Zool: Ninja of the “Nth” Dimension
Gremlin Graphics Software
1994
1 Player
Game Gear
Sega Game Gear
Action
GameTek
Not Rated
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Images


Description
Once every year, the games world is rocked by a game so stunning, so fast, so colorful, so big, so demanding, so mega, so awesome, so varied , so incredible, and so full of fabulous features and unexpected treats, that everybody just looks at it and says “THAT’S IT!” This year, ZOOL, THE NINJA FROM THE Nth DIMENSION, is definitely “IT!”
Zool: Ninja of the "Nth" Dimension
Overview & History
Developed by Gremlin Graphics and originally released in 1993, Zool: Ninja of the "Nth" Dimension for the Sega Game Gear positioned itself as a British answer to the mascot platforming craze dominated by Sonic and Mario. As the "Nth" Dimension's premier Gremlin Ninja, Zool is tasked by the Dimension's supreme leader to traverse six radically different worlds—ranging from Sweet Land to Cinema World—and earn his official ninja stripes. While the Amiga and Genesis versions gained fame through aggressive Chupa Chups lollipop sponsorships, the Game Gear port distilled this frantic, sugar-fueled action into a handheld cartridge. Due to the Game Gear's narrower native resolution, the developers cleverly redesigned the viewport, altering enemy placements and level geometry to create a frantic, claustrophobic pacing unique to Sega's portable hardware.
Gameplay Features & Mechanics
Zool is a high-speed platformer defined by extreme momentum and verticality. Unlike traditional platform heroes who simply walk or run, Zool moves at a breakneck velocity that requires precise mastery of inertia. His primary offensive arsenal includes throwing projectiles—initially shurikens, though collecting item power-ups changes them into bouncing discs or energy beams—and a deadly spin-jump attack that acts as both offense and defense. A standout mechanic is Zool's ability to stick to and climb up walls, allowing players to scale vertical surfaces and leap across dizzying chasms. Special items scattered throughout the stages summon spinning options (similar to *Gradius*), offering auxiliary firepower. To clear a stage, players must collect a specific quota of bouncing items before reaching the exit portal, forcing thorough exploration wrapped inside a timed, adrenaline-fueled speed run.
Keyboard Controls
- Arrow Keys / D-Pad: Move
- Action Keys: Attack / Jump
- Enter: Start / Pause
Video
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★ 3.1 / 5 · 44 votes
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