VaultGames

Ninja Gaiden III: The Ancient Ship of Doom

忍者龍剣伝III 黄泉の方舟

Year
1991
Developer
Tecmo
Publisher
Tecmo
Platform
FC / NES
Hardware
Family Computer (8-bit)
Genre
Action Platformer
Players
1 player
Controls
D-pad + A (jump) / B (attack)
Series
Ninja Gaiden series
Ninja Gaiden III: The Ancient Ship of Doom cover
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Gameplay Screenshots

Ninja Gaiden III: The Ancient Ship of Doom gameplay
Ninja Gaiden III: The Ancient Ship of Doom gameplay

About This Game

Ninja Gaiden III: The Ancient Ship of Doom closes the NES trilogy. Ryu is framed for the murder of Irene Lew and follows the trail to a buried alien vessel, with the series' usual cinematic storytelling between acts.

It is the hardest of the three, and partly by design: Tecmo removed the unlimited continues that had made the earlier games fair, and in the Japanese original Ryu loses his sword when he takes a hit. The North American release was softened - continues are limited rather than removed, and enemy damage was reduced - but it is still the most demanding entry. Standing is no longer possible on ceilings, so the level design leans on precision wall jumps instead.

  • The final chapter of the NES Ninja Gaiden trilogy
  • Limited continues - the series' hardest balancing
  • Cinematic between-act cut-scenes continuing Ryu and Irene's story
  • Precision wall-jump platforming with no ceiling cling

Version History

  • Famicom Japanese version1991-06-21

    Original release as Ninja Ryuukenden III; Ryu loses his sword on damage in this version.

  • NES US version1991-08

    The version on this page, with limited continues and reduced damage from the Japanese release.

  • Ninja Gaiden Trilogy1995

    Super Nintendo compilation including this game.

Tips & Strategy

Treat every continue as your last

Unlike the first two games, this one does not hand out infinite retries. Practise a stage on the way in rather than brute-forcing it.

Keep your sub-weapon charged

Ammunition is scarce and the fire-wheel clears the tight corridors that make the late stages brutal. Pick it up whenever it appears.

Wall-jump in rhythm, not in panic

Because you cannot stand on ceilings, every climb is a chain of wall jumps. Count the beat of the jump - reacting to the falling animation is what kills runs.

Learn the act 5 route

The final stages combine wind, spikes and one-hit kills. A memorised route through them is worth more than any amount of weapon stock.

Download Resources

Resource packs for this game are provided through the button below.

⬇ Coming soon