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Last Ninja manual

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 sat 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 is
correct. If unsure please consult the manufacturers handbook.

CASSETTE:

Put cassette with label showing CASSETTE ONE (PART 1) facing
upwards into the deck. At the basic prompt on the screen press
and hold down the SHIFT key, 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 depressed after the first
section has loaded as following sections will load automatically.
Follow screen instructions when to insert second cassette (PART 2)


DISC:

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 second disk (PART 2). When you have done so press the
fire button on your joystick.

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.

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 that
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 NUMCHUKAS WITH FIRE BUTTON PRESSED
2, 8       - Spin 'chucks to increase power
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

POUCH          - essential to carry objects
KEY            - when nearing the end of your tether, opens the door
                 to success
NUMCHUKAS      - an essential weapon
SWORD          - an essential weapon
APPLE          - gives an extra life
SMOKE BOMB     - there's no smoke without fire
CLAW           - claw your way to the top and down again
GLOVE          - be careful what you pick
STAFF          - an essential weapon
SHURIKEN STARS - an essential weapon
AMULET         - to give is greater than to receive
FLOWER         - a vase is waiting...
ROPE           - could this be the means out?
BOTTLE         - sleeping potion
SCROLLS        - once found, your quest is complete.


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 object 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.

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 verious 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 &
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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