Hiryu
The elite Strider ninja controlled by the player. He uses a sword and acrobatic movement to fight through the stages.
How it plays
The game uses a two-dimensional side-scrolling perspective. Hiryu advances through linear stages, defeats robotic enemies, avoids hazards, and reaches a boss or end-of-stage encounter.
Players can run, jump, climb or traverse selected surfaces, and attack with Hiryu's sword. Progression is stage-based, with increasingly demanding enemy patterns and platforming situations. The main experience is a single-player campaign; no separate multiplayer mode is documented for the Genesis version.
Plan your run
Learn the timing of Hiryu's sword swings and avoid rushing into groups of enemies. Many hazards are safer to approach from the edge of the screen, where you can observe their movement before advancing.
Conserve health by using jumps and positioning rather than trading hits. Study each boss's attack cycle, strike during its recovery window, and keep enough space to retreat when the pattern changes.
Meet the cast
The elite Strider ninja controlled by the player. He uses a sword and acrobatic movement to fight through the stages.
The recurring authoritarian antagonist associated with the Strider setting and the threat Hiryu opposes.
Before you begin
Use short, deliberate advances around enemies and environmental hazards.
Watch boss patterns before committing to repeated attacks.
Strider II is a side-scrolling action platformer developed by Tiertex and published by U.S. Gold for the Sega Genesis. It stars Strider Hiryu, a futuristic ninja tasked with stopping a new threat connected to the Grandmaster. The game emphasizes rapid movement, sword attacks, acrobatic jumps, and traversal through hostile mechanical environments. Although it shares its name and protagonist with the earlier Strider, this Genesis sequel is a separate production rather than a direct conversion of the later arcade game. Its reception was mixed: players often appreciated the speed and recognizable character, while critics commonly noted uneven level design, stiff controls, and a presentation below the standard set by the original.
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