The original Last Ninja 1 Manual
Note: Obvious (unintentional) typing errors were corrected,
words that the author intended to be this way were left unchanged.
(i.e. Ninjutsu (which is what the Ninja do - not what they are) or Numchukas)
The Last Ninja
INSTRUCTIONS FOR
COMMODORE 64
CASSETTE & DISK
SYSTEM 3
The Future
System 3 Software are creating a new era in home and personal computer
entertainment software by combining the excitement of dynamic arcade
action, breathtaking detailed graphics, thrilling original music and
adventure style puzzles and problems into one great interactive action
fantasy.
The first in this long line of games is The Last Ninja, where you take
on the character of the last of the invisible warriors out to wreak a
terrible revenge and regain the foundation of your brotherhood.
We hope that you get as much enjoyment from playing this exciting new
product as we have had in creating it for you and we look forward to
entertaining you in the future.
Mark Cale
Tim Best
The Last Ninja
After two hundred years of Fujiwara Clan rule, whose lifestyle was the
most extravagant of any Shogunate, the farmers and common men decided
to leave their homes and travel to the Togakure mountains where they
established the Ninjutsu, The Mystic Shadow Warriors.
Four centuries later the Ninjutsu had become the most feared warriors
of their day, feared by even the powerful Samurai. Their mastery of
weapon craft and mind control ensured swift and complete victory over
their enemies from the years of arduous training that forged mind and
body into a death-dealing machine.
Kunitoki, the evil Shogun of the Ashikaga Clan, has long envied the
powers of the Ninja brotherhood and would do anything to acquire their
knowledge. To this end he has sworn an oath to their total destruction.
Once every decade all Ninjutsu must travel to the Island of Lin Fen
where they pay homage to the Shrine of the White Ninja and receive
further teachings from the Koga Scrolls.
Seizing the opportunity Kunitoki summoned forth all the spirits from the
depths of the Nether World and flung their full force against the amassed
Ninjutsu. None escaped the wrath of Kunitoki.
Nothing stood in the way of the Shogun achieving his ultimate goal,
the knowledge of the Ninja. He set sail for the island of Lin Fen with
an elite force of his Palace Guards and Samurai officers to begin the
arduous training of his troops and thereby creating a new era of Ninja
under his control.
Unknown to Kunitoki, Armakuni, the last Ninja, had escaped his wrath.
When all his brethren had left for the pilgrimage he had been ordered to
stay and guard the Bunjinkan Shrine. This tradition had existed since the
dawn of the Ninja as a safeguard should any natural disaster befall the
brotherhood when it amassed at Lin Fen.
Armakuni was not pleased he had been left alone for he was to be granted
the next level of honour at the reading of the scrolls; now he would have
to wait.
Word soon reached Armakuni of the unnatural disaster that had slain his
brothers and gathering all his courage he swore to wreak a terrible and
bloody revenge on the Shogun and all his followers.
The Island of Lin Fen is a natural fortress with unassailable cliffs
surrounding its coast. Having visited the Island when he was a young
acolyte he knew the secret passage that would lead him to the Palace
of Lin Fen.
Armakuni's confidence was short lived as he discovered the pathways were
not as he remembered them; what unforeseen hazards lay in wait for him?
Loading instructions Commodore 64
Before commencing ensure that all connections to power and peripherals are
correct. If unsure please consult the manufacturers handbook.
Cassette:
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Put casette with label showing CASSETTE ONE (PART 1) facing
upwards into the deck. At the basic prompt on the screen press
and hold down shift, while doing so press the RUN/STOP key.
The message will be displayed to press the 'PLAY' key on the
cassette deck, after doing so the game will begin to load.
IMPORTANT: Leave the 'PLAY' key pressed after the first
section has loaded as following sections will load automatically.
Follow screen instructions when to insert second cassette (PART 2)
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Disc:
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Turn the power for the computer on first, then the disk drive.
Insert the disc into the drive ensuring the label showing PART 1
SIDE A is facing upwards.
At the basic prompt type LOAD"*",8,1 then hold down the SHIFT
key and press the RUN/STOP key.
The game will begin to load.
Following sections load automatically. Because of the size of
program both sides of the disk have been used, you will be
informed on the screen when you must turn the disk over, or
insert the second disk (PART 2). When you have done so press
the fire button on your joystick.
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If you experience any difficulty in loading either version switch off the
computer and remove or disconnect any peripherals or cartridges.
This inconvenience is the result of having to increase the level of
protection in our software in order to prevent illegal and mindless acts
of piracy.
REMEMBER: Software piracy is theft and is punishable under law.
[See ? It all began here...]
Game Control
The game can only be played using a joystick. This should be plugged in
the rear port, port 2, on the Commodore 64/128.
In order to create better player realism in the game we have developed a
'Relative Movement' technique of joystick control and recommend the first
time players familiarise themselves thoroughly with joystick control before
venturing too far into the game.
1
8 2
\ | /
7 - - 3
/ | \
6 4
5
The main movement of Ninja is activated by pushing the diagonal positions
2, 4, 6, and 8. All movements are relative to the way the character is
facing on the screen, for example; if Ninja is facing away from you, up
screen, then pushing 2 will make him move forward (up screen). To turn
Ninja around you need to roll through the joystick switches. For example;
if you are facing direction 2 and you wish to turn around the you should
move the joystick through positions 2 through 8 to 6 (you can of course
go the other way as well) - this turns Ninja through 180 degrees.
Should you only wish to turn 90 degrees then stop at position 8. Pushing
the joystick in the opposite direction to the way Ninja is facing makes
him walks backwards. The prime joystick joystick positions 1, 3, 5, and 7
cause Ninja to move across the road, this is used for precise positioning
on the pathway.
Following is a list of all joystick functions used in the game:
No weapon without fire button pressed
2, 4, 6, 8 - Relative forward/backward prime movement
1, 3, 5, 7 - Cross width of pathway
No weapon with fire button pressed
2, 4, 6, 8 - Crouch, search, and block opponents blows
1, 3, 7 - Punch
5 - Kick
Holding staff or sword with fire button pressed
2, 4, 6, 8 - Block opponents blows, crouch and search
3 - Stab forward with weapon
7 - Slash across opponent with weapon
1 - Slash across neck
5 - Kick
Holding numchukasd with fire button pressed
2, 8 - Spin 'chucks to increase power
[anybody figure out what that means ?!?]
4, 6 - Block opponents blows, crouch and search
3 - Forward strike with weapon
7 - Slash across opponent with weapon
1 - Punch
5 - Kick
Holding shuriken with fire button pressed
2, 4, 6, 8 - Crouch down and search
3, 7 - Throw shuriken
1 - Punch
5 - Kick
Special features
At anytime you can make Ninja somersault in any forward facing direction.
To make Ninja somersault you should press the fire button while running
forward. The distance you will somersault is controlled by which forward
direction you use. For example, if Ninja is facing Direction 2 when moving
and you press the fire button, Ninja will jump a middle distance. If you
were pushing in Direction 1 then Ninja will somersault a long distance.
Finally, going in Direction 3 Ninja will jump a short distance.
It is recommended that players practice the somersault, especially the
distances covered by using different joystick positions as mastery of this
feature is essential to overcome certain hazards in the game.
With the fire button pressed, the diagonal positions on the joystick have
special multi-functions. First, there is the standard crouch. This is used
when ducking out of the way or to inspect an area when searching for items.
It is also used to pick up things once they are located. To do this you
must position Ninja in such a way that when Ninja's hand is out-stretched
it should be touching the object on order to pick it up.
There are certain hazards that will require you to somersault in order to
overcome them, for example, jumping from one log to another. While in
this situation, do not move, press the fire button, and whilst keeping it
pressed push the joystick in the direction you wish to somersault.
As mentioned later, it is important that players become competent with
the joystick controls in order to gain full enjoyment from and be
successful in this game.
Objects to be discovered in your quest
The Amulet - to give is greater than to receive | |
The Apple - gives an extra life | |
The Smoke Bombs - there's no smoke without fire | |
The Bottle - sleeping potion | |
The Claw - claw your way to the top and down again | |
The Flower - a vase is waiting... | |
The Glove - be careful what you pick | |
The Key - when nearing the end of your tether, opens the door to success | |
The Nunchaku - an essential weapon | |
The Pouch - essential to carry objects | |
The Rope - could this be the means out? | |
The Scrolls - once found, your quest is complete. | |
The Shuriken Stars - an essential weapon | |
The Staff - an essential weapon | |
The Sword - an essential weapon | |
Game Play
Below are some basic hints and tips that will help you on your quest
through the realm of The Last Ninja. Remember, as with all great
adventures, things may not be what they seem and we have not given away
too much.
The following points apply to all the different locations. It is
important to make a detailed map of each section, this is essential
because of the structure of the mazes and also to keep a record of where
you find useful objects.
Finding weapons and objects is essential to your success. You will be
told to collect many of the items when you visit a shrine or drink from
a fountain of knowledge. When you are told to collect an item it is
usually to be found on the following screen.
To collect an object or weapon, search around the screen by crouching
down and trying to pick it up. Once collected the object can be used at
the appropriate time and place. Press F3 or F5 to toggle through the
object you wish to use. Press the SPACE BAR to select the weapons you
have found. Press F7 to pause.
Most locations have a major hazard to prevent you from continuing your
quest and are usually found near the end of a section. Sometimes there
might be more than one.
It is important that you search screens thoroughly as there may be
objects lying around that you haven't been told to collect, e.g. on the
top of rocks etc.
The following are specific features of each location:
1. Wilderness |
- Many of the objects you will need for successful
completion of the game are in this section. It is
important that you search all the screens. |
2. Wastelands |
- More objects are located here and you must also conquer
the Lin Fen mountain range. |
[I guess he mixed up the first two levels...] |
3. Palace Gardens |
- There are quite a few hazards around apart from the ever
increasing number and ferocity of guards. |
4. Dungeons |
- You are inexplicably drawn into this place of nightmares,
the worst of which is trying to find your way out again. |
5. Palace, low level |
- Getting into the palace is your first problem, a small
problem compared to what comes later... |
6. Palace, The Inner Sanctum |
- You are now close to your final goal although it is
hidden from sight. Here you can explore the Shogun's
private rooms and wonder at the great sights. |
The following are specific features of the game
The Status Area
This is broken into sections. First, wounds. This shows how effectively
you are combating your opponents. Secondly, the collect/found/using
display. This tells you what you need to collect, when you have found it
and, in the case of weapons, the current weapon you are using. In the
bottom section of the status area there is your overall energy reserve.
Next to that are the weapons you have available.
Lives
You begin play with three lives for Section 1. If you manage to find an
apple this will give you an extra life. If you start Section 2 with only
one life then you will receive another immediately. You also have the
opportunity of trying to find another apple. You will not automatically
receive any further lives in the later sections but there will be apples
to be found giving you one life each.
Invulnerability
In order to overcome certain hazards you will have to use Ninja Magic.
This takes various forms, some of which you cannot see as they are
hidden behind trees, rocks, in containers like boiling pots or they
might quite literally be right under foot. This magic is picked up in
the same way as any other object but nothing will be displayed in the
Found Status Area. Instead, Ninja may display certain peculiarities but
these are only short lived.
Finally, all the guards you will encounter are out to kill you and they
will use lots of different weapons. There is nothing to stop you using
any weapon in your arsenal against any guard but your effectiveness is
increased if you use the same weapon as your opponent.
The Team
Mark Cale | - Concept and principle design |
Tim Best | - Additional design (logic and mazes) and instructions |
John Twiddy | - Programming and additional design |
Hugh Riley | - Sprite and background graphics and additional design |
Ben Dagleash
[omigod!]
& Anthony Lees | - Original music |
Mark Snowball | - Data entry |
Produced by: Mark Cale & Tim Best
(C) 1987 System 3 Ltd. All Rights Reserved.
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