Uploaded July 2026 | Updated September 2026, 3 weeks ago
A playthrough of Bandai's 1986 action-platformer for the NES, Ninja Kid.
The game loops after the eighth stage and doesn't have an ending, so I played through two loops in this video. The second loop begins at 29:30.
Ninja Kid Kyo is "the junior defender of human rights" who has gone to Demon Island to kill the Giant Demon. That's all the story that we're given with the North American release, but the original Japanese Famicom version (ゲゲゲの鬼太郎 妖怪大魔境, lit. "Gegege no Kitarou: The Youkai World") was a licensed-based tie-in to a popular anime and manga series.
Kyo has to travel to eight areas, each represented by an overworld map dotted with icons that mark entrances to "fighting fields". The goal is to clear these fields until you find the scroll that'll unlock the shrine, enter Shangri-La, and defeat the demon that lives there.
There are four types of fighting fields, all featuring a handful of layouts that the game will randomly choose from when you enter. In Guerilla Warfare and Dog Fight, you have to kill ten enemies before you can leave. In Poison Field, you have to collect ten spirits, and in Blazing Inferno, you have to lead a fire spirit to light ten candles. Upon finishing a field, you're presented with two exits: one brings you back to the overworld, while the other teleports you to a miniboss fight.
There are tons of items that appear when killing enemies and fulfilling specific conditions. These usually grant you temporary special abilities (like invincibility, speed boosts, etc.) and extra lives, but the most useful of them can do things like tell you which exit to take or summon helpers during boss fights.
It's a simple setup, but the game's structure sets it apart from the rest of the NES's early-gen action games. There's plenty of variety, and because the stages don't last very long, it's not a huge deal when you get plonked down into one you don't like. The controls are reasonably smooth, the graphics are great for a game of this vintage, and the challenge is uncharacteristically lax for what ultimately boils down to an arcade-style score-attack.
Ninja Kid has long since fallen through the cracks, but it's pretty decent, especially for a Tose-produced game from Bandai. It doesn't have the substance to keep you playing for weeks, but it's a fun little action game for the short time it lasts.
_____________
No cheats were used during the recording of this video.
NintendoComplete (nintendocomplete.com/) punches you in the face with in-depth reviews, screenshot archives, and music from classic 8-bit NES games!
A playthrough of Bandai's 1986 action-platformer for the NES, Ninja Kid.
The game loops after the eighth stage and doesn't have an ending, so I played through two loops in this video. The second loop begins at 29:30.
Ninja Kid Kyo is "the junior defender of human rights" who has gone to Demon Island to kill the Giant Demon. That's all the story that we're given with the North American release, but the original Japanese Famicom version (ゲゲゲの鬼太郎 妖怪大魔境, lit. "Gegege no Kitarou: The Youkai World") was a licensed-based tie-in to a popular anime and manga series.
Kyo has to travel to eight areas, each represented by an overworld map dotted with icons that mark entrances to "fighting fields". The goal is to clear these fields until you find the scroll that'll unlock the shrine, enter Shangri-La, and defeat the demon that lives there.
There are four types of fighting fields, all featuring a handful of layouts that the game will randomly choose from when you enter. In Guerilla Warfare and Dog Fight, you have to kill ten enemies before you can leave. In Poison Field, you have to collect ten spirits, and in Blazing Inferno, you have to lead a fire spirit to light ten candles. Upon finishing a field, you're presented with two exits: one brings you back to the overworld, while the other teleports you to a miniboss fight.
There are tons of items that appear when killing enemies and fulfilling specific conditions. These usually grant you temporary special abilities (like invincibility, speed boosts, etc.) and extra lives, but the most useful of them can do things like tell you which exit to take or summon helpers during boss fights.
It's a simple setup, but the game's structure sets it apart from the rest of the NES's early-gen action games. There's plenty of variety, and because the stages don't last very long, it's not a huge deal when you get plonked down into one you don't like. The controls are reasonably smooth, the graphics are great for a game of this vintage, and the challenge is uncharacteristically lax for what ultimately boils down to an arcade-style score-attack.
Ninja Kid has long since fallen through the cracks, but it's pretty decent, especially for a Tose-produced game from Bandai. It doesn't have the substance to keep you playing for weeks, but it's a fun little action game for the short time it lasts.
_____________
No cheats were used during the recording of this video.
NintendoComplete (nintendocomplete.com/) punches you in the face with in-depth reviews, screenshot archives, and music from classic 8-bit NES games!
![Ys (Famicom) Playthrough [English]
Ys (Famicom) Playthrough [English] Ys (Famicom) Playthrough [English]](https://i.ytimg.com/vi/D1oD7m8wjSg/mqdefault.jpg)





![Clock Tower (Wonderswan) Playthrough [English]
A playthrough of Naxats 1999 horror-adventure game for the Bandai Wonderswan, Clock Tower.
Clock Tower, Human Entertainments 1995 point-and-click horror adventure for the Super Famicom (https://youtu.be/hPfinlPAEiU), was followed up by a wide range of ports, remakes, sequels, and spin-offs over the years. Naxat and Kagas handheld adaptation of the original SNES title is arguably the most exotic and least known of these releases.
In this video, Im using a translation patch that was recently released by Team C.U.T.S. You can find the patch at https://archive.org/details/clock-tower-for-wonder-swan-english-v-1-1
The Wonderswan port is largely the same as the SNES version. The graphics are monochrome, most of the music was axed, the interface has been revamped for the lower-resolution screen, and a few clickable hotspots were removed, but the layout of the house remains the same, and the branching paths and multiple endings all made the leap intact.
The idea of having the complete Clock Tower experience in your pocket wouldve had a lot of appeal in the late 90s. The Wonderswans hardware was strong enough to make such a thing possible, but the end product unfortunately turned out to be something of a mixed bag. The lack of color suits the game, and the detailed backdrops and large sprites look great on the Wonderswan screen, but the game runs poorly. Everything already moves at a snails pace, but heavy slowdown rears its ugly head whenever anything but Jennifer is moving, and the slowdown causes the game to drop inputs, leading to some infuriatingly unfair moments toward the end. The Wonderswan couldve easily handled whats being asked of it here, but this version of Clock Tower strikes me as being an unoptimized mess of a quick-and-dirty port job.
As flawed as it is, I appreciate its novelty as a handheld point-and-click horror game. I only wish that they had made it as much fun to play as its console counterpart.
*This video was recorded with a shader to mimic the look of the original hardware.
No cheats were used during the recording of this video.
NintendoComplete (http://www.nintendocomplete.com/) punches you in the face with in-depth reviews, screenshot archives, and music from classic 8-bit NES games! Clock Tower (Wonderswan) Playthrough [English]](https://i.ytimg.com/vi/E22mUzXe9cQ/mqdefault.jpg)
![Final Fantasy II (SNES) Playthrough [2 of 2]
A playthrough of Squares 1991 role-playing game for the Super Nintendo, Final Fantasy II.
This is the second part of a two-part playthrough, picking up with the party preparing to head into the Sealed Cave in the underworld.
You can find the first part at https://youtu.be/zsPm6Tui7Ts
If youd like to skip to the fireworks, the scene that sets up the final battle begins at 4:41:47, and the epic twenty-minute long ending kicks off at 4:55:20.
Has any other JRPG endgame ever delivered a payoff to truly rival Final Fantasy IIs dynamite finale? I suppose its possible, but if such a spectacle exists, Ive not seen it.
No cheats were used during the recording of this video.
NintendoComplete (http://www.nintendocomplete.com/) punches you in the face with in-depth reviews, screenshot archives, and music from classic 8-bit NES games! Final Fantasy II (SNES) Playthrough [2 of 2]](https://i.ytimg.com/vi/E3IA8Zd3-gU/mqdefault.jpg)


