
Ninja 1987 is a dive back into the past with the most authentic 8-bit side-scrolling action-platformer. Use shinobi skills to thwart a nefarious threat and rediscover all the adrenaline of timeless classics!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Portuguese - Portugal
Engagement
Hours played at review time, across 32 reviews with recorded playtime.
Reviews
SEEP is one of my favorite developers of retro pixel-art games, and I've enjoyed a number of their other games. But this one goes to the AVOID pile (along with Super Boo Quest & Caveman Ransom), because it just was not put together very well - as it lacks challenge, interesting level+encounter design, and it's just far too easy to mindlessly blast through the levels & bosses. I get it's a budget title, but there's countless other cheap pixel-platformers around too, which are much better ways to spend your time.
Ninja 1987 is a deliberately retro-styled action platformer that sets out to recreate the feel of classic ninja games from the late 1980s while smoothing out many of the frustrations that defined that era. From the moment the game begins, it makes its intentions clear: this is a tightly focused experience built around precision movement, quick reactions, and pattern-based combat rather than modern cinematic flair or sprawling systems. Its compact scope and straightforward structure give it the feel of an arcade-era challenge distilled into a modern indie release, designed to be played in short bursts or replayed repeatedly for mastery. At the heart of Ninja 1987 is its commitment to responsive controls and readable level design. Movement feels crisp and immediate, allowing players to run, jump, climb, and attack with confidence. The game provides a nimble ninja toolkit that includes melee strikes, ranged shuriken attacks, and special abilities that help deal with enemies and environmental hazards. Unlike many authentic 8-bit inspirations, Ninja 1987 avoids excessive stiffness or punishing controls, instead opting for a smoother, more forgiving feel that keeps difficulty rooted in execution rather than mechanical limitation. The level structure is concise, consisting of a small set of stages that each emphasize different combinations of platforming challenges, enemy placements, and environmental threats. These stages are clearly designed with memorization and refinement in mind, encouraging players to learn layouts, anticipate enemy patterns, and gradually improve their performance. Rather than overwhelming the player with complexity, the game relies on careful placement and timing to create challenge. This approach gives the experience a rhythm reminiscent of classic arcade runs, where success comes from familiarity and precision rather than improvisation. Boss encounters serve as the most dramatic punctuation points in the game. Each boss introduces unique attack patterns and movement behaviors that demand attention and adaptation, breaking the flow of standard platforming with more focused tests of skill. These fights are generally fair but demanding, rewarding observation and patience over brute force. While the bosses do not drastically reinvent the genre, they succeed in capturing the excitement and tension of old-school encounters, often standing out as the most memorable moments of a playthrough. Visually, Ninja 1987 fully embraces pixel art aesthetics inspired by the limitations of early console hardware. Character sprites, backgrounds, and animations are intentionally simple, using bold shapes and limited color palettes to evoke nostalgia. At the same time, modern animation smoothness and visual clarity ensure that enemy actions and hazards are easy to read, which is crucial in a game that prioritizes precision. The soundtrack complements this style with chiptune-inspired music that reinforces the retro mood, though it remains understated enough not to distract from gameplay. One of the defining characteristics of Ninja 1987 is its brevity. The game can be completed relatively quickly, especially by experienced players, and it does not attempt to extend its runtime through excessive difficulty spikes or padding. For some, this concise design will feel refreshing, delivering a complete experience without overstaying its welcome. For others, particularly those seeking deeper progression systems or a longer campaign, the limited scope may feel slight. Replay value largely comes from self-imposed challenges, such as perfecting runs, minimizing deaths, or improving completion times. Overall, Ninja 1987 succeeds as a focused homage to classic ninja action games, offering a clean and enjoyable platforming experience that respects its inspirations while modernizing their rough edges. It does not aim to redefine the genre or introduce groundbreaking mechanics, but instead delivers a polished and accessible take on a familiar formula. For players who appreciate retro aesthetics, precise controls, and short but satisfying challenges, Ninja 1987 provides a well-crafted reminder of why old-school action platformers remain appealing decades later. Rating: 6/10
Really fun game. A real throwback to Ninja Gaiden on NES!
Es tan adictivo como la mayoria de estas joyas retro que hacen los chicos de seep, no hace falta mas para pasar un rato muy divertido y recordar con este excelente título que los clásicos nunca mueren!!!
Joguinho no estilo retrô 8bits, que lembra os jogos de NES. É um jogo curtinho, que vc termina tranquilamente em uma jogada, em até 2hs. Achei que seria estilo os ninja Gaiden de NES, mas é mais simples. Ainda assim é divertido, tranquilo de platinar, vc consegue pegar todas conquistas em uma jogada, sem dificuldade. O jogo é fácil, e embora vc possa morrer algumas vezes, não tem game over, vc apenas perde pontos. Por isso, o pouco desafio que vc encontra em alguns momentos do jogo, no fim não trazem dificuldade, pois se vc morrer, é só tentar de novo na próxima vida. Esse não é um jogo pra estressar, é um jogo baratinho pra passar o tempo e curtir uma gameplay retrô sua, e pegar a sua platina.
E' Retrò? Si! E' Italiano? Si! E' fatto bene? Si! 10/10 5 stelle San Montana Ninja 1987 è un ottima esperienza retrò, 100% Made in Italy. Con una colonna sonora accattivante e un giusto livello di difficoltà, questa piccola perla vi terrà incollati allo schermo. E se non riuscite a superare un livello? Gli sviluppatori ci hanno già pensato mettendo una manata di "codici" in bella vista! Sia che siate giovani o, come me, giovani vecchi, questo gioco vi farà fare un salto a piè pari nel passato.
Enjoyable retro action platformer with some roughness around the edges
Will remind you of Ninja Gaiden from 35+ years ago. Anger and all. Worth giving a try for sure. It's a cheap game that will make you keep trying until you finally are successful.
Altro omaggio di SEEP ai "cari vecchi" giochi del passato, in questo caso i titoli d'azione del NES sui ninja come Ninja Gaiden e Shadow of the Ninja/Blue Shadow, con un pochino di Shinobi e Contra nel mix (ma di sicuro c'è anche dell'altro). Sono soddisfatto dell'acquisto ma temo che la formula inizi a mostrare un po' la corda: forse è meglio produrre meno giochi, un po' più costosi ed elaborati, che tanti piccoli titoli che si finiscono in un'oretta e dopo poco te li sei già scordati. Senz'altro la fedeltà al passato c'è, ma nei lunghi livelli c'è poco di interessante da fare, il sistema delle combo serve a poco e niente, e i continue infiniti tolgono quel po' di sfida che rimane. In breve, gioco godibile ma che non aggiunge niente alla produzione del team.
As SEEP like to reference many gaming genres and classics, it's time for the original [b]Ninja Gaiden[/b] and other games about the shadow warriors of the era, albeit with one level clearly referencing [b]Contra[/b], set at a time when cheesy ninja movies were all the rage and, since it's 1987, we can't go without some ED-209, right? It's presented in what I call a "neo-retro" style, modeled on games of some generations earlier but with clearly modern elements like the 16:9 screen. Besides some effects that would have caused a NES to melt, however, the graphics are still extremely convincing and could pass for "authentic" if the screen was in 4:3. The little purple-clad ninja - all sprites are tiny and nicely animated - moves with the agility expected from his profession, in fact even too much; some time is needed to learn how to adjust his jumps, lest you end up crashing into the enemies you were trying to strike down. When just platforming, however, the double jumping feels pretty good. In a solution that potentially makes everyone happy, the game has a single life that can take several hits, infinite continues, and generous checkpoints; each time you continue, however, some score is lost. Whoever wants to only finish the game will be okay, as will perfectionists who want to maximize their scores. The game is overall pretty fun to play, but the tiny sprites highlight how the levels are large and "low density"; even if the game can be finished in about an hour, it could have benefited from being shorter but more intense, as there aren't any special set pieces either. It's firmly in the mid tier of SEEP's production - not bad, given also the price, but could have used more time in the oven. Sadly, after [b]Cosmos: Stella Returns[/b], I'm even more convinced that AI generation has been used for the cutscene pictures. It's especially visible in the picture presenting Yohei - he holds a katana with two handles on top of each other!
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