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Final Ninja by Nitrome. Help the Final Ninja, Takeshi, defeat his arch-nemesis Akuma in this stealth platformer!
J-J-Jump by Nitrome. Use your super J-J-Jump powers to escape the flood in this teeny icon adventure.
Super Treadmill by Nitrome. Help Billy burn his fat by exercising on uncle Rico's Super Treadmill. Akuma talking to Takeshi on level fourteen of Final Ninja Zero.
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Compete and win awards. The machine used by Maxwell Merlock was changed in the final version of Final Ninja Zero. The beta machine contained mines on the outer circle of the machine, along with several large wires.
These mines and the wires were removed from the final model. These enormous mines may have been used in a beta version of the boss battle, although it is possible they were added just for decoration.
SWAT Units originally had sparks come off the gun that were highly exaggerated, these sparks being very large, covering the entire front of the gun, expanding very far forward, and going down far enough to pass the enemy's arms.
The gun sparks were likely toned down as they seemed incredibly unrealistic for a game such as Final Ninja Zero, which was meant to be a serious stealth game.
Alternatively, the sparks may not be gun fire but be another type of weapon, such as a flamethrower. This image is presumably an early version of the simian unit , perhaps an possible version for this enemy among other designs, as the only difference it has from the final version is that this beta simian unit has lighter colours, a yellow eye instead of orange, and no shading on the image.
In a tutorial Simon Hunter did on creating pixel art , he went through various stages of creating pixel art, this beta simian unit looking as though it was at stage 5.
The power orb machine that distributes power orbs , this machine was slightly changed from its final version.
The early version had wires at the bottom left and bottom top right of the machine, furthermore, the upper middle opening in the machine, this used to be rectangular, but in the final version of Final Ninja Zero, is jagged.
Content in this section consists of variations of content that was used in Final Ninja; some of this content being a variation that was not used in Final Ninja Zero.
Discovered on Simon Hunter's website is an image of a beta sentinel unit. This unit appears as every regular sentinel unit, with the exception that it lacks a gun and has a green light instead of an orange light.
It is possible that this is a beta design for multiple enemies, as it may be a beta design for the general sentinel robot look, a beta version of the regular sentinel robots , a beta version of the upgraded sentinel robots which could possibly explain the green light, as upgraded sentinel robots lack any sort of light , or possibly a cut version of sentinel robot, as this sentinel robot lacks any weapon.
Found on Simon Hunter's website is an image of a regular sentinel unit that has an orange light this light being the colour of the light of usual sentinel robots.
Unusual about the sentinel is not only that it lacks a gun behind it, but instead, has two wall mounted guns on each side.
This may have been the intended design of regular sentinel robots, if this is so, it likely would have been cut for looking too menacing for a regular security robot.
Alternatively, it may be a cut version of a sentinel unit, likely one that would have been suited for combat and not much for looking around for intruders.
If this is true, then it would have likely not been able to be spawned into levels when the alarm is set off due to its size , and may have been able to rotate its guns.
If this is in fact true, it was likely cut due to its size and limited use in levels, as very few levels of Final Ninja Zero take place in rooms with aggressive enemies that try to kill the player.
What is most likely is that this image may be a fusion of two wall mounted guns and a sentinel body with an orange light, if this is true, it may either be an attempted recreation of a very early design for a sentinel which Simon Hunter did not have, or an attempt by Simon Hunter to make a new type of sentinel, this supported by how the left wall mounted gun is placed to close to the left of the sentinel, while the right wall mounted gun is placed close enough to the sentinel to make it look as though it was meant to be connected.
If Takeshi exits the lift to level eighteen then quickly reenters it, he will be transported to the next level.
This means that the player can access level 19 without ever having to complete level Strangely, this only works for level 18, not any other level.
By pressing the the left button the one that moves he scores back ten scores on the high scores fast enough, it is possible to see the st score.
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