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Developed and published by Imagine in 1989. President Ronnie has been kidnapped by the ninjas. Are you a bad enough dude to rescue him? Well, if it involves moving from left to right and kicking a lot of ninjas in the face, then I am most definitely the bad dude you're looking for. Dragon Ninja (Bad Dudes vs. Dragon Ninja to give it it's full title) was never a very original game, but it was typical of stuff found in any 1980's arcade. It has to be said that Imagine did a pretty good job on porting Data East's original arcade PCB to the Amiga. The game contains all of the stages from the arcade, each containing faithful graphics and background music, which is actually better on the Amiga thanks to proper digital samples used, rather than crappy FM synthesis. In some places, the Amiga actually got a couple of nice touches added that are not in the arcade. For example, the parallax scrolling on the water in the background of the truck stage is not present in the original arcade version. The game is remembered for having some of the stupidest sound effects and voice samples ever, as demonstrated by our muscular hero as he executes his power punch - Hooooot DUUUUUU!!! There are various types of enemies to defeat, most significant of which is the red ninja, who will drop a random power-up. These include extra health in the fork of coke cans, knives, extra time and the all-powerful nunchucks. If you can acquire a pair then the extra range they provide you with means that most normal enemies become trivial to deal with. In fact, most of the bosses are easily dealt with as well and this greatly increases your chances of beating the game. So, it looks and sounds faithful to the original, but how does it play you might ask? Well, like any arcade machines that had multiple buttons, cramming all the moves on to a system that had a joystick with a single fire-button proved tricky. All the moves are present, but because the coders put the uppercut on the joystick diagonal axis (push up-left or up-right), the only way you can jump is to push straight up and then left or right to guide the jump in that direction. What this means is that any stage that contains sections requiring you to jump across gaps (mainly the truck and express train stages) can be tricky and you'll definitely fall down the gap a few times. If you'd have picked this up back in the day, then you wouldn't have felt short-changed. You got a solid arcade port for your home micro on a single double-density floppy. DUUUUUU! #retrogaming