Family Computer (Famicom) / NES · Action Platformer

Ninja Gaiden II: The Dark Sword of Chaos

忍者龍剣伝II 暗黒の邪神剣

Ninja Ryūkenden II: Ankoku no Jashinken in Japan; released as Shadow Warriors Episode II in Europe

Japan: April 6, 1990 · Dev: Tecmo · Music: Ryuichi Nitta , Mayuko Okamura

About this game

Ninja Gaiden II: The Dark Sword of Chaos, released in April 1990, continued the series' groundbreaking use of anime-style cinematic cutscenes to tell a story — an approach the first Ninja Gaiden had pioneered on the Famicom in 1988. Ryu Hayabusa now has a new ability: he can summon shadow clones of himself, adding a tactical dimension to both combat and platforming. The game's production values — dense action, expressive spritework, and extensive story sequences — set a high bar for action games of the era.

The Story Behind

The original Ninja Gaiden (1989) is widely credited as the first NES/Famicom game to use extensive in-game cinematics — over 20 minutes of cutscenes — making it a landmark in narrative-driven game design. Ninja Gaiden II maintained and deepened this tradition. The series' influence on cinematic storytelling in action games can be traced through countless successors, from early 1990s action games through the cinematic games of the PlayStation era.

Tricks & Tales

The game was branded internally at Tecmo as 'Tecmo Theater Vol. 3' — a deliberate label emphasizing its cinematic production values and positioning it as an entertainment experience closer to film than conventional games. The shadow clone mechanic — summoning up to two identical Ryu clones that mimic your every action — was a technically impressive effect that gave the player unusual battlefield control.

Collector's Guide

Rarity common
Japan Release April 6, 1990

Region & Compatibility

Famicom and NES are the same hardware family but use physically incompatible cartridge formats — Famicom carts have a 60-pin connector and a narrower shell, while NES carts use a 72-pin connector with a wider housing. You cannot insert a Famicom cartridge into a North American NES slot without an adapter, and vice versa. The Famicom itself has no lockout chip, so any Famicom cartridge from Japan will run on a Famicom console regardless of origin. If you are buying a Japanese Famicom cart to play on a NES, you will need a 60-to-72-pin physical adapter; if you own a Famicom, Japanese-market software is your native format and no workarounds are needed.

Maintenance Tips

The gold-plated edge connectors on Famicom and NES cartridges pick up skin oils and oxidation over decades — a gentle wipe with a cotton swab dampened in 90% or higher isopropyl alcohol, stroking along the length of the pins rather than across them, is the accepted standard. Let the alcohol fully evaporate before reinserting. The old habit of blowing into a cartridge is folklore: the moisture in breath causes slow corrosion of the contacts over time, and any improvement you felt came from the act of re-seating the cart, not from the breath itself. Nintendo eventually updated its own troubleshooting guidance to say explicitly: do not blow into your Game Paks.

What to Watch Out For

Before buying, these are the points worth knowing — from someone who handles original Japanese Ninja Gaiden II: The Dark Sword of Chaos copies regularly.

How do I know if a Famicom or NES cartridge is authentic and not a reproduction?

Authentic Nintendo cartridges have security screws — a proprietary gamebit pattern, not standard Phillips heads. The PCB inside should have a copyright year and 'Nintendo' etched directly onto the board. The back label of genuine carts has imprinted stamped characters (such as 11A or 03); reproductions typically have no imprint at all. If screws look jagged or the board inside is undersized with no Nintendo branding, treat it as a repro. When in doubt, ask the seller for interior photos.

My Famicom cartridge won't start — what should I try first?

Clean the edge connector with a cotton swab and 90%+ isopropyl alcohol (IPA). Do not blow into the slot. If cleaning does not help, re-seat the cartridge firmly and try again. Persistent read failures on a NES may also be caused by worn-out 72-pin connector pins on the console side, which is a separate repair.

Can I play Famicom games on a NES, or NES games on a Famicom?

Not without an adapter. The cartridge shapes and pin counts differ (60-pin for Famicom, 72-pin for NES). A 60-to-72-pin physical adapter allows Famicom carts to run on a NES. In the other direction, NES-format carts are too wide for the Famicom slot and cannot be inserted at all.

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