Newgrounds's Ninja Warrior is the first of four games in a series created by Newgrounds user UnrealCanine. The game is played using the arrow keys (or as the tips might say, "directional keys") and the space bar.

Normal ControlsEdit

Left Arrow Key: Move Backward

Right Key: Move Forward

Up Key: Jump

Down Key: Regain Stamina

Space Bar: Interact with obstacles

Playing the gameEdit

First StageEdit

The First Stage is mostly about speed, with nine obstacles to clear. For beginners, this stage can be brutal, as it takes many attempts (usually) to clear.

First Stage Obstacles
Obstacle Name (Obstacles appearing in tourneys will be listed in italics) Attribute Method/ Description
Pyramid Jump Timing/ Jump From the starting block, the competitor must jump to a steep slope, run up that without any pauses, jump, and then repeat. There is a good chance of lag on the second slope, and through the entire duration of the obstacle, you should not let go of the right key.
Curtain Cling (Modification of the real Curtain Slider, which appeared in SASUKE 23) Jump/ Speed Gain momentum on the platform and jump to the yellow curtain and press space. Drop when you reach the platform.
Transfer Timing/ Jump Push the red button with space. If you do not do this the jump will not reach the platform. Time a jump to a moving platform, and then jump to a certain apparatus in the center of the gap and grab on with space. When another platform comes under the player, drop with down, and jump when the platform you are currently standing on approaches the finish.
Samson's Ladder Jump A deceptively simple obstacle. Competitors jump up four rungs, grabbing each rung one at a time.
Jump Hang (SASUKE 5-17, 25, Kai 28-31) Timing/ Jump Gaining momentum, the competitor jumps down to a trampoline, has to make a perfect jump, and has to time grabbing a bar to jump to the platform.
Circle Slider (SASUKE 17 and 25) Speed The player must gain speed and jump to a silver ring. If jump and contact are good, the game will automatically make the ring slide down a track. Once at the bottom, the competitor must jump to the finish after the ring swings forward.
Soritatsu Kabe (Warped Wall) (SASUKE 5-17, 19-27, Ni Ren 28-31) Stamina/ Jump The player must climb a series of stairs, then run up the wall, jump, and grab the ledge. After this, the player must push up, space, and up again, respectively. If the player does not complete this sequence quickly, the contestant will fall and must make another attempt at the Soritatsu Kabe.
Drop Down Timing The player runs to a bar; suspended high over water. He must then grab the bar without jumping, wait as the bar lowers until he is beneath the wall blocking the platform, and jump forward. If the player jumps too early, he will ram into the wall and fall to the water. However, he can also fall if he takes too long to jump, as the bar will drop too far and he will fall with the bar.
Rope Climb? (SASUKE 3-17) Speed on the rest of the course

The contestant jumps to and grabs a rope, which he must climb by holding up. At the top of the platform, the contestant will automatically pull himself onto the surface. The player must then run a short distance and push the finish button with space to stop the clock.

Time Limit: 80.0 seconds

Listed on Newgrounds High Score list by time remaining

Second StageEdit

The second stage is about speed and stamina, as a short rest break should be taken before/ after the fifth obstacle. There are seven obstacles to clear; with the second obstacle being the easiest as it is mainly used to dismount the platform from the first obstacle. The third obstacle seems to be the most difficult, as the bar will typically roll off the fourth rung, making it very hard to proceed.

Second Stage Obstacles
Obstacle Name (Obstacles appearing in tourneys will be listed in italics.) Attributes (i.e. Speed, Jump, Stamina, etc.) Method/ Description
Downhill Slide Timing The Downhill Slide bears a major resemblance to the Rope Glider, an obstacle that appeared as the first obstacle in SASUKE 18's Stage 1; the only difference being that the rope is replaced by a chain.
Drawbridge Speed? Basically a dismount section to the first obstacle, the contestant hits a button and runs across a short bridge.
Double Salmon Ladder (SASUKE 25-27)



Less Needed

Jump/ Stamina

The toughest obstacle in the stage, (although it has few similarities to SASUKE 25-27's "DSL"), it requires the character to cross two sets of three rungs; climbing the first set in a fashion similar to the First Stage's "Samson's Ladder." At the top of the ladder, the contestant will begin to swing. The player should jump to the next ladder and will climb in a more difficult fashion.
Stick Slider (SASUKE 18-23) Jump A simple dismounting obstacle but at the same time very difficult, the competitor must slide down the track but jump just before reaching the end of the track.
High Crossing Stamina Basically an obstacle derived completely from the third obstacle (fourth in English broadcasts)of SASUKE 16's Second Stage titled Delta Bridge (Grip Hang in English broadcasts), the player jumps to a hanging ledge and crosses it by holding left and right the entire time.
Metal Spin (SASUKE 14-27) Jump The competitor jumps to a figure, that, by the looks of it, resembles the Metal Spin from SASUKE 14 and 15. He must grab a chain, wait as it rotates around, and jump to the platform.
Wall Lifting (SASUKE 1-17, 19-27) Speed/ Stamina Another simple yet difficult obstacle, the competitor lifts three walls, each one being heavier than the last, by walking up to a wall, pressing space, and pressing up repeatedly until the wall is lifted.

Time Limit: 60.0 seconds

Listed on high scores by time left

Third StageEdit

With eight obstacles to clear, this is, like most SASUKE tournaments, the most difficult stage. The course is comprised mainly of game-exclusive obstacles. Despite the fact that the stage is very strength-draining and the fact that there are a few obstacles from actual tournaments, namely SASUKE 17, most similarities stop there.

Third Stage Obstacles
Obstacle Name (Obstacles appearing in tourneys will be listed in italics.) Attribute(s) (Stamina will not be listed as it applies to every obstacle. If there is no other major attribute, it will be listed as NMA (No major attribute).) Method/ Description               
Erratic Bridge NMA The player must cross a track with three slopes and a jump at the end of each slope.
Rope Junction Timing Much like the obstacle from SASUKE 24, the player crosses a series of six ropes all at different heights.
Rhythm Bars Timing/ Jump Strangely bearing no resemblance to any SASUKE obstacle at all, this obstacle consists of two moving bars. The player jumps up to the first bar, and hangs on as it moves toward the end of its track. Then they jump to the second bar, and as it moves along, the contestant swings, and should jump once near the platform.
Cliffhanger (SASUKE 4-17) NMA This is the SASUKE 9-17 version of the obstacle. The competitor crosses each ledge by holding left and right, and climbs or drops with up or down. The obstacles consists of a long ledge, a jump to a shorter ledge, then a drop to a ledge about the same length as the 2nd.
Chain Reaction Jump This obstacle actually bears more of a resemblance to SASUKE 2 and 3's Hang Move (Chain Swing in English broadcasts) rather than the second stage's Chain Reaction, which it seems to be named after. The player (1) jumps to a chain, (2) lets it slide along, (3) swings, (4) jumps to a second chain, and (5) repeats with the first, fourth, and after the third, the fifth steps omitted.
Jumping Bars (SASUKE 14-24) Timing/ Jump The player swings and jumps through a set of three bars at a downward incline.
Leap of Faith Speed/ Timing

This obstacle's closest resemblance to a real obstacle is the Spider Flip, because of the Leap of Faith's icon.

The obstacle is mostly made up of a Delta Bridge, a short Samson's Ladder, and an extended High Crossing.

Pipe Slider (SASUKE 2-17, 28) Timing Although the title of the obstacle is under Pipe Slider, the movements used to proceed the bar along the track is more of a jump than a shimmy. The competitor "slides" the bar (again, its more of a jump)along the track with up and swings to the finish with right.

No time limit

Listed on high scores by % of stamina left

Final StageEdit

The Final Stage is extremely difficult, and takes many attempts to clear. The Final Tower is derived from SASUKE 5-17's Final Stage.

Final Stage Obstacles
Obstacle Name Attribute Method/ Description
Spider Climb Stamina The player climbs two parallel walls by pressing left and right and then space, repeatedly until reaching the Tsuna Nobori. Like the actual obstacle, the walls will spread after 15 seconds, making the climb impossible. Try not to hold any button for too long though, as it will drain stamina very quickly. Running out of stamina does not cause your contestant to fall, but it will make the climb impossible to finish, because running out causes the player to move very slowly.
Final Rope (Japanese: Tsuna Nobori) Speed All the player must do to reach the highest peak of Haruyama (Yes, it's a play on words; Midoriyama means Green Mountain, while Haruyama means Spring Mountain.) is climb the rope by pressing up and space repeatedly until coming through the opening at the top of the platform, pressing the button with space.

Time Limit: 30.0 seconds



There is a glitch in the game that causes the contestant to fail the Erratic Bridge no matter what.

  • Another glitch causes the competitor to jump off the Pipe Slider too early.
  • There's a Curtain Cling Glitch where if you jump up while moving and grab again. It will lead you to the Samson's Ladder.

External LinksEdit

Play the game!

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