Super Hyperactive Ninja Review
The world of ninjas meets the world of java in JanduSoft and Grimorio of Games’ platformer Super Hyperactive Ninja. Featuring a coffee-nin that’s high on pep, does its speedrun-centered gameplay deliver a nice buzz?
Super Hyperactive Ninja Review
You would think a game with lively cartoon ninjas would have a memorable story, but what is present in Super Hyperactive Ninja is as dull as dishwater. Taking place in the year 15XX, the legendary coffee has been taken by the evil shogun, and it’s up to the coffee-nin Kohimaru and his friendsnto get it back and save the day. There’s not much story to speak of here, and what is here is the absolute bare minimum to set the stage.
To save the day, this hopped up hero must clear a series of stages set in different areas. There is an exit on the opposite side of where you are, and it’s up to you to get through hazards, enemies, and bosses to get there. However, the only way to get past each stage is to go into Hyperactive Mode. By holding down a specific button, your character starts running at a faster pace, allowing them to take down certain enemies from behind and run up walls.
This sounds like an interesting gimmick, but the execution makes it a hassle to use. For one, the mechanic has a warm up and cooldown period, meaning that players will be vulnerable during this time. In addition, players are running in one direction the whole time this happens. Some control would have gone a long way, especially when navigating traps and enemies that kill in one hit. Finally, this mechanic drains a meter that naturally depletes over time. Coffee and power-ups purchased from the in-game store can help refill this meter, but it drains far too fast. Despite the infinite lives and checkpoints the game offers, it can quickly get annoying when players are forced to do the same section multiple times due to the shoddy control scheme.
It’s not like much thought was put into the levels either. Some may have shortcuts or require abilities like walking on water or putting out flames, but these mechanics feel like they were tacked on to the main mode. Players can also push boxes around to solve certain puzzles and defeat bosses, but there is a delay between pushing the block and it actually moving.
At the end of each stage, players are given a rank based on the time, money, and score of each level. Most stages can be beat in a matter of minutes, and though there is a leaderboard, it is easy to see everything the game has to offer in just a few hours.
Super Hyperactive Ninja feels phoned in. Though the Hyperactive Mode is a novel concept, the execution leaves something to be desired.
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