Shadow Jump
Bounce endlessly up a ninja tower, steering between platforms as they narrow.
Mystic Ninja is the only game on the site with real levels. Run and jump through a spirit forest, collect gems, avoid drifting wisps and reach the gate to open the next stage. Three lives, and every cleared level pays a bigger bonus.
Mystic Ninja is a conventional side-scrolling platformer: full left and right control, a jump you time yourself, solid ground, one-way floating platforms, and a goal at the end of each level.
Each level is generated fresh, but always inside the limits of the jump arc. The ninja leaves the ground at 700 pixels per second against 2,000 of gravity, giving an apex near 122 pixels and a horizontal reach near 210. Pits are capped at 78% of that reach and floating platforms at 82% of the apex, which is why no generated level can trap you.
Small quality-of-life details do a lot of work here. There is a 90 millisecond coyote window after walking off an edge, so a jump pressed a frame late still fires. Floating platforms are one-way, so you can jump up through them. The double jump power-up lasts eighteen seconds and survives into the next level if you clear the gate while it is active.
Three lives are shared across the whole run. Losing one restarts the current level with your collected gems and score intact, so a mistake costs progress within a level rather than the entire session. Levels grow longer and add one extra wisp each time, and the clear bonus grows with them.
| Action | Keys |
|---|---|
| Move | ← → or A / D |
| Jump | Space or ↑ or W |
| Fast fall | ↓ while airborne |
| Double jump | Press jump again while the power-up is active |
| Pause / resume | P or Esc |
| Mute | M |
| Action | Gesture |
|---|---|
| Move | On-screen left and right buttons, or hold either half of the play area |
| Jump | On-screen Jump button |
| Fast fall | On-screen Down button while airborne |
Pause works everywhere with the Pause button under the play area. Game audio is a handful of synthesised arcade tones — mute it with M or the Sound button, and the setting carries across every game on the site.
Floating platforms carry most of the gems, but the ground is faster and safer. Decide which you are playing for before you start climbing.
Each wisp traces a repeating path. Stop for a moment and watch one cycle rather than running into its orbit and hoping.
Eighteen seconds goes quickly. The power-up is most valuable crossing the wide pits that would otherwise need a perfect run-up.
Double jump time carries over. Reaching the gate with seconds left effectively gives you a head start on the next level.
The clear bonus is 200 plus 100 per level plus 5 per gem collected. When you are near the gate on your last life, take it.
Three per run. Losing a life restarts the current level, keeping your score and the gems you have already collected.
No. Levels keep generating, growing longer and adding one extra hazard each time, so the run ends when you lose your third life.
200 points, plus 100 for each level number, plus 5 for every gem you collected in that level.
Yes. Floating platforms are one-way: you pass through them going up and land on them coming down.
It grants a double jump for eighteen seconds. If you clear the gate before it runs out, the remaining time carries into the next level.
Ethan Carter is the editorial voice behind Ninja Arcade. He has spent more than eight years writing about browser games, casual gaming and HTML5 arcade design, and he plays every game on this site before it ships.
Bounce endlessly up a ninja tower, steering between platforms as they narrow.
Designed obstacle blocks: crate hops, slide beams, wall jumps and moving platforms.