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the legend of the mystical ninja takes place in ancient japan, during the heian period. the player assumes the role of a ninja named tokugawa, who is sent by his master to assassinate the emperor of japan, who is actually a lizard. if the player succeeds, the emperor will be turned into a dried lizard, and the player will be considered a great hero. on the other hand, if the player fails, the emperor will be turned into a live lizard and the player will be considered a traitor and an outcast. (or maybe a lizard.

as for the implementation of the game, it is a more mixed bag. the very purpose of the game, to allow you to travel through time to solve puzzles, is well achieved. the game, like the original time quest, is a triumph of modular design, and the puzzles are, like the puzzles in the original, quite appropriate for the time periods and locations they appear in. many of the puzzles in timequest, and indeed the majority of the puzzles in most of the games made in the 1980s, are what we would today call puzzles of the threading variety: theyre built around the mechanism of the story itself, much as classic chinese poetry is designed around the characters, time periods and events which it tells. this kind of puzzle, where a path from beginning to end is laid out in advance and players are then free to follow that path as they see fit, is often an inherently frustrating genre for modern players. in most threads the solution often lies hidden, and the player is usually given no information that could allow them to realize that this is the case. and once the players path is traced, they dont really get any more help from the game than theyd get if they were to just read a story, except that theyre often free to read the story in whatever way they choose, even if its just to have a quick look at what the characters are wearing at the end. this, of course, is a very different philosophy of player interaction from the one that guides the adventure genre, where the point of playing is for the players to become expert problem solvers and not just readers of a story. but at least the adventure genre seems to be having a good decade of rebalancing, and its getting better. (it would be easier to say this about adventureland, but ill leave it as a future update.)

so lets start by walking the player through the initial puzzles. unfortunately, the player spends a lot of time in a church, where he has to go through many rooms in a very short period of time. the player’s purpose is to retrieve a special piece of equipment, which is in a safe in the church. it is either in the chicken or cheese safe, or the locker where the priest has his tabernacle. either way, the player should not be going into the safe. its a nice puzzle with a unique twist and a bit of humor. the player is not going into the safe, its time to go down in the church. the two characters are the priest and the player, and you will be ambling down the nave trying to figure out what theyre trying to do.
as you go down the narrow aisles you will notice there are chanells of water trickling through the cracks in the walls and floors, a foreshadowing of the water rush which will eventually overcome the player. it takes a few steps and you will reach the baptismal font. if you turn around and begin walking backwards, you will notice an exit and the stairwell to the lower levels.
is it good? i can think of at least a dozen better, and many of them written by us, so i wont go into detail here. from an aesthetic point of view, while it would be nice to have a better story that didn’t make the player think that a graphical layout was something worth struggling with, in its own way it is a very impressive design. i like its unrelenting show of pragmatic, attention grabbing itc. its message is thats what i made im going to show you rather than something that feels vaguely hand-waving (something i often resented as a youth, playing games on other people), and the simplicity of the messages which do represent it (like “one man, one ball, one universe”) is nice. if you can get over the abysmal difficulty level, you too can play a game which looks like it might be something special.
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