Last Ninja 3

[1] Alongside this, the enemy AI was improved: Stan Schembri, a designer for Last Ninja 3, said that they are "a lot more intelligent", further stating that "they attempt to react to the way you move.

[1] Cale said that some of the game's enemies are "more fantasy oriented", as opposed to "a load of guys in karate gear".

[1] The One expressed that the development team also prioritized walkcycle animations, with the graphic artists seeking to avoid characters 'looking like they're skating'.

[1] The 16-bit versions of Last Ninja 3 were programmed by Mark Dawson and Dave Collins from the game studio Eldritch the Cat.

[1] Rather than using a PC running PDS for development like previous System 3 games, Last Ninja 3 was programmed on Intel 80386 PCs with SNASM boards.

[1] Collins & Dawson expressed that the 386 PCs & SNASM boards eased Last Ninja 3's development, and stated that they "mak[e] life far easier.

[1] In a retrospective interview in 2005, System 3's Mark Cale felt that the game was "by no means the best entry in the series", blaming the breakup of the original Last Ninja series team, stating that "when working with such talented people as John Twiddy and Hugh Riley, there was always a certain amount of magic and things just flowed.

The One praised Last Ninja 3's new weapons & moves, and favorably expressed that they don't 'dilute the game's challenge', further remarking that these elements "bring it to another level of playability".