/============================================================================\ | Ninja Taro | /****************************************************************************\ .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:..:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. Version 1.0 (08/6/2005) Version History: -3/27/2006, added 1up as a host. 1.0: Basic Guide Complete - (08/6/2005) .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:..:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. Legality: This Guide is Copyright, 2005, Matthew McIntyre This guide may not be used on a website or in any public forum where it is protected by copyright without the consent of the author. To contact me: entropiclobo(at)yahoo(dot)ca or chaos(dot)wolf(at)gmail(dot)com Websites with permission to use this Guide: www.GameFAQS.com www.neoseeker.com faqs.IGN.com www.1up.com Game by Jaleco ****************************************************************************** * Table of Contents * ****************************************************************************** *To jump to a section, hold the Control Key and press F, then type in the section number as it appears (ie type N1) N1: Intro N2: Items N3: Basics N4: Levels N5: Enemies N6: Scoring N7: Credits -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | N1: Intro | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Yikes! Yet another Ninja game. You know, I'm really falling into a ninja groove here, writing about these ninja games. But why not? Ninjas as a basis for a game usually means it has a lot of radical potential. But how that potential is used makes the game. I could make a game about ninjas fighting dinosaurs and it could either be awesome or mega lame, just as any game could be. But Ninjas have an allure not seen in other games, to me at least. Ninja Taro is a game in the Ninja Kun series and features a relatively cute cast of characters. Well, the big guys aren't so cutsey, but most of the little dudes are. This artstyle is superior, you can't help but enjoy the animations Taro goes through. But beyond the exterior of Ninja Taro is a hard game at the core. I'm going to warn you taht this game can become very frsutrating. The levels are often full of passages that lead to either nothing or doom, and the enemy placement can be insidious to say the least. So learn your techniques and use them wisely, as this game might just test you. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | N2: Items | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= **** Weapons **** Shuriken: A quick weapon thrown forward with short range. Boomerang: Longer range than the shuriken but slower, and less allowed on screen at one time. Bomb: A powerful weapon that is thrown in an arc. --You get the weapons in thsi order from an old man (or what my friend calls "an ice-cube") Which do you use? Pick them based on the situation. The bomb is often the weapon of choice, but sometimes you need something quicker or that flies is a straight line. Flame Wheel: A magic attack with limited uses/time limit. The old man can give you these after he's given you all of the basic weapons, or pick them up in scenes. You may store the magic the man gives you, but not those you pick up. This is a radial attack that is useful for clearing out groups of enemies. **** Other Items **** Capsule: Used for end-of the round scoring and may contain a paper which is good for bonus points. These are dropped by enemies that are the same size as Taro. Donut: Worth 4000 points. Grapes: Worth 4000 Points. Triangle: Grants you flame-wheel magic. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | N3: Basics | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Control Pad Left/Right: Move Taro A Button: Jump B Button: Attack Down: Crouch (more like down on your guts) Down (On Cliff): Drop down, if you're on a cliff that can be jumped through. Up: Cycle Weapons (when you have them) Crawl: Move while crouched. Wall Climb: Hold the control pad towards the wall as you jump at it to grab a hold of it. Press the jump button rapidly to climb. Wall Jump: Hold the control stick away from the wall you are jumping at and press Jump when you hit it. You can link multiple wall jumps together. This skill is super, super useful - but like most wall jumps kind of hard to pull off at first. But once you learn it, you'll be a true force to be reckoned with as you deftly scale vertical shafts. In fact, you can get away with climbing for most of the game but you must learn to walljump to be successful at later stages. I tell you to climb fairly often, but if the shaft width is appropriate maybe practice a wall jump. Falling Straight: If you want to fall straight down, grab a wall and let go. Rolling Fall: When Taro starts kicking his legs, press jump. He will go into a spin which will allow him to more or less land on his feet (possibiltiy of bonus points). Otherwise, he's flat on his back for a few seconds and very vulnerable. Alright, here's your screen: +---------------------+ | A | | B C | | | | | | | | | | | | | | | | D | +---------------------+ A: Score C: Capsule Amount B: Lives D: Time Remaining Running out of Lives: You can continue the stage with three lives and no core items (shuriken, boomerang, bomb) lost. Running out of Time: Wheels begin to fly across the screen when time gets low and are guaranteed to come at 0. These make getting around pretty tough, and they will also come if you linger in one place for too long. So keep moving! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | N4: Levels | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ****Scene Access**** The code for Control F to access a scene in this guide is in the format NSX (NinjaTaro Scene X) Alright Say you want to access Scene 4, no letter. Use NS4. If you want to access scene 1-A, NS1A. ********************************Walkthrough*********************************** When the scenes branch, things discovered in one scene will often be get another explanation later on because you may not have experienced that had you taken a certain path, there are two small branching areas in the game, they eventually converge, however. You start the game by picking a card. The first card takes you to 1-A, the next to 1-B and the next to 1-C. --------- Scene 1-A (NS1A) --------- Time: 100 This scene takes place on a beach, and it's pretty simple. Just make your way to the right, fighting black ninjas and electric ninjas along the way. Don't let them crowd you too much. You'll eventually come to an item that looks kind of like a staircase in a box, this is an exit and it will take you to 2-A. You may keep going a bit after the exit, but it is only a path to more enemies, and you get nothing but their points for destroying them all. --------- Scene 1-B (NS1B) --------- Time: 200 This is a small cliff with many Electric Ninjas, and one donut which can be collected for bonus points. Alright, destroy all of the ninjas to progress, and be sure to deflect their lightning with your shurikens. Use the terrian to your advatage and stun them if possible. --------- Scene 1-C (NS1C) --------- Time: 200 You start on a tall cliff with some skeletons. Skeletons throw some quick blades and jump around a lot. There's a triangle item nearby. This gives Taro a flame-wheel magic which is a radial, limited use attack. It's quite useful for packs of enemies. There's two in this stage so use them wisely. Alright, so make your way to the top destroying enemies. When you've reached the top, if the stage ahsn't ended, descend the cliff and take out any remaining enemies. There's also some electric ninjas near the top, they shot a slow lightning bolt but don't underestimate them. --------- Scene 2-A (NS2A) --------- Time: 200 You're on some grass in front of a forest. Start going right, you'll begin to be assaulted by black ninjas. Handle them in the way you handled them in 1-A. Don't try jumping over them here as you're likely to get killed by some ninja behind your target. Make a short jump straight up, this will likely bait the ninja to come after you. It will probably jump, so toss your shurikens. Move behind it and duck as it will be tossing shurikens if you've missed it. Kill it when it lands. Make sure you kill all of the ninjas you come across. You will eventually come to a cliff, there are plenty of black ninja and an electric ninja here. You must kill all Ninjas to proceed to the next level. --------- Scene 2-B (NS2B) --------- Time: 200 You start in a cave withs ome ice platforms. There's some skeletons and elec ninjas here, as well as a triangle item which give you a flame wheel. The flame wheel is a limited use radius attack that is quite useful at certain points in the game for clearing out enemies. There are two in this stage. Destroy all enemies to win. --------- Scene 2-C (NS2C) --------- Time: 210 Alrightm this is similar to 1-C, except more Electric Ninja, Less Skeletons, and one fire wheel. Just approach it ina similar way and you should do okay. --------- Scene 3-A (NS3A) --------- Time: 100 You are in a cave near a small red structure. If you talk to the man inside, the top choice takes you to Scene 4 (no letter). However, if you say no then the gate will disappear. You can climb the left wall to find an exit, but be careful of the wheel. Alright, so you get to the top. Take the exit, you will be awarded a boomerang and 10000 points! Now on to scene 4... --------- Scene 3-B (NS3B) --------- Time: 100 This is the same as 3-A. --------- Scene 3-C (NS3C) --------- Time: 100 This is the same as 3-A. --------- Scene 4 (NS4) --------- Time: 140 Alright you've got a boomerang now, you can scroll between boomerang and stars with the up buttons. Start the scene by heading to the right, after cliffs that are accessable from the ground, you will come to one that is somewhat taller and narrower than the previous cliffs. Climbing up here you should see a fire wheel item. If you do, you're going the correct way. Go to the right and climb to the top of this cliff. There will be a thin spire to the left, leap on to this and then leap to the left. If you linger, an electric Ninja may kill you or bounce you off. On this next cliff, you could drop down a bit and collect another fire wheel. There are loads of electric ninjas here too. You can jump to the left from the item, land on a cliff, jump to the left and land by a cave opening. You could also Go to the top left and drop down to this cave. If there is an electric ninja in front of it you'll probably be bounced away. --------- Scene 5 (NS5) --------- Time: 250 You are dropping down beneath the waves! Here's your controls: A button is a quick swim, and B is to swing a sword. You can swing the sword in eight directions. Soon after starting three fish will be coming towards you, it could be best to kill them from above or below, but in front their curving path may lead you to death. If a fish is alone, from the front is alright. You may also encounter a small Octopus. This little dude swims straight for Taro. Just let him get in front of you and swing. Keep going and you'll encounter a large octopus eventually. Swim ahead of him quickly. There's more fish, octopi, and a crocodile up soon. Dodge the, You'll eventually arrive at these skeletal things with transparent bodies that look like Bio Strong from Sagaia. These are little different from the octopi. There's some donuts nearby, three of them, and an exit soon after. --------- Scene 6 (NS6) --------- Time: 100 Another scene with a red gate near the beginning. Answering the top option will bring you to Scene 7. If you want to try for the exit and a new weapon, jump up onto the left and wall and climb all the way up. Make your way to the left across the top and then drop down the left-hand side of the wall. Climb up the right side of the wall and toss your shurikens at the blocks keeping you from the exit. When you break through, take the four donuts and exit the stage. You'll get 10000 bonus points and the old man will give you a bomb. The bomb has a short range, but large area of effect. --------- Scene 7 (NS7) --------- Time: 100 You're in a temple now. Move to the right, destroy the ghost if you want. Ghosts jump at you but can't really defeat you, just bounce you around. At the pit, you can jump over and climb the cliff but there's nothing of interest over there. Drop down the pit, there are tons and tons of ghosts here. Switch to the bomb if you have it. Just clear the ghosts out as you head left and to the exit. --------- Scene 8 (NS8) --------- Time: 120 You're back in the field in front of the forest. As you run to the right, a Daruma willc ome bounding towards you. These guys can't harm you and are easy points. In fact, you can't be truly harmed in thsi level, because after two darumas there's only ghosts. When you reach the cliff, you can take either the top cave to proceed to 9-A or the bottom cave to proceed to 9-B --------- Scene 9-A (NS9A) --------- Time: 100 Another red gate stage, with very tight, restrictive corridors. You know the drill with these levels. If you want to go for the exit, destroy the ghosts in front of you. Get up to the next floor, and then the next. Get rid of the ghosts directly in front of you and you should be near a pit with a bunch of ghosts in it. _Bounce_ off these ghosts and either grap the ledge or land on it to get to the other side. I hope you have the bomb, use it to kill some of the thunder ninjas from behind the rocks. Otherwise, they'll jump up on the far left ledge and block your passage. Make a small jump onto the right wall and climb over. Jump onto the next ledge and kill the two electric ninjas. There will be one near the exit. Kill him, then get on top of the two block-high ledge. Make a small jump towards the exit and you should grab the wall. Exit. He will give you a fire wheel. --------- Scene 9-B (NS9B) --------- Time: 100 This is the same as 9-A. --------- Scene 10-A (NS10A) --------- Time: 200 Bottom Route: Go right from the start, you'll face a Daruma. Drop down the pit using the fire wheel to take out bats along the way. At the bottom, head right taking out spiders and bats. Drop down a hole, run from the dino. Drop down the next and take out the Daruma. Head right, kill the Daruma, then exit to 11-A. Top Route: Prepare for a long climb. Jump onto the left wall and climb all the way up, probably losing the fire wheel along the way. To the left are some bats and a giant skeleton. These take a number of hits to destroy. Why come up here? There's three grapes worth 4000 each. Come up here if you dare. --------- Scene 10-B (NS10B) --------- Time: 200 You start in the water. Start swimming to the right, after four donuts be ready for a big Octopus. Shortly after is the exit. Yep, this a pretty short stage. --------- Scene 11-A (NS11A) --------- Time: 300 You are in a cave. Keep an eye out for little white dots. These are the eyes of bats which fly around this cave. Just continue heading right. You'll arrive ar some skulls with a black stream coming off them. These phantoms take a few hits and are big enough to warrant taking them out. Farther right you'll run into a large blue fish with big lips. Take it out from a distance. The giant fish will kill you touch them and they become excited when you near - running forward. Spot them and take them out before they can reach you. Eventually you reach a pit. You can jump across to eventually find a donut, but ultimately you need to go down into the pit. Drop down the _left_ side of the pit. This is because of the giant fish down here which will run at you if you're too near. And you'll be paused briefly at the bottom afterall. Head right, there's a hole in the ceiling that leads to some grapes, to right are two Darumas. Head up the hole and keep going up, you'll see some skeletons. It gets hard here. After you've landed with the skeletons and taken them out, climb up the wall a bit. Let the skeletons jump at you and when you reach the bottom destroy them. Alright, now that the skeletons are destroyed, climb up and get on the ledge they dropped from. There is a skeleton above you. Lure it down by jumping from the ledge to the wall and back, it could take a while but it's essentially the only way to get by him. After it's out of the way, run and jump at the wall, bounce off of it and climb the wall above the ledge you were just on. Keep going right but mind the bats. Just two giant fish to kill then you'll find the exit. Phew! At theDarumas there is a hole in the ceiling which you can bounce off of them to reach, by the way, However, you will come to a skeleton and the cliffs will prevent your continuing. --------- Scene 11-B (NS11B) --------- Time: 200 Interesting and rare environemnt in this game, a bamboo forest. Head to the right and a crow will approach from the left. You'll come to a cliff with some dog-masked dudes that spit fires. When these fires stop, they keep burning where they stop so watch out. Pass this cliff and run through the next bamboo area. The bottom-right corner of the next cliff holds the exit. --------- Scene 12-A (NS12A) --------- Time: 100 Very hard if you try climbing. Let's see, what could you do? This is another red gate stage, but are you up to the challenge? See 12-B for a strategy. --------- Scene 12-B (NS12B) --------- Time: 100 This is the same as 12-A. Need a hint? This is a good time to learn how to wall jump. Well, I'll tell you how to reach the exit more easily. Wall Jump! Yes, wall jump. You should recall that wall-jumping will help you grab a cliff after getting bumped by an enemy. That skeleton that's been causing you trouble by knocking you off or throwing swords in your face? No problem, you should fly right past it. It _will_ probably jump at you but if it hits you grab the right cliff. Wall jump up to the top and immediately kill the three skeletons. Now, if you've made it this far you will probably have trouble reaching the exit. Jump down from where you are and wall jump back. If you've dropped enough, you should be able to wall jump off the cliff you were just on. Radical. Now grab the ledge under the exit and climb to victory. --------- Scene 13-A (NS13A) --------- Time: 200 You're on a cliff with a light blue sky background. You can see on those ledges are some black ninjas, take'm out. Go forward and jump into the water. Swim down but be careful of the Skeleton jellies, octopi, and fish. Keep swimming down. There's a lot of enemies here, so take some time to deal with any real threats. Down and down you go. Eventually, the screen goes black. A Big Octopus will come, so dodge it and take off to the right. You'll hit the stage boundry, head up. The biggest threats on the way up are octopi. Make sure you know where your sword will swing to. For example when you are facing up it goes left, and the octopus can still get at you from the right. It's probably best to get level with them and attack them ehad on. Continue until you are out of the water and get onto the cliff, head right. Just past the dino is the exit. --------- Scene 13-B (NS13B) --------- Time: 100 This scene _can_ be hard, it's a battle against a giant skeleton - defeat him to win. Sounds easy? Well you're on a platform surrounded by lava. The fire wheel is a huge help here, but use the bombs if you don't have the wheel. If he approaches you, use a wall jump to get over him, probably bouncing on the big guy's head en route. Okay, so what happens if you fly too far and are bouncing into the lava? Use a wall jump to get out of the pit and back on the platform, though the lava will kill you. --------- Scene 14 (NS14) --------- Time: 200 Back in a cave like 12-A. Jump off the ledge, then head left, there's plenty of giant fish in this tunnel. When you reach the end, jump up to the right-hand wall and climb to the top. Head right from here and past the giant fish to the end of this tunnel. Jump to the left wall and climb all the way up. Go left, two dinos will be after you. Get to the end of the tunnel and get on the right wall. You can use the dinos as spring boards if you'd like. Climb to the top and wait for the bats to clear away, if a bat enters the vertical tunnel with you, it is likely that you will need to drop back down. Keep going right until you come across the giant skeleton. Get over him and climb the right wall to the exit, possibly using the skeleton as a springboard. Be _careful_ as some bats will probably come from the left. Get to a point on the wall where they won't hit you and let them ricochet off it. Climb to the exit letting any bat that may have snuck up there clear out, of course. If you aren't so daring, destroy the skeleton first. --------- Scene 15 (NS15) --------- A small, one-screen stage. Scale all of the walls until you're at the far right killing ghosts if you wish on the way. Don't kill the ghosts in the last pit, use them to get up on the top ledge. Kill the fish and exit. Get the two donuts first, if you wish. Also note that with the bomb you can kill the fish before you even get on the platform. could be prudent! Reach the exit and an old man will present you with an item, likely a fire wheel. --------- Scene 16 (NS16) --------- Time: 500 Back in a grassy field near a forest I see! Start heading right, you'll enter a cave just past the black ninjas. Head right, killing bats, until you find a pit. Make your way to the bottom, mind the skeletons. When you get to the bottom, enter the water. Head left and you'll be assaulted by a big octopus. Swim quickly to the left. Stick to the bottom to avoid most of the fish. When you come to the end, you'll see some brown blocks sticking down. Jump out of the water here and begin your ascent by jumping from alcove to alcove. When you come to the straight shaft, climb the left wall. Jump down the hole and you'll have arrived in a room with columns and lava. Lava will _kill_ you, in case you didn't figure it out by now. Proceed to the right, jumping. It is _essential_ that you plan your jumps. You should know how far Taro can jump by now, so move to the appropriate place on a ledge before making the leap to the next. There's some electric Ninjas here, so watch out. A little ways to the right, some bats will start coming as well, farther right is a giant skeleton. You have no choice but to destroy it, I hope you have the bombs because it is above you. Farther right, a swarm of bats comes from the left and there's a juicy amount of electric ninjas to the right. There's also two grapes on perilous perches. There yours if you dare. Jump up and you'll see a ledge smothered in skeletons. Wipe them out then jump onto that ledge. You will begin a long climb between small alcoves up a vertical tunnel. You will likely get a firewheel enroute. When you reach the more spacious area, watch out for the fish. At the top, to the left is an icey looking cave. Samurais will attack you with their bow and arrows. You need to stomp on them first, then attack them before they get back up. Start heading up, this area is _polluted_ with samurai so if you want you can get some nice points. At the top, run right through the long tunnel then dive down into the water. Head straight down. When the big octopus appears it is time to go right. When you hit the end of this chase, head up. When you reach the top, get onto the cliff and run to the right. You arrive eventually to a field with a cherry blossom tree background, a Daruma, and the... EXIT! That stage was quite long, so be on the look out for wheels which will appear regardless of your movement at 30 seconds remaining. --------- Scene 17 (NS17) --------- Time: 200 Start by heading right, but beware of the spiders lurking in this tunnel, and later bats. The bomb is seriosuly recommended here. The tunnel is long but take it slow. Running and jumping ahead could get you slaughtered. At the end it opens into a room with a giant skeleton. Dispatch and continue. You could use the ledge as cover, but if you do beware of the bats flying in from behind. The exit is just up the far right wall. --------- Scene 18 (NS18) --------- Time: 100 Another red gate stage. Scale the left wall until you can go no higher. Drop to ledge to the right. Climb up and wall jump to the exit. There are no enemies (barring wheels) in this scene. --------- Scene 19 (NS19) --------- Time: 200 Jump down the hole, there's a tunnel in the right hand wall. If you drop all the way down, you can get two donuts in a room with three ghosts. Climb up the right wall and start down that tunnel. Again, you can drop down and get two donuts, but this time there are three skeletons. Climb up and look out for the bats. Down and to the left at the next pit is a giant skeleton and two donuts. There's a tunnel in the right wall of the fall that you will need to go through however. There's bats here again. Alright, you can drop down to a room with a dino and two bats, two donuts. However, the bats will probably kill you as you drop. To get up to the next area, climb the left wall by jump kicking to it. There's a tunnel to the left, but there's only enemies in there. You will need to jump kick again off the right wall and climb the left wall to the top. There will be a giant skeleton in here to the left, and many bats. When you try to climb to the exit, a swarm of bats will come in from the right. If you have the flame wheel still, jump a little into the air and use it. Otherwise, take them out as best you can. If you let the wheels start coming, you're in for a truly hateful experience. --------- Scene 20 (NS20) --------- Time: 300 Start by heading right, jump over the pit, there's only enemies down there. Alright, so you come to a second pit. There is a tunnel in the left wall with a Daruma. If you want to get here, jump over the pit then leap in bouncing off walls until you land in here. If you try going to the bottom, there's no real prize and you'll likely be killed by a bat. The next pit ends with bast and a dino, but in the right wall there is a tunnel with a giant skeleton. This is the path to take. Otherwsie, you'll be climbing up a wall that just leads to two grapes. Take this path if you want them, of course, but you'll need to backtrack to finish the stage. After the giant skeleton, you'll come to a place you could either climb or drop. Well, if you drop you'll probably die from the many bats, so climb. Jump to the right wall and you'll come to a tunnel. This tunnel and the way you were going ultimately takes you to the same place, unless you go down after the tunnel straight into the bats. Head left after reaching the top and you'll face a Daruma. There are bats here as usual so again, watch how the Daruma bounces you that you don't fly into one as a result. Continue left and you'll find a Giant Knight. This is similar to the skeleton except larger. Take him out and continue left. --------- Scene 21 (NS21) --------- Time: 100 Another red gate stage. Try bouncing off electric Ninjas near the left wall and wall jumping off it into the centre tunnel. --------- Scene 22 (NS22) --------- Time: 200 You start in an ice cave with two kabuki. Begin climbing, killing kabuki along the way. Kabuki hair has some seeking properties, so be careful. There's a flame wheel here as well. --------- Scene 23 (NS23) --------- Time: 200 This is similar to the previous scene except with Samurai. Again, you need to run into these guys in some shape or form to be able to harm them - even with the flame wheel. --------- Scene 24 (NS24) --------- Time: 100 This is the same as 21. --------- Scene 25 (NS25) --------- Time: 100 _If_ you got a flame wheel in the last stage it will be invaluable here. There is a cliff covered in Kabukis. Destroy them all to win, there's also a donut here. The bottom corners are _excellent_ places to launch your assault from. --------- Scene 26 (NS26) --------- Time: 200 These little masked dudes that look like dogs will come bounding after you. Take them out quick because they shoot fireballs, and when these fireballs hit something like your weapon, they will burst into fires that burn where they start. Destroy them all to win the stage - use the cliff to your advantage and drop under the fireballs instead of jumping over them if there's a lot of dogs with you. --------- Scene 27 (NS27) --------- Time: 140 A cliff with samurai. There's a flame wheel here, but again it's not going to do a lot of good, but you can't save it. Defeat all the samurai to win. --------- Scene 28 (NS28) --------- Time: 100 Ah, recognize this place? It's a previous red gate stage but the gate's absent this time around. And there's loads of Samurai. But, there's an exit! Alright, slay the two samurai in the pit with you, then climb the right wall. Jump over the next three pits, bounce on the samurai if you must. On the next use a wall jump to get up top with the samurai. immediately bounce on them and kill the bat in the process. Take off to the exit. --------- Scene 29 (NS29) --------- Time: 300 Another cave, head right as usual. Wall jump here and attack at the bats if they don't leave. This is very, very hateful. There's a big fish up here that without a doubt will kill you if you try to climb the righthand wall. You have to kill him while wall jumping in, so the bats had better be cleared out. If you can manage this, you'll eventually come to an area with a hole in the ceiling and a tunnel to the right. Then tunnel holds a giant knight which guards a donut, the hole will take you to a floor with some bats and another fork like below. The right tunnel holds a Daruma guarding a donut. The tunnel up. Well even going near this tunnel will bring a brigade of those damn bats. Climb up the right side of the tunnel either get up before bats can reach you if possible or drop if they are after you. Bats from the bottom will likely kill you if you drop, and some on the bottom may enter the tunnel themselves - lovely. You could also try a few wall jumps, toss a few bombs, then grab the wall but you'll have a hard time controlling yourself. When you get into the horizontal tunnel, head right. You'll pass a Dino. When you come to the pit, grab the right wall then drop. Make sure you roll as you fall so you get up quickly. If you don't fall straight, you'll probably hit a bat. If you don't roll, you probably won't get up as that tunnel-high swarm of bats closes in on you. There's a big skeleton at the far end of this tunnel. Destroy himm or jump over him bouncing on his head. This is dangerous because he's almost as high as the tunnel so you have little room to bounce. It's possible, however. Past him is the exit. If you dropped down at the start of the level: Going all the way right will land you fighting a giant skeleton whom ultimately guards a donut. To progress through the stage, find the hole in the ceiling and climb on the right wall. There's phantoms up here so destroy them and continue. You come again to a hole in the ceiling. To the right is a giant knight, it guards some grapes. Climb the right wall of the hole and you'll come to a floor with nothing of interest. So ultimately, it's not worth it. Points? Yes, but consider that wheels are likely to appear as you swaunder your time down here, and with a stage this complex, you do _not_ want wheels. --------- Scene 30 (NS30) --------- Time: 300 Above you is a long, long tunnel. Climb the right hand side. You'll come to a tunnel eventually, yet the tunnel you're in continues up. The tunnel to the right leads nowhere. Climb or wall jump to a tunnel in the left wall. It has dounts guarded by giant fish. Climb or wall jump to the next righthand tunnel. To the right is a giant knight and a donut. Wall jump and some elec ninjas and skeletons will fall down towards you. Wall jumping will give you the momentum to grab a wall if they hit you, grab the right wall and climb up. From here you can go up or right. Right just leads to a inescapable area with lava. If you go up, there will be a tunnel to the left which drops you into a room with a dino and a donut. Higher still is a tunnel right which eventually leads to a daruma guarding a donut. Even higher, after some falling electric ninjas, there are two thin tunnels in the wall. The blocks in front of the left can be destroyed, and going to the end of the right tunnel drops you down into the wall and this lets you walk in midair, to the left, under the blocks and into the tunnel. I don't recommend doing this as you can fall into oblivion. Instead, drop a little down and grab the left wall. _Hopefully_ the electric ninja won't fall until you're almost on the ledge. Head left then go up this tunnel. Use wall jumps so when you encounter the falling group you can bounce on to the right wall. Climb up and make sure the bat's clear before you get up on the ledge. Head to the right. There will be lots of bats before you enter this room. Destroy the large skeleton. What's wrong? Nothing here? Destroy the top block on the far right wall to reveal the exit. --------- Scene 31 (NS31) --------- Time: 100 The battle with Asura. Alright, you have some cliffs to climb, but stay at a point where you can hit Asura at pelvis/chest level, and let him have it. If he comes close to you, jump out of the way. You could try crawlign under him but if he points a sword down while you are crawling it can still kill you. He has the basic pattern of a Giant Skeleton or Knight, so just keep wailing on him and he'll be defeated. If he kills you at the far left side of the screen, expect to die again and again and again. This is beacuse you will start here on your new life and Asura will still be here as well. Defeat him, watch the ending (Don't expect too much!) and the game will loop. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | N5: Enemies | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= *Bat: Fly around in caves. *Big Octopus: Huge Contopus that chases you underwater. Just swim for your life and utter safety. *Black Ninja: A basic enemy that can jump, and throw the same shurikens that Taro can. They have a certain range to the shurikens, so look out. They throw fast so it's best _not_ to get locked into throwing shurikens at his. Either get a little out of range then run back in or jump on him. Jumping on him will cause you to bounce higher, and running into him will stun him. *Crocodile: Moves around underwater after you. Just swim away. *Crow: Flies around. They don't do much to attack you and they're relatively slow. They're only a real threat if you are falling or crowded. *Daruma: A large enemy based on the good luck Daruma dolls, these big guys bound towards you or waddle. They will make the screen flash when they die, the times till ticks down but it doesn't last long (you're frozen while they explode). Darumas mostly knock you around, but _can_ crush you if you're not careful. *Dino: Looks kind of like Bub and Bob. He will chase you but cannot harm you. If you jump on his head he'll pause to cry. *Dog: Fires fireballs at you which burst into flames that burn where they burst for a while. *Electric Ninjas: They shoot lightningbolts horizontally towards you. You can destroy these with a shuriken, and these ninjas are sufficiently slow that you can get away with throwing your shurikens and edging in closer. While you could try jumping a them, it isn't recommended as if they launch an attack as you're approaching them you could get hit. *Fish: An underwater enemy that swims towards you in a curving path. *Kabuki: Dude in a karate suit with long red hair. They jump around relatively quickly and throw their hair at you. Dispatch them quickly before they overwhelm you. Their hair has some seeking property and can turn midflight. *Ghost: An enemy that jumps at you to bounce you around, but can't really defeat you. *Giant Fish: Sits still until you come near, but then charges at you. *Giant Kingh: Moves around slashin at you with its sword. It's a very tall enemy and takes quite a few hits. *Giant Skeleton: Moves towards you swinging its blade. They take a good deal of hits. *Octopus: Swims towards you, just let it get in front of you before you swing. *Phantom: Flies back and forth. Decent endurance but will go down eventually. *Samurai: Shoots its bow and arrow at you. You _must_ bump into it before you can kill it. *Skeleton: They can jump at you and throw some mean swords. *Skeleton Jelly: A transparent aquatic enemy that slowly follows you. *Spider: A large spider that runs towards you. *Wheel: A large wheel that follows a curving path horizontally across the screen. Comes if you waste time. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | N6: Scoring | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -~-Enemies-~- If an enemy has N/A by it, you cannot defeat it, If it turns out you can defeat it, it's probably not worth it. The enemy scores are the _core_ enemy scores. IE, you may see a "1000" when you kill an enemy, but this is a bonus and the real enemy value may be 300. Bat: 300 Big Octopus: N/A Black Ninja: 100 Crocodile: N/A Crow: 300 Daruma: 10000 Dino: N/A "Dogs:" 400 Electric Ninja: 300 Fish: 400 Kabuki: 600 Ghost: 400 Giant Fish: 400 Giant Knight: 10000 Giant Skeleton: 10000 Octopus: 200 Phantom: 800 Samurai: 500 Skeleton: Skeleton Jelly: 400 Spider: 500 -~-Items-~- Donut: 4000 Grapes: 4000 Capsule: 200 (w/o bonuses) -~-End of Round-~- Points/time unit: 10 Points/Capsule: 100 Beating red gate stage by reaching the exit: 10000 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | N7: Credits | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Thanks of course to my hosts, and to the people behind Ninja Taro. This is a truly killer game. Websites with permission to use this Guide: www.GameFAQS.com www.neoseeker.com faqs.IGN.com www.1up.com Game by Jaleco