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"The highly anticipated sequel to the beloved worldwide bestseller", "the near-future adventure that inspired the blockbuster Steven Spielberg film." AN UNEXPECTED QUEST. TWO WORLDS AT STAKE. *ARE YOU READY?* Days after winning OASIS founder James Halliday’s contest, Wade Watts makes a discovery that changes everything. Hidden within Halliday’s vaults, waiting for his heir to find, lies a technological advancement that will once again change the world and make the OASIS a thousand times more wondrous—and addictive—than even Wade dreamed possible. With it comes a new riddle, and a new quest—a last Easter egg from Halliday, hinting at a mysterious prize. And an unexpected, impossibly powerful, and dangerous new rival awaits, one who’ll kill millions to get what he wants. Wade’s life and the future of the OASIS are again at...

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Four blue-clad ninjas in black hoods appeared from the top of the screen and charged toward me. While I was dispatching them with my throwing knives, a fifth ninja clad in gray appeared, descending upon me much more quickly. But I took him down, too, just before he struck me with his sword. Then I began to run forward, toward the top of the screen, dispatching more brightly colored ninjas as soon as they scrolled into view.

Ninja Princess, aka Sega Ninja, turned out to be much more challenging than I anticipated. But once I got a feel for the controls and the gameplay, I was rockin’ like Dokken—especially when I had Shoto whispering pointers into my ear.

“Just touching an enemy doesn’t kill you in this game,” Shoto said. “They actually have to strike you with their weapon. Ninja Princess was one of the first games to do that. It’s a much better game than Commando, and it was released three months earlier. In fact, I would argue that Ninja Princess is probably the first true run-and-gun game.”

“Unless you count Front Line by Taito,” Aech said. “Released in ’82.”

“I don’t,” Shoto replied. “It only has one level that repeats over and over—”

“Dude, it’s a game where you have a gun and you run,” Aech replied. “How do—”

“Can you guys debate this subject later, please?” I interjected. “On your own time?”

“Sure, Z,” Shoto replied. “Sorry. Hey! Get that shuriken power-up!”

In the game, I grabbed a small power-up dropped by one of the ninjas I’d slain. As I did, the theme music changed to a more heroic tune, and instead of throwing knives, my character began to hurl giant black shuriken, which could take down multiple enemies in a row, when they were kind enough to line up for me.

When I reached the end of the first level, Zaemon’s golden-haired second-hand man Ninniku appeared and attacked me with a giant boomerang-like weapon. I dodged it, then lined up with Ninniku and began to unload on him with my shuriken .

“Keep shooting him until his hair turns red!” Shoto told me.

I did as he instructed, and after seven or eight hits, Ninniku’s hair turned from blond to red—apparently to indicate his rising anger. Then the gameplay froze and Step 1 ended. The game tallied up my points, along with my total number of shots and hits and my overall hit ratio. The map of the kingdom popped up again, revealing that by clearing the first level, I’d moved slightly closer to the castle at the top. Then the next level began.

Step 2 required me to fight more ninjas while wading through rice paddies. When I battled my way to its end, Ninniku appeared once again, and once again I attacked him until his hair turned red, signaling his defeat.

Shoto continued to coach me, but Aech remained quiet, except to shout warnings or congratulate me on a nice move.

Shoto referred to Step 3 as the “avalanche level,” because it required you to battle ninjas while also dodging giant boulders that were continuously appearing from the top of the screen. It required a completely different strategy from the first two levels, and I lost my first life figuring that out. Then I lost another life during Step 4, where Princess Kurumi spent the entire level fighting off packs of ravenous wolves. It was a truly great game, and it was also kicking my ass. Now I only had one life left, and my confidence started to waver.

I found myself wishing there was a way Shoto could play through the trickier levels for me, but that was impossible. Tricks like hacked OASIS haptic rigs and illegal software, which had allowed Sorrento to take control of any of the avatars under his command, were obsolete now. None of them worked with ONI headset technology. I was on my own.

Thankfully, I hit my stride again during the next level, Step 5, which was set in a dense forest of bulbous 8-bit trees, concealing wave after wave of what Shoto referred to as “Keebler Ninjas.” I managed to earn back one of the lives I’d lost.

Step 6 was set on a roaring river, which the player had to cross by leaping from log to log like in Frogger, while battling more ninjas along the way. When I reached the other side, Ninniku appeared once again, hurling his boomerang at me from the riverbank until I landed enough hits to defeat him.

As I played, I noticed something odd about the music playing on the arcade’s jukebox. The same three songs kept playing, over and over. “Obsession” by Animotion, then “Jessie’s Girl” by Rick Springfield, followed by “My Best Friend’s Girl” by the Cars. It was easy to see the connection. All of these songs could’ve been about Halliday’s obsession with Kira—his best friend’s girl. And, I realized, I could be reliving the moment his obsession began.

I pulled my mind back to the game. I was now in the seventh stage, which took place in the streets of the village outside the castle walls. Shoto referred to the oddly dressed enemies I encountered here as “Pastel Ninjas,” because many of them appeared to be wearing turquoise tunics and pink pantaloons. I had to battle several “Clown Samurai” who wore red-striped Hammer pants that made them look like walking circus tents with swords. Once I defeated all of them, I cleared that level too. Seven down. Nine to go. Almost halfway there…

Shoto referred to Step 8 as the “stampede stage,” because you spent the entire level trying not to get trampled by an endless string of horses stampeding across the screen, while fighting off more Pastel Ninjas, who miraculously never seemed to get trampled even once. The lucky bastards.

At some point, a small crowd of onlookers began to form around me—the NPCs who’d been playing on the other machines, I assumed. And the longer I played, the bigger the crowd sounded. I didn’t turn around to do a head count, but I caught brief, warped glimpses of them in the lenses of my mirror shades, during the pause in gameplay at the end of each level, when my score and hit count was tallied and I was given a brief view of my progress toward the castle on the map. I tried to put them out of my mind, too, so that I could remain focused on the task at hand.

Ninja Princess was a strangely nonviolent action game. There was no blood or gore in it at all. Or killing. When Princess Kurumi got hit, she would just fall down and cry. The Puma Ninja clan members and bosses didn’t collapse and die when they were dispatched. They just vanished in a puff of smoke. When I asked Shoto about it, he told me it was a conscious choice by the game’s creators, to promote pacifism and nonviolence.

“Wow,” Aech said. “A nonviolent game about killing people with knives. Genius.”

“Shh!” Shoto whispered. “Let the man concentrate!”

I made it to Step 9, which was a battle through the stone courtyard surrounding Kanten Castle’s outermost wall, followed by Step 10, which required you to scale that wall while fighting off dozens of expert-climber “Spider Ninjas.”

Step 11 required me to fight my way down a lone stone walkway through the castle grounds. Step 12 was another wall-scaling level, identical to Step 10, but with the color scheme changed. When I reached the top of this second wall, I faced Ninniku one final time, dispatching him for good.

“Boom!” Shoto shouted triumphantly as I completed the level. “You took out Ninniku! You’re almost to the castle!”

Shoto was right. Step 13 required me to fight my way through more ninjas and samurai, making my way up a long stone path that led to the castle steps. When I reached those steps, the main villain, Zaemon Gyokuro, finally appeared and started shooting at me with a pair of ball-and-shot pistols. When I managed to hit him enough times, the level ended. And then I finally made it back into Kanten Castle—my former home, now overrun with usurping Pastel Ninja dipshits.

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