Shadow Dancer logo

Automatenumsetzungen sind das täglich Brot von U.S. Gold - manchmal ist es zwar nur dürres Knäcke, wie bei "Eswat" oder "Line of Fire", aber dann gibt es wieder schmackhaftes Vollkorngebäck: Der Amiga-Schattenkrieger steht seinem Kollegen aus der Spielhalle kaum nach!

Joe Mushashi hat einen Hund namens Yamoto, einen schnittigen Shinobi-Säbel, tonnenweise Shuriken in der Hosentasche und den wahrscheinlich meistversofteten Beruf der Gegenwart: er ist Ninja-Meister.

Da braucht man sich um Aufträge nicht zu sorgen, beispielsweise haben gerade jetzt wieder ein paar nichtswürdige Terroristen Zeitbomben in der Stadt verteilt, die nun ihrem explosiven Ende entgegenticken. Also atmet Meister Joe noch mal tief durch und pfeift dann seinem Ninja-Waldi - Gassi gehen, feines Terroristen-Fressie wartet!

Das Spiel ist genau so, wie man es sich bei dieser ungemein originellen Story auch erwartet: Schatten-Joe eilt von links nach rechts über den Screen (manchmal geht es auch ein bißchen rauf oder runter), murkst die heranstürmenden Gegner ab und entschärft alles, was nach Bombe aussieht.

Ein paar kleine Besonderheiten werden natürlich schon geboten, da wäre zunächst mal der Köter, den man in kniffligen Situationen vorschicken kann, damit er die Gegner ablenkt, während Herrchen seine Deckung verläßt und den Tierquäler in aller Ruhe aufs Korn nimmt. Neckischerweise schrumpft der stattliche Schäfer vorübergehend auf schoßhund-format zusammen, sollte er zuviele Prügel kassieren!

Ein Druck auf die Leertaste befördert eine weitere Besonderheit zutage; sie nennt sich "Ninja-Magie", ähnelt in ihrer Wirkung aber verdächtig einer Smartbomb. Schließlich und endlich gibt es noch die für Games aus dem "Shinobi"-Dunstkreis typische Bonussequenz am Levelende, um sich ein paar Extraleben dazu zu verdienen. Achja, ehe wir es vergessen: Zeitbomben geben ein äußerst effektives Zeitlimit ab!

Die Grafik ist schön und vom anfänglichen Airport bis hin zu den Slums und Höhlen noch steigerungsfähig; daß sie minimal ruckelt und von NTSC-Streifen eingerahmt wird, stört nicht weiter. Die Begleitmusik ist von der ruhigmeditativen Sorte und wird mit der Zeit ebenfalls immer besser, die brauchbaren Effekte bestehen überwiegend aus Kampfgeschrei und Hundegekläff.

Über die Steuerung kann man genauso wenig meckern, lediglich der "Supersprung", mit dem man von einer Etage in die andere wechselt (z.B. bei einem Brückengeländer) funktioniert angesichts der herrschenden Hektik etwas unbefriedigend. Ansonsten nervt eigentlich nur noch, daß man nach jedem Lebensverlust wieder ganz vorne am Levelanfang beginnen darf.

Alles in allem ist Shadow Dancer eine gute und bis auf den fehlenden Zwei-Spieler-Modus sehr originalgetreue Umsetzung eines an sich gar nicht mal sooo tollen Automaten - ein Probe-kämpfchen ist auf alle Fälle zu empfehlen! (mm)



Shadow Dancer logo

To be fair, there's not much that can be done to a sideways scrolling ninja-'em-up to make it that much different to the 300 billion other sideways scrolling ninja-'em-ups around. Apart, of course, from giving the main character a pet dog and calling the game Shadow Dancer - it's a wonder no-one thought of it before, really.

US Gold certainly have thought it was a splendid idea - especially as some coin-op person seemed to have done all the hard work already, meaning they merely had to nip down to Weston-Super-Mare, have a quick go on the arcade game, and then go home and write a conversion.

So how's it worked? Well, it has to be said, the look and feel of the original has come through perfectly. Which is all very well if you ignore the fact that there wasn't all that much look and feel in the first place - if you were to take a close look at the original, and more worryingly this computer version, you'd soon realise just how thin the gameplay really is. It's all sprites and background and not very much to do at all.

In fact, I can just about describe the gameplay in once sentence: you have to walk along some scrolling landscapes killing baddies with (unlimited) shurikens and your sword. The unusual bit is that you've got this pet dog who follows you about and at appropriate moments leaps on unsuspecting baddies and either kills them or holds them down. Very useful he is too - at least until he gets beaten up just that little bit too much, at which point he and goes off and whimpers in a corner. And that's just about it in the 'usual bits' category, I'm afraid.

As for the "but is it any good?" part, well, I'm a bit unsure about what to say really. There are hardly any moves you can make (then again Shadow Warriors had piles and was still rubbish), the only extra weapons and two types of shurikens and although it's fun for a quite a while, long term interest seems rather unlikely.

Certainly not the scrolling beat-'em-up to beat all beat-'em-ups, and, to be honest not likely to make much for a mark at all.



Shadow Dancer logo

Quite where Shadow Dancer stands in the long line of Shinobi sequels beats me, but the basic gameplay is pretty much the same as in the popular Sega coin-op, with literally hundreds of evil ninjas to maim and kill using your unlimited supply of throwing stars and a trusty sword.

However, in a new twist to the genre, the heroic ninja is no longer alone in his quest, and is backed up by a faithful canine chum who can be sent ahead to weaken or kill any waiting assailants. Unfortunately, though, this belated addition to the repetitive action (admittedly a fault of the original coin-op) isn't enough to save the game from mediocrity.

Shadow Dancer takes place over four stages, which are broken up into fifteen smaller sub-levels. The scenario tells of an organised band of terrorists who have seized control of a space shuttle and are threatening the lives of the passengers with a number of bombs.

In addition, a number of larger devices have been secreted throughout the surrounding area and are set to explode unless the group's demands are met. Enter the Ninja, armed with his trusty hound, an unlimited supply of throwing stars, a sword, and a limited supply of 'ninja magic' - which act like smart bombs when activated, clearing the screen of attackers and flak.

Each level is made up of a number of platforms and scrolls in the usual eight directions. Scattered throughout each of these stages are a number of primed explosives which must be collected before the level is cleared.

Control over the ninja is simplicity itself, with the joystick sending him jumping, running and ducking, whilst these combinations and the fire-buttons allow him to jump onto the the higher ledges or even behind fences, where the explosives are regularly hidden.

Finally, the ninja's weaponry is accessed whenever the fire-button is pressed, although the visually impressive magic is activated by a quick press of the space bar.

In terms of presentation and content, Shadow Dancer is a very close conversion. Sadly, though, its addictive potential is let down by a few very annoying mistakes - the most notable being the awful sprite detection which allows the enemy's bullets to strike home before they come anywhere near you.

In addition, there are sections where the ninja must jump down a level, but there is no way of seeing what's below and normally results in another unnecessary loss of life when you hit an attacker. These faults mar a otherwise enjoyable conversion.

The idea of the dog is a good one and allows the player to clear a path ahead. The between level bonus game is also well implemented, but the game's faults tend to take the edge of the plus points, leaving Shadow Dancer as a decidedly average game.



Shadow Dancer logo

US Gold, C64 £10.99 cassette, £15.99 disk; Amiga £24.99

Terrorists have launched a massive, coordinated strike against America with hundreds of crack soldiers invading Florida. This awesome combat force has infiltrated numerous civilian establishments and planted explosives, making a conventional military response impossible.

So it's time to call Shadow Dancer, the eponymous hero of Shinobi who rescued a group of hostages from a vicious street gang in downtown LA. Saving Florida is a more formidable challenge, but fortunately he's now got a snazzy new nickname and a secret weapon: a vicious pet dog (which on the Amiga shrinks to chihuahua-size when hit!).

The terrorists arrived on a civilian airliner which landed at Miami airport and was promptly seized, then wired with explosives. Shadow Dancer starts here, aiming to defeat the terrorists and learn where they went from here. The concourse, cargo loading area and inside a speeding aircraft form the three airport stages: the first two contain plenty of bombs, all of which need to be collected before the stage can be finished. The third stage sees the Shadow Dancer go head-to-head with a giant shogun throwing fireballs. Defeat him and a bonus stage begins.

Shadow Dancer stands at the base of a tower, down which are leaping hordes or enemy ninjas. In this first-person perspective scene you have control of Shadow's hand and must ill the ninjas before they get all the way down the building. Succeed and bonus points, magic and credits are awarded.

The next mission sees Shadow going after the supply route the terrorists have set up, including a railroad (battle on top of a speeding train), bridge and freight station (fight a train!). It's here that enemy ninjas make their first real appearance, jumping onto the screen and using their staves to deflect your shuriken. Hang around too long and yet more ninjas arrive. On the Amiga this mission has an extra level.

Due to memory restrictions programmers have redesigned the C64 game so it's made up of five missions, or loads, each with three stages. The Amiga game is the same as the arcade, with four missions but the same number of stages. On both versions later missions bring a factory, sewers, waterfall and a shuttle base.

The main game, where Shadow is collecting the bombs, usually boasts multidirectional scrolling with our hero capable of special leaps to jump onto higher levels. His weapon is basically an unlimited number of shurikens which can be thrown from a crouching, standing or leaping position. They can't be fired diagonally, so winkling out machine-gun-armed soldiers beneath you can be difficult.

If you don't want to risk leaping between his bullets you can hold down fire to send your dog on the attack. Baddies can't fire while he's savaging them, allowing you to get close and kill them. If you take too long the dog is wounded and unable to attack for a short time. Another weapon is magic, a smart bomb activated by the space bar which kills everything on screen (except mega-monsters which can take several magics to die).


Phil King If I see another ninja in a game I may possibly go slightly mad - it's a crowded market with each successive game offering little over the rest. Luckily for Shadow Dancer the four-legged friend works well and boosts the limited depth and originality of gameplay on both machines. Having multiple levels per C64 load restricts the sophistication of the graphics in each stage but there's still great shading, a good parallax scroll in places, and a superb bonus game. I'm not quite so enthusiastic about the Amiga game technically, it doesn't make quite as good use of machine since it's basically a ST port. However, for once the ST game seems quite excellent.
The sprites are nice and big, there's good attention to detail and nice graphical variety, plus there's a great soundtrack. The Images programming team did a great job with 16-bit Ninja Spirit and Shadow is no less impressive. On both machines Shadow is a sequel which improves over its predecessor and is a good-to-great conversion of the coin-op.
Robin Hogg Like most recent coin-ops Shadow Dancer doesn't offer much in the way of originality, but brilliant graphics with variety made a big hit for Sega. Contrary to the ninja theme the game isn't really a beat-'em-up, it's closer to Green Beret than Double Dragon with our hero using a limitless supply of shurikens to hurl at the terrorists. Both computer versions play much the same: as you yomp on, numerous traps are sprung, mostly consisting of a couple of guys firing at you. Dodging the bullets, the springing forward to take them out requires lighting-fast reactions, excellent timing and good tactical sense. It's familiar stuff, although the dog is an amusing innovation, often vital for distracting an enemy.
Initially the game seems much too tough and only by heavy use of magic you can progress - however, with practice it becomes easier. Using a cheat we were able to play through the entire game and were glad to see some development of the simplistic early levels. A waterfall level where you have to jump from ledge to ledge, and a big level where exploration is vital to find the exit add much needed variety. On top of this you have some impressive mega-monsters to take on, including a bullet-firing train and a giant amazon woman, each with their own novel attack tactics. Then there's the bonus level, superbly presented for both versions, and great fun.
The C64 version makes especially good use of the machine, packing three varied levels per load, plenty of impressive background graphics including a parallax scroll particularly impressive on the moving train stage. The Amiga version is similarly impressive, although it's a ST port and there's no parallax scroll, the characters are big, looks good and move realistically against some nice backgrounds. Also, the Amiga game has a bit more complexity on some stages, including one where you jump into the screen slightly to fight for some bombs. Although the basic game is a little limited, first class presentation, good variety and a terrific end-game sequence (on the C64 particularly) means anyone still fond of ninjas will love this.