exequor.com

Saisis d'Écran Téléchargements/Liens

Titre(Anglais) Call of the Ninja
Type(Anglais) Prototype de jeu
Tâches(Anglais) Scénarisation, Programmeur, Designer de jeu
Année(Anglais) 1996
Description(Anglais) Originally designed to re-use Champions of Zulula Elite Edition's engine, Call of the Ninja was going to be a side-scroller type game, but your progress would be on a screen-to-screen basis rather than having large scrolling levels. Michel Rioux was art director and co-designer. I was programmer and writer. Eventually I had to leave this project to concentrate on the Battlecry of the Reptiliads game. An out-of-house programmer later picked up the project and tried to turn it into a side-scroller. Unfortunately it never happened.

TopSaisis d'ÉcranTop


(Anglais) The game was split in 3 episodes. As you can see only the banner for Episode 1 : Bomber Madness, was complete. The other two were quickly-drawn fillers for testing purposes.

(Anglais) The game had a world-war II settings in which the player would fight for Japan against the US first, then Russia, then China.

(Anglais) One of the many different backdrops of the game. Here the Ninja would have to fight on top of a flying B-29.

(Anglais) He would then slip in, kill the pilot and force it to crash, preventing a third apocalyptic nuclear strike against Japan.

(Anglais) After crashing the bomber, the player would discover an evil Russian-Chinese plot to use ancient chinese magic to conquer the world. It's up to the player to stop it. This backdrop is a russian hangar.

(Anglais) After clearing the hangar, the Ninja would then head underground to fight the evil Chinese Mandarin.

(Anglais) The sprites for the game were entirely done by Michel Rioux. Here we have our hero, the Ninja.

(Anglais) A US solder.

(Anglais) The Stone Golem.

(Anglais) A lightning-type monster.

(Anglais) Russian goon

(Anglais) US goon.

Non-disponible