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Custom LN engines




Right now there are five LN engines in development. Some use the old isometric (static) view from the C64 LN games while others use a dynamic view of a 3D environment.
A newcomer is Angel's work in progress - it's a web thing. :) The engines are sorted roughly by development state.

To SoA's Last Ninja Engine!


JANE (Just Another Ninja Engine)

by Polymath Programming


From the PMProg website:
  • JANE v1 - Never completed, was started using VB.NET, however, realising that requiring the .NET framework (25Mb) for a 10Kb game wasn't going to win many hearts, it was scrapped.
  • JANE v2 - First public release. Written in 100% Intel x86 Assembly Language for the Windows platform. It was a short game, only had one weapon, but had an addition to the original game which I thought was needed- two enemies on one screen
  • JANE MIDP - J2ME Java conversion of JANE to run on mobile phones. The only tested phone was the SonyEricsson K500, but it was quite slow. After my evaluation ran out on my MIDP development tool, and complete lack of enthusiasm to find another, it was ditched. The emulators that ran JANE on anything other than SonyEricsson phones draw really bad pictures, all the wrong colours. I don't know if it was the emulators, but so much for Java compatibility!?
  • JANE v3 - Still written in 100% Intel x86 Assembly Language for the Windows platform, this version has some hot new features. Those mainly being-
    • Multiplayer over TCP/IP (ie. the Internet)
    • Choice of player character
    • Custom maps (use the map editor to create your own)
    • More weapons that JANE v2

Ale's Last Ninja Engine (2.8 Mb)

by Alessio, (website)




Some (outdated) info I took from the Lastninjas mailing list:

"In my idea it should work without a 3D card on a pentium 120, but it's not sure. Armakuni already runs, does punches, kicks, jumps & so on... but 3D backgrounds are poor and textures horrible. I'd just like you (& everyone else) to spread the word on my work. If you have ideas, suggestions, potential maps or anything else...you know my email!"

Features, currently implemented:

Ninja movements, punches, kicks, flying kicks, jumps OK
Last Ninja 1 stuff like Buddha suggestions
Ninja magic: Armakuni can become invisible for 10 secs. and become a tree
Intelligent Enemies - 90%
Collisions - 50%
Oriental backgrounds - OK
Many chars: 4 types of guards, Shinobi reminding colored ninjas & so on.

"I also did gfx for elemental enemies (once beaten they should give Armakuni their magic powers, maybe they could be level bosses, not sure). Also I've done a two player mode, but I don't know how to harmonize it with the game plot... I think I'll do a 2P versus mode besides the game, a little like Barbarian 1, with special levels."

Bad news: "Due to a technical problem on one of my harddrives, approx 70% of the grafx of my ninja game are lost forever!!! This definitely won't stop my project, but there will be a big delay. God damn Bill Gates and Windows! Anyway it's a chance to reorganize my work more rationally after holidays. And last but not least, the main program is safe. I'll keep you updated in the future."

Flash 5 Ninja beat 'em up

by Angel Rosario

"Hey, you can list my "engine" in the list of engines since I plan to work on it more. Except mine will be much different than the others. I still haven't played the other engines but I plan to, and have just dloaded them. My engine will be a classic arca de beat-em-up style like Final Fight games."

Use J, K, L, and right shift key for attacks, cursor keys to run around. :) Turn your speakers on, heheh!


The First Ninja

by Barry, Support site for the T3D lingo engine with source, downloads, demos and more.

I'll just quote Barry from the Lastninjas mailing list:

I am about to start writing a game based on TLN, but it'll be the prequel called (originally enough) the First Ninja. It'll be an internet game. Not as in multi-player (that would be TOO cool but well beyond my current ability, I know no network stuff at all) but it will be running in my webpage so others can play it online or offline.
I am going to do it in a kind of Resident Evil kind of viewpoint as opposed to isometric, which will hopfeully allow for some atmospheric locations.
I'm hoping to make it look pretty special which I think I can do. Control is a tricky issue for me. I can go with the standard controls for moving people around, but I'm hoping to give you a bit more freedom since the rooms should be in 3D. Also I'm looking into a combat method where you use the mouse to swing whatever weapon you are controlling. Early days yet and I might have to scrap this as too ambitious, but fingers crossed :)

So if anyone can offer general ideas on what they'd like, then let me or the list know. I'd love it if lots of people came up with ideas, so I could make it as respectful a game as possible of it's descendants. :)

I've very nearly finished the 3D engine that it will run in, and I've started fleshing out the storyline, as well as researching the actual code and areas I'll need. Trouble is I've got another game to finish first :(

I've decided to put on hold my current programming plans because there's a possibility I'll be able to make it 3D hardware accelerated, which should mean I can do something much more impressive, but it's gonna take me about a month or so to research it. Thing is, results should be well worthwhile :) Storyline and other stuff is still in progress, so comments/ideas/suggestions still welcome at address below!

Well, anyway, I am planning on making my game like this, certainly going for unusual and dramatic camera angles in rooms (in fact I expect to spend serious time playing these sorts of game for ahh.... research :) I'd like to go down the realism route of graphics, partly 'cos I can't draw and I've only got a texture CD and photoshop, but also because, in it's own way, (to me at least) TLN was one of the most realistic graphical games of it's time. It was way ahead in representation of reality, although obviously it looks dated now. I hope to match this in the spirit of the thing. In fact I'm doing a lot to hopefully go with the spirit of the thing - 3D viewpoints are the modern equivalent of isometric games (and it's only natural then to go with cinematic camera angles), and I'll make it as realistic as possible (which should be a whole lot more realistic if my 3D buggering around pays off), and hopfeully I'll be able to capture that ephemeral quality - gameplay.
Of course, I'm only one person etc. etc. but any deficencies I can just blame on it being on the web - which actually presents me with some very interesting problems, and I'm going to have to be damn careful about it all, I want mp3 audio (NOT CD quality I might add, I might post a demo up of the quality you can expect), and levels to stream in intelligently. So it's gonna have to be done right if I do it at all :)

Last Ninja Engine beta test version 3

by Rocket Dragon



I'll quote from the readme.txt:

*** What's in? ***

- 640x480 resolution
- Player power gauge
- Collision detection
- MOD/S3M/XM music
- items system
- player actions: walking, somersault, evading/blocking, dying, kick & punch (buggy!)

And...

*** What needs to be done? ***

- weapons system and player fighting animation
- better graphics (who wants to help me?)
- better direction calculation
- adjusting player action animation axis (walking seems to be ok)
- music/sound effects (and build-in toggle)
- joystick support

I hope members of the LN mailing list will support me and if they do I will give them full credit, as I am only inserting the stuff into the game. What about some really cool features? Please join me and let's work like a team! Send me some cool graphics/animations/plots/sound samples/whatever!

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