Kasumi Ninja

Kasumi Ninja

Developer(s) Hand Made Software
Publisher(s) Atari Games
Platform(s) Atari Jaguar
Release date(s) 1994
Genre(s) Fighting game
Mode(s) Single-player, multiplayer
Rating(s) ESRB: M (Mature)

Kasumi Ninja is a 1994 fighting game developed by Hand Made Software and published by Atari Corporation for the Atari Jaguar. It is one of a few fighting games released for the Jaguar home console system (other games being Ultra Vortek, Primal Rage, and Fight for Life) that unsuccessfully sought to capitalize on the trend of ultra violent fighting games started by Midway's Mortal Kombat.

Contents

Gameplay

Kasumi Ninja features a three-dimensional battlegrounds using parallax scrolling technology. The game's control system feature punch, kick, and special move buttons. The two player versus mode requires the use of a code for players to choose the same character.

The game was given a "Mature" (17+) rating by the Entertainment Software Rating Board for its graphic violence and gore.Kasumi Ninja was one of the first video games in history to allow parents to censor the level of violence allowed in the game by using a six digit password (by using the Jaguar's 12 button keypad). When the parental lock is enabled, a code is needed to select the "Gore Fest" gore level. The possible gore levels are: None (no blood), Combat (small amount of blood, but none from swords), Disturbing (more blood than Combat, and blood dripping from the swords), and Gore Fest (the only mode with death moves, the most blood, and it has to be unlocked with a parental lockout code).

Story

In single mode, the player is initially only able to choose between two characters (Habaki and Senzo). Other characters are unlocked progressively at the successful completion of each stage. The game is named after the game's setting, a mystical island called Kasumi Island. The objective of the game was to kill the game's boss, Gyaku, in his true form: a demon. Only when Demon Gyaku was killed one gets the best ending.

Characters

Development

Kasumi Ninja went through several changes before it was released to the public. It was previewed approximately 8 months before its original release by a virtual game magazine distributed via CD. In this preview, the game had a very heavy story element to it. Players were represented by a guardian spirit of Kasumi Island and could only begin the game as Senzo or Habaki (who originally was represented by the Gyaku character sprite). The spirit would take possession of either Senzo or Habaki and, during the main game's storyline, the characters would have to do battle with the other champions of Kasumi Island in order to free their spirits. This would enable them to do battle against the evil polluting Kasumi island. Beating the game with each character would produce a specific key which, when combined, would unlock the gates to the final confrontation with Lord Gyaku. This method of gameplay would have required the player to invest more time in order to complete the story mode. Players would have to navigate the labyrinth to find their opponents, and characters would be unlocked for play only as they were defeated by Senzo and Habaki. Players would subsequently have to play through each character and defeat all others as they became unlocked.

Many of the backgrounds and character designs went through several revisions. For example, Alaric's default outfit had red trim, as opposed to blue. Habaki was garbed in black, but this was changed to represent Lord Gyaku. A fourth palette-swap ninja, garbed in blue, was seen in previews but apparently never made it to the final game. This blue ninja was thought to be either Gyaku's original outfit, or the 'unknown disciple' mentioned in Senzo and Habaki's character profile, possibly featured as a secret character yet to be discovered.

The final game was a rushed project. The development team tried to get Kasumi Ninja finished in a 'timely fashion' (holiday season 1994), so the story mode was dropped in favor of the fighting concept minus the storyline. The labyrinth exploration and key gathering concept was condensed, but the character unlocking system remained intact. Players were not required to use unlocked characters to defeat every other character before opening up another character for play, however.

Reception

The game was almost universally panned by critics. It has been criticized for being a blatant (including gameplay, digitized graphics and graphic violence) rip-off of Mortal Kombat with poor controls.

In a 2001 retrospective article, The Atari Times gave it a 50% score, commenting that "Although the graphics and sound in this game are quite good, the sluggish controls hurt this one a lot..."[1] GamePro wrote in 2011: "Sometimes a company makes a game that's a tribute to an earlier, much-loved title. And then sometimes a company makes a blatant knock-off that just sucks balls. That's Kasumi Ninja -- a Mortal Kombat clone that beats you senseless with terrible controls and then uses terrible music and sound effects to ravage your immoble corpse."[2] That same year, UGO.com included it in their list of the 102 worst games ever created.[3]

References

External links