Oh, thanks for sharing. I've been looking into this as well. What specific aspects of the stage design in Shinobi 3DS do you think contribute the most to the sense of length and challenge, and how does that compare to other games in the series?
Glad you took notice. And, welcome to the VGMaps community!
Well, if memory serves me correct, comparing to perhaps Shinobi III's length, Shinobi 3DS' maps have upped theirs to select stages in maintaining the challenge of prior Shinobi games, notably the 2D games. I was not used to the different control mapping configurations, though. Kinda made it tough for me.
The gameplay blueprints from past games' blueprints remained mostly the same for aspects, but the stage design, completely different, but still new there. Only notable thing, they seem to be about twice or thrice as long as the more action-packed "Shinobi III". I didn't look for all the secret areas the hints kept encouraging for each stage, though. Some I did find, but not all.
One, in example, is the first stage, the Oboro Clan Village, taking place in 1256 A.D., where the main hero, Jiro Musashi, began his own adventure to fight against the Zeed, the long-standing evil syndicate, before being flung into 2056, A.D., where Zeed ruled a dark grip in a future.
To my perspective, that first stage was quite lengthy, being the first, unusually, but the length could've been expected, if at all to those that played it the first time. I kinda had not felt such fatigue in finishing that my first time around. Considering the 3DS' cart size greatly surpassing the DS', its justifiable for games made for that handheld to be made longer than before.
The total overall maps that stage has is about 9, give or take. When I reached each map's exit point, the stage kept on going, as if it felt like a bit of a long run. The 3rd map, having a horse riding segment there, was a different story, but I endured through.
It was only at the last map that I felt a bit of a relief for me that I finally got to the main boss, Yuki Onna. The goal time for high rank was set at 10 minutes, and that was kinda much for it being a first stage of the game.
The shortest amount of maps in the game is the 3rd stage, Hyper Transport MG97, a large futuristic supply train carrying Zeed's monstrosities and experiments for their army. Maybe more monstrous than those seen in "Body Weapon" from Shinobi III. It only had two maps, the second only having a boss in the end, the wretched experimental monster, Kryoborg. Cool looking boss, though.
And the goal time for high rank, 10 minutes. Kinda felt a bit befuddled about that estimate, but, who's complaining?
My overall favorite stage in it is the fifth, Afterburned, which is pretty much a strong nod to another Sega series, "After Burner", hence the name.
The stage, somewhat having an aerial theme in it, was a thrill, and I grasped its greatness. Venturing through the depths and inner workings of a warship operated by Zeed at sea in the first half was great, but upon surviving its hopping air jet segment, I enjoyed the really cool second half of the stage, an armed aerial fortress!
The 5th map, encompassing most of the fortress, was my favorite in it! I was really having a blast in braving all of its dangers. What I spotted there was a cool callback to Shinobi III's last stage, "The Final Confrontation", which is also set in Neo Zeed's flying fortress, commanded by the Shadow Master.
The callback was the fortress' two energy shooting weapons built onboard to destroy intruders. Their design looked identical to their originals. Their comparison looked coincidental.
Of course they were only seen outside before facing the stage's first midboss, a differently redesigned Fushin Ninja. Different, compared to the series' previous boss in past games named that.
Once beaten, the stage continues into the inside of the fortress, filled with hazards and traps, especially the airlocks. I also got to confront another midboss there, the Mega Core, a favorite of mine! It was a different take of a core boss, but still fun to demolish.
The danger kept on going after destroying it, but I was able to reach the end, where I faced the Zeed's pilot, their monstrous creation, Super Soldier. And let me tell you, he was indeed monstrous.
The goal time there, 18 minutes and 30 seconds. Really a high estimate for it.
I kinda stopped at stage 6's boss, Lava Crawler, and kept forgetting to beat that boss. It really was tough for me going through it to the end again and again. The fatigue really hit me there. I'll keep trying later on when I can.
I really enjoyed that entry in the series. Strong pity it wasn't followed up because of its steep difficulty curve and its lack of its coherent narrative to the story. Doesn't feel like a reboot overall. Just more like of a continuation.
Still, the 3DS game maps are in need of mapping, and its great you're taking interest in mapping it. Hope your endurance is strong.