! It’s called “Kung Fu Drive Thru You!” That’s how the bad guys earn money to make their rooms so fancy and glitchy! Great video!
@dakotathacker38213 жыл бұрын
okay you made me giggle blending in with the other Ninja... "secret huh.. like a Ninja!" you're wholesome and awesome, Robin.
@GenesisGameGenie4 жыл бұрын
Very cool! Glitch worlds are always tons of fun. This reminds me of something similar that happened to a game I programmed for the Genesis/Megadrive. It was a mining game. Normally, there was a limit on how deep you could go. However, I found a glitch to bypass this. The game's world was all stored in RAM, but variables, and the CPU stack were at the end of RAM. Digging down enough would cause the game to read past the level data, and start reading this variable&stack data. It was interpreted as glitchy graphics pretty much the same way as in this ninja game. The interesting part is that the player could interact with this data the same way as you could with normal level data. All sorts of crazy stuff would happen.
@davidinark4 жыл бұрын
I love your vids. I bought my first 64 in 82 and love watching you explain a lot of things that I never had the patience or knowledge how to explore!
@granitepenguin4 жыл бұрын
You definitely succeeded in making this entertaining. I love seeing how this stuff is put together, especially since it's not something I have access to do myself. Keep up with the great content. :-)
@Breakfast_of_Champions4 жыл бұрын
Man a realtime monitor/disassembler running on a second monitor would be 8-bit sweetness.
@8_Bit4 жыл бұрын
Yes, that'd be great! I could imagine the C128 doing that since it has dual video out (80 column monitor!) but it would still have some unfortunate limitations.
@apritchard4 жыл бұрын
Have a look at C64Debugger.
@mikegarland4500 Жыл бұрын
I remember buying Adventure for the Atari 2600 just because it contained that awesome Warren Robinett glitch.. So yes, these types of videos are very interesting and entertaining. Thanks!
@adriansdigitalbasement4 жыл бұрын
Fascinating video Robin. I love videos like this!
@CptJistuce4 жыл бұрын
Please promise you're going to look into that "three versions of the game on one disk" thing later. I am DYING to know how they got the Atari and C64 versions to coexist on the same side of the disk.
@8_Bit4 жыл бұрын
I had already started on it, but then got convinced by a couple people that I need to get a flux image of the disk so I can show a visualization of it in the video. I asked around but nobody seems to have an image of it already. So I ordered a SuperCard Pro which should allow me to make the image myself (if all goes well) but unfortunately it'll probably take 2-3 weeks to arrive here in Canada, maybe longer.
@youcrackmeupdude4 жыл бұрын
You did a great job, and I'm really glad you made this video.
@remster Жыл бұрын
I don't understand the least 'bit' (😏) of machine language, but for some reason it is quite fascinating to watch. Thanks for making these videos!
@MrMaxeemum4 жыл бұрын
Your time is appreciated, You explain very well and I at least find it entertaining. Thank you.
@neonaffliction4 жыл бұрын
Its always enjoyable to watch your vids, thanks!
@bwack4 жыл бұрын
Thanks Robin, this really takes me back. Especially the music! Interesting glitch! :)
@fredleckie58804 жыл бұрын
Thanks Robin, Very interesting, the only questiion I had was why you were able to glitch through screen 21 in the first place, was that due to the programme not handling the sprite position properly?
@8_Bit4 жыл бұрын
I couldn't exactly pin-point where the bug is, but it seems the wall collision routine (which I believe is located at $B5EE) isn't called at all when this glitch happens, so the problem probably isn't in the collision detection at all, but in the logic beforehand that decides when the collision detection routine should be called. If anyone wants to dig into it further, I think the bug is somewhere around these three areas: $ad9b, $b1ee, $b20d.
@ivanm.35223 жыл бұрын
Gosh, I don't guess we'll be seeing a fascinating machine like this again in the future. Thank you for your beautiful channel.
@manicdataminer4 жыл бұрын
You sir are a true hacker in the best sense of the word (i.e. Richard Stallman). Playful cleverness at its finest, combined with excellent presentation. Subscribed!
@8_Bit4 жыл бұрын
Thanks, much appreciated!
@EXITMUSIC20114 жыл бұрын
Very first Atari ST game i copied in 1987 and was amazed it worked (no protection)
@markpage27794 жыл бұрын
Huge thanks for creating this. I remember that glitch world very well from my younger days. I loved this game. This is awesome!
@EngineeringVignettes4 жыл бұрын
That ninja is a real magician... at some point he just starts _random casting_ :D
@HebaruSan4 жыл бұрын
I kept waiting for you to try out one of the throwing weapons. I remember those from playing this on the Atari.
@8_Bit4 жыл бұрын
I don't use them much when I'm playing because they often get thrown back at me so it doesn't seem worth it :) But I should have shown them, as an aspect of the gameplay.
@lowlevel41044 жыл бұрын
Awesome video, really enjoyed it!
@wasserwasser55552 жыл бұрын
i once glitched in what i think was named "spider", a game from the magazine "input 64" from heise, i then could run above the whole game :)
@BustaHymen4 жыл бұрын
As always, you did succeed. It was both entertaining and explanatory :) Thanks!
@SkyCharger0014 жыл бұрын
'bird on wall': Looks more like it's leaving a silhouette on the shoji.
@superx96193 жыл бұрын
How did you learn machine language so well? As a kid it was like this great mystery to me I could never figure out 😂
@Echo_rox Жыл бұрын
Missed opportunity not calling them “flippy floppy’s”
@paulkocyla13432 жыл бұрын
I give it a 10 of 10, because it´s stuck in my memory, and it was hell of a fun to play, despite the simple design. When I was a kid, the graphics and sound gave a certain mood, and it works well. If you know the memory locations, you can control the matrix - that makes you the king of ninjas! :-D
@cybergothika69064 жыл бұрын
I know its 16 bits but when playing Judge Dredd on the real Snes almost 20 years ago, I ended up on minus world for no reason I remember. I have been trying to emulate that for years but I just gave up. Funny that the minus world had something written, like "exit here" so it means some programmers were expecting abnormalities to happen and had some sort of countermeasure. Jumping in the exit it restarted the level.
@crayzeape22304 жыл бұрын
Paradroid on the C64 has a similar glitch where you can exit the main level area, ending up in a glitch world.
@fnjesusfreak4 жыл бұрын
Part of the trick to multiformat has to do with where the directory structure is located. (This is, for example, how on the Apple ][ a ProDOS/DOS 3.3 hybrid disk is possible, since the DOS 3.3 directory has a master sector on track 17 sector 0 and the rest can be anywhere on disk; the directory on ProDOS is in track 0.)
@shinyphil874 жыл бұрын
Great video, I loved it - thank you! 😊
@Roman_Comrad4 жыл бұрын
Thank You Man
@HeyBirt4 жыл бұрын
Hearing you nonchalantly say, "A ninja. another ninja..", reminded me of the Chuck Norris movie where he tells someone in a rather matter-of-fact manner, "I ran into some ninja last night." Like that was a common occurrence in the USA in the 1970's :)
@granitepenguin4 жыл бұрын
For him, it was :-)
@csbruce4 жыл бұрын
Reminds me of the the "Saturday Night Live" sketch where the ninjas attack the hero one at a time instead of all-at-once.
@CoreyMinter4 жыл бұрын
Chuck Norris appeared in the ‘C64 Ninja’ video game, but was removed by Beta Testers because every button caused him to do a roundhouse kick. When asked bout this “glitch,” Chuck Norris replied, “That’s no glitch.”
@EpicTyphlosionTV4 жыл бұрын
Everybody gangsta' until they start approaching A:;Y= L)A:;F= LL `
@MS-ho9wq3 жыл бұрын
Glitch world looks like if Jackson Pollock made a C64 game.
@fabronfretwell32574 жыл бұрын
This game seems like a good springboard for a shinobi port with a ram expander and more interesting levels
@csbruce4 жыл бұрын
1:27 It seems that a composite C64/Atari disk would be pretty easy to make, since the 1541's home track is 18 and the Atari's is presumably 1 (I don't have much knowledge about Ataris). So, they could just make tracks 1 to 17 and 36 to 40 be formatted for Atari and tracks 18 to 35 for C64. The C64 would have 81.5 KiB available and the file blocks can be linked to never use tracks 1 to 17. The Atari would have 49.5 KiB of available storage, assuming its file layout can be manipulated to avoid certain tracks. 6:56 Reminds me of the "Saturday Night Live" sketch where the ninjas attack the hero one-at-a-time instead of all-at-once. 33:59 Apparently, snails have only one foot. I don't know what would (naturally) have three feet, or most odd numbers.
@Okurka.4 жыл бұрын
The Atari DOS format is fixed 18 sectors per track, the 1541's sector count varies on the track number so you'll need specialized hardware to create the disks.
@csbruce4 жыл бұрын
@@Okurka.: The 1541 is programmable, so a stock device can be programmed to format only specific tracks. There are multiple fast-formatters, for example. I don't know how programmable the Atari drives are, but even if they aren't, you could fully format an Atari disk and then pop it into a 1541 for a half-formatting. The drives won't get confused if they never attempt to read a track that is formatted for the other system.
@jpcompton4 жыл бұрын
I did some digging yesterday but couldn't find any flux .PNGs of these multi-format disks. Anybody within the sound of my voice know where one can be seen?
@sanderheijselaar56874 жыл бұрын
This is great to watch. How did you trace all these memory locations? Since watching your video's a few months ago, my commodore hart has been beating harder again and I've trying to program assembly on the C64 as well. I even bought a 128D when I saw one for sale. A lot of fun to spent time with these machines.
@8_Bit4 жыл бұрын
I used VICE for a lot of the initial research, because it has super-powerful breakpoints that can trigger when memory locations are written to. Usually I look for screen memory to be written to in a particular spot, such as the room names that are displayed before entering each room, or when the number of idols is updated, set a break point for that, and then study the code backwards from there.
@sanderheijselaar56874 жыл бұрын
@@8_Bit That sounds very logical, thanks for the explanation.
@tsuikagura4 жыл бұрын
Loved this game as a child, loved this video ^~^
@yorgle4 жыл бұрын
Paul Pridham made a glitch machine ios app years back that was awesome. :D Great guy too! :D
@8_Bit4 жыл бұрын
Yes, he's a great guy, I've had fun hanging out with him in Toronto a few times. I first met him at TPUG's "World of Commodore" back in 2008 I think?
@cosmo51793 жыл бұрын
Dope game! Was always nice to beat
@OneEyedJack1970 Жыл бұрын
My copy of F-15 Strike Eagle was a flippy. Commodore version on one side, Atari version on the other.
@djline23 жыл бұрын
nice i did this when i was kid i was like wtf how did i get to this and all my friends thought i was nuts or lying lol
@T3XT34 жыл бұрын
Really great work! Congrats!!
@T3XT34 жыл бұрын
Next could be explaining the "Blue Max" glitch.
@8_Bit4 жыл бұрын
Oh, I don't think I've heard of a Blue Max glitch!
@T3XT34 жыл бұрын
@@8_Bit kzfaq.info/get/bejne/h8-XnKqamq6UfKc.html ... It's the same with all 6502 versions.
@RaposaCadela4 жыл бұрын
Very interesting!
@TheJeremyHolloway4 жыл бұрын
I'm now curious if "Glitch World" exists in the Atari 8-bit version, or any other version. I know I got the Atari ST version - "Ninja Mission" - to glitch one time after my friends and I had been playing it and other ST games for several hours. All of a sudden, we were able to hack off the limbs of the villains with the sword and even behead them. So that left a pile of body parts. The ST was very hot - it was a 1040STf with the built-in power supply - so I shut it down for about an hour to cool it off. I never saw that glitch ever happen again. Not that I ever played "Ninja Mission" for that long ever again either!
@8_Bit4 жыл бұрын
I tried replicating the glitch on both the Atari 8-bit and PC versions and couldn't get it to happen, at least not with the same technique. If anyone knows a trick for these versions, let us know!
@750kv84 жыл бұрын
Thug life is not so good in this game. :D A few other games also used to have "glitch" levels, that were supposed to be normal levels, because of corrupted level data; just one example from the top of my head is the third level of Red Max. Some copies had that one intact, in some others much of that level was gone, with just a pattern of dots in place of the missing part. My original copy (on tape) was the second one, and most of the emulated game sites got that one as well. It was kinda frustrating. Probably that was only an issue with the tape version. In Shadow Skimmer there was a possibility to go through walls and everything, but that'd normally never occur, unless you happen to play with a dismantled joystick, and press, I think, left and right microswitches / contacts simultaneously maybe; can't remember, it's been long ago..... Sometimes if you got stuck into a wall piece, the game would glitch up and crash. Good times.
@8_Bit4 жыл бұрын
Interesting, I hadn't heard of the Red Max glitch. I own the game on tape (I showed the first level in a video a while ago) but I don't think I ever managed to get to the 3rd level! :) That's funny about the Shadow Skimmer one; I worked on some games for GBA and NDS around 2005-2009 and part of Nintendo QA was they would test the device on system with a broken dpad that could have left/right or up/down pressed simultaneously, and reject the game if it didn't respond well! I couldn't believe that at the time, but I do respect how Nintendo keeps high standards and doesn't require patch after patch.
@AdamSommer704 жыл бұрын
Super interesting, thanks for posting.
@FelipeBalbi4 жыл бұрын
Hey Robin, you should plan a book on "Writing C64 Games". Preferably without relying on PRGStudio or similar tools (so it can be followed with any OS, not only windows)
@baardbi4 жыл бұрын
Felipe Balbi That's a great idea!
@FelipeBalbi4 жыл бұрын
@@baardbi I would pay for a full video course with Robin :-) The guy is incredible
@baardbi4 жыл бұрын
Felipe Balbi Me too. If you go to Udemy, there's not much competition when it comes to 6510 assembly programming. I bought a 6502 course there once. But that was all about making Atari 2600 games. Yep! Robin is awesome!
@8_Bit4 жыл бұрын
Thanks for the vote of confidence guys :) I'd certainly like to write a book like that, but I know it's a lot of work. All respect to Derek Morris for taking a shot at it with Retro Game Dev: C64 Edition.
@FelipeBalbi4 жыл бұрын
8-Bit Show And Tell I hope you come to it at some point. :-)
@Jerrec Жыл бұрын
I have got a Bubble Bobble Copy that has something similar. After Level 100 it just goes up with weird Levels until it crashes.
@dirkkrohn19074 жыл бұрын
I remember playing this game growing up, on an IBM compatible if I remember right. Don't remember this glitch though
@8_Bit4 жыл бұрын
I actually tried the PC and Atari versions from that 3-in-1 disk I showed, and couldn't get the glitch to happen on either of those other versions.
@MariaEngstrom4 жыл бұрын
This is one of the most interesting channels I subscribe to. ☺
@Titanic44 жыл бұрын
I wonder what would happen if the game was modified to ignore all wall collisions. Would the game eventually crash at some point when going through the glitch world?
@chadbertrand14604 жыл бұрын
How the heck did you find those memory locations and how long did it take? The value for a hole could have been anything!
@alerey43634 жыл бұрын
I remember cutting a notch in 5.25" floppies to allow the back side writing, thus transforming them into flippies; with the 3.5" rigid disks you needed to burn liteally a second hole into the plastic!
@aaronmicalowe4 жыл бұрын
One is a monopod :o)
@LadyNicola3 жыл бұрын
A game to rival Cheetamen! Just kidding. Looks much better. I'm learning to code demos on C64. Fingers crossed. 😊😊😊
@BluffPlumDuff4 жыл бұрын
Thanks for the video - enjoyed it. It may be the programmer(s) wanted to make the map bigger and ended up scaling it down and leaving in some of the legacy checking code. Or it could be just bad code :)
@8_Bit4 жыл бұрын
Yes, it seems likely that there were bigger plans that were scaled down. For example it's strange that the map just has a single fork/branch in it (the 3rd floor has two holes in the ceiling, all the others just have one), when the code is in place to do a lot more.
@stephenfoster3414 жыл бұрын
Really cool video I have a lot of retro machines. Can you please tell me what hardware you're using in the cartridge slot and also is their anything similar for the atari 800xl. Thanks for reading
@8_Bit4 жыл бұрын
Hi, I'm using a Super Snapshot V5 cartridge, and an EX3 cartridge port expander to plug it into. The SSv5 is hard to find nowadays, but I'm told an EasyFlash3 cartridge can emulate it. I don't have one for my Atari, but I hear the Turbo-Freezer XL is similar. Here's a video about it: kzfaq.info/get/bejne/m51-eZOb0K7bm4E.html
@PregnantSausage4 жыл бұрын
Your vidz somehow always find something interesting to say.
@adam1984pl4 жыл бұрын
8-bit ninja acid trip.
@VJFranzK4 жыл бұрын
Interesting! I wonder if it works on the Atari also? They seem really similar. re: Bird - perhaps it was a translucent wall, ricepaper, etc? ; - )
@8_Bit4 жыл бұрын
I gave the Atari version a good playing last week on my 1200XL. It's WAY more difficult. I finally managed to get up to Akuma's Chamber, but could not manage to walk through the wall despite many tries. I can pretty much do it 100% of the time on the C64 now.
@82avidfan2 жыл бұрын
I had this for IBM. But mine wasnt in color :(
@bigfairy3214 жыл бұрын
I love this game
@SpaceParanoidX4 жыл бұрын
What is the name of the song at the end? I like it!
@8_Bit4 жыл бұрын
It's a song I wrote a few years ago, probably called "Learn the Nybbles". It isn't released though - I've got a bunch of songs I need to put together and get out sometime. You can find my released stuff here: bedfordlevelexperiment.bandcamp.com/
@SpaceParanoidX4 жыл бұрын
@@8_Bit It isn't released yet? I went trough all the songs on your channel and couldn't find it. Now I know why :) I really liked the song '6502'. And 'TRON song' of course. ;)
@adam1984pl4 жыл бұрын
Glitchz word ELXARINB reminds me Elixir+magical drink.
@YouTubeYouTube-qg6vl4 жыл бұрын
Wow
@mikecronis5 ай бұрын
Never used your knives our shuriken?
@Roman_Comrad4 жыл бұрын
Try fix glitch in Battlefield ;)
@m.p.jallan21724 жыл бұрын
imagine if you kept walking and it actually turned into a good game lol. i could never get into "ninja", i liked Ninja Master though, i was only a kid.
@shaunbebbington6411 Жыл бұрын
It's likely that the Atari version will share much of the same code, so I'm wondering if this Glitch World happens on the Atari version too?
@8_Bit Жыл бұрын
It's been quite a while now, but I'm fairly certain I tried on the Atari version and couldn't get it to reproduce there.
@shaunbebbington6411 Жыл бұрын
@@8_Bit I've done some research, you can go through the walls on the Atari version if you use the facing right and crouching technique that takes ages to get right. I'll send you a link shortly.
@KC9UDX4 жыл бұрын
What was the Mastertronic basketball game where you could accidentally play one on three?
@8_Bit4 жыл бұрын
Advanced Basketball Simulator? I haven't heard of that glitch, but it sounds interesting!
@KC9UDX4 жыл бұрын
@@8_Bit doesn't sound familiar. I thought it had a simple name. But I could be wrong. It was notable because the players could break the glass backboard and then someone would sweep up the glass. It was two on two. You picked colours for your team's jerseys. If one picked black and the other picked brown, there would be three guys on the brown team and only one on the back team (might have been the other way round).
@KC9UDX4 жыл бұрын
@@8_Bit oh! It was SLAM DUNK. I can recall the image of the disk label in my head.
@8_Bit4 жыл бұрын
@@KC9UDX Aha, same game. It was released as both Slam-Dunk and Advanced Basketball Simulator. That's an interesting glitch!
@SteveGuidi4 жыл бұрын
I have to ask: how did you deduce the location of the memory addresses that manipulate the map? Perhaps looking for the PETSCII name of each room and working backwards?
@apritchard4 жыл бұрын
That was my first thought. I'm always stuck at where to start when opening the monitor. How do I know which areas of memory are being used to store data or maps or lives? Every game is different in some way.
@8_Bit4 жыл бұрын
Nowadays I'm lazy and use VICE :) You can set watchpoints (break) for stores to memory locations. So the general strategy is: find the screen memory location where something of interest is written, such as the number of idols. You can examine the IO registers and see where screen memory is located (starts at $5C00 in this game) then set a breakpoint for the idol count: break store 5fb2 Then grab an idol, and the monitor will enter at that moment, and you can trace the code backwards (usually) and find the idol counter. It's not always so easy, depending on how much indirection there is and the style of the programmer, but it's usually a good starting point. Before I had the VICE monitor, I'd just hunt memory for the location in lo/hi format: H 0000 FFFF B2 5F and then investigate each occurrence of those two bytes. That's just as good in some cases, but doesn't catch things like indirect indexed writes.
@random_precision_software4 жыл бұрын
which format is best ? will you be showing the 2
@8_Bit4 жыл бұрын
I'll see if I can get the PC and Atari versions working on real hardware here.
@elmariachi51334 жыл бұрын
I wonder what grudge these game magazines held against the producer of this game. It might not be the greatest game, but for sure it's not as terrible as a game lower than 30% should be. And while as kids we might often have been naive and believed in the game testers as some always objective and truthful gods of judgement, we nowadays know better ;) In the most renowned German home computer and game magazine of that time, it scored 60% btw. and the game was sold at 9,23€, calculated from DM to € inclusing inflation until 2020 :)
@jpcompton4 жыл бұрын
I wonder how much was a case of expectation vs. reality. A lot of young guys in the 1980s (the core C64 game reviewing demographic) would have been very into the concept of ninjas and might have really worked themselves up into a frenzy thinking they were going to get a hardcore ninja simulator... when instead they got "ninja floating up through holes in the ceiling" and some decidedly iffy combat.
@8_Bit4 жыл бұрын
Yeah, unless there was something more sinister going on, it must have just been major disappointment in the game based on big expectations, so the reviewers punished it. I bought it as a Mastertronic budget release for $10 and had some fun with it, so it's a 60 or 70% kind of game in my mind.
@jpcompton4 жыл бұрын
It's a low score but looking at ZZap issues of the period (a mag which scored it 25%) they were making a genuine effort to use the entire 0-100% range. You could still argue that the score is objectively too low (in part because tastes and mileage vary) but I do think they have it scored near other peers of comparable quality.
@b213videoz4 жыл бұрын
Ninja's gameplay on C64 is broken, use Atari 8bit version
@ColinTimmins4 жыл бұрын
Flippy Diskette? Wait what..?
@jpcompton4 жыл бұрын
A term for a disk with information on both sides that didn't really catch on.
@markorendas17904 жыл бұрын
QUITE NEAT HOW YOU CAN FIND THE PROGRAMMING CODE AND JINX AROUND WITH THIS GAME...!
@curlyflipper20204 жыл бұрын
I don't know why the new commodore couldn't include a web browser and other stuff
@kke4 жыл бұрын
People got paid to make this game.
@RiksVids4 жыл бұрын
It was only £2.99 in the UK on cassette ;-)
@XtreeM_FaiL4 жыл бұрын
Mastertronic is almost the same what LJN in on Nintendo. So many horrible games.
@random_precision_software4 жыл бұрын
Wow i could create that game within a day using UNITY game engine
@hqqns4 жыл бұрын
Cool, I didn't know that UNITY was ported to the C64!
@Brian-vs9sd4 жыл бұрын
To be honest, they probably had enough code they reused, they probably didn't spend too long writing this in assembly.
@random_precision_software4 жыл бұрын
@@Brian-vs9sd it's basic animation sets aren't they