Kid Niki, in no way, resembles this mullet-driven beefcake. A pox on this cover!
PLAYERS: 1-2 alternating
PUBLISHER: Data East
DEVELOPER: TOSE
GENRE: Platformer
RELEASE DATE: November 1987
"Atta Boy!" are the two words that appear on the top of the
screen after Kid Niki successfully destroys a boss. To see such
encouraging words of adulation in any game is stunning, let alone in
a "primitive" NES game. Too often games are quick to
deride, but not build up the player in their quest (Batman: Arkham
Asylum comes readily to mind, as it's the "current-gen"
game that I've most recently played). Some would say this derision
builds up anger in the player, making him/her want to defeat the game
that dares to challenge his worth as a gamer. But I digress. Kid
Niki is cute, fun and emboldens you to be the most radical ninja
of them all.
Kid Niki is your typical
early NES platformer, with each stage consisting of running forward,
hitting guys with your weapon, jumping from platform to platform and
little else. I know I've often stated that simple level design can be
a bad thing in games. Kid Niki's
levels, rudimentary run-throughs though they may be, inject inspired
Japanese craziness at every turn. Whereas Kid Niki is the one, the
only radical ninja, your adorable ninja brethren – clad in blue,
orange, pink, and other sherbet- inspired colors – will stop at
nothing to take you down. The bosses range from crazy big-headed sumo
men to creepy flying kabuki mistresses that multiply when you hit
them. For me, creativity in the design of a game's denizens (and
let's not forget good controls) can go a long way in elevating the
overall appeal of the game. Perhaps Kid Niki
could have been a touch more difficult or included a wider variety of
gameplay, but I'm content with what the game decided to bestow.
B

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Have you seen my new "denizen design zine"? It's zany genius at it's zenith!
ReplyDeleteI can't help that I spew alliteration at an alarming, astronomical rate.
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