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Published : January 31, 2008 | Author : Chrissy Snow
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GET ANY NINTENDO Wii, GBA DS & GAMECUBE VIDEO GAME WALKTHROUGH GUIDE

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Chrissy Snow
I started playing video games, and now I play them for YOU!! Tell us what games we need guides for!!

GAMEGUIDEDOG.COM IS PROUD to be able to provide the most complete and best online walkthrough strategy game guide for NINJA REFLEX. This precise WALKTHROUGH GAME STRATEGY GUIDE is/will be available for you right in your members area and compatable for the Nintendo Wii/DS Platforms.

Ninja Reflex uses a series of martial arts challenges to test gamers' reflexes and measure their reaction times with millisecond precision. As players develop their ninja skills, they will strive to earn a black belt from their own personal Sensei. Players can also compete for ninja supremacy against their friends in fierce multiplayer battles with up to four players.

Ninja Reflex is a party game comprised of six minigames focused on the spirit of the Shinobi -- quick reflexes, snap judgment, and astute spatial recognition. In short, the minigames test your response time, requiring a stern discipline over hand-eye coordination. Your sensei, an old man with a long, thick platinum-white beard, guides you along the path of the ninja, teaching you essential skills such as throwing shuriken and, uh, catching pesky flies using nothing but a pair of chopsticks.

On display were three minigames: Shuriken training, Chopstick training, and Firefly training. Shuriken Training: A village under nightfall serves as the background, in which paper-cutout ninjas and geishas glide across the screen appearing in towers, behind barrels, and against brick-stoned walls. Using the Wii Remote, you track the movements of the ninjas with a cursor on screen, and when you've locked onto their location, a sudden jerk of the remote sends a shuriken flying at them. Hit a ninja and you'll receive one point; hit a geisha and the game subtracts a point. The score is judged by not just the amount of ninjas you hit, but also how fast you throw the shuriken after you've targeted them.

Hashi (Chopsticks) Training: Remember the scene in the movie Karate Kid where Mr. Miyagi stoically and effortlessly captures a fly using a simple pair of chopsticks? In chopstick training, you reenact the same precise movements on a swarm of hungry flies. The premise: You and the sensei are eating a large spread of sushi on a table low to the ground, when flies invade the house trying to eat your food. Without a fly swatter in sight, you reach for the next best weapon: chopsticks. Move the remote to catch the flies, and to close the chopsticks, you must press and hold the B trigger and the A button together. Then, with the fly trapped between the chopsticks, you then drop the fly into one of three pots around the table, though the pot must be "spinning" in order to score a point. Sounds simple, right? Things get harder when the flies have color coded arrows above their heads, which forces you to be more discriminate in your attack. If you grab a fly with a color other than your own color (red, blue, yellow, green -- each representing a participant in the minigame), the game subtracts a point from your score. It's an unnerving situation when you see dozens of flies on screen, each with a different arrow, clustered tightly together, making it extremely difficult to tell them apart from each other. At that point, Chopsticks training seems more like a game of chance than a game of skill.

Kotaro (Firefly) Training: A test of reflexes. The game with the purest mechanic, Firefly training uses only the A button. Fireflies randomly appear on screen, at which point you must capture them by pressing the A button. The fastest player to react and to grab the most flies wins the game. But wait! Just like Chopstick training, Firefly training employs an element of discrimination. A color coded arrow appears above the firefly's head, and you may only pick the firefly that matches your color. Choose wrong, and the game penalizes you, subtracting one point from your score.

Although the three training objectives differ from each other, a common thread links them all: response time. The winner is the one who consistently makes the best decisions in the fastest time. It's a great idea, though it could prove frustrating in games like Chopstick training, in which catching fireflies on harder settings feels, at times, arbitrary. From what we've seen so far, the miningames are easy to learn, taking the core mechanics based on martial arts (or the media portrayal of it, anyway) and applying them in an accessible manner.

 

 

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