Documented for this version

Which controls does this version use?

Actions

Strider action controls
D-pad
Move left or right; move up and down on ladders; crouch when pressing Down.
A
Jump.
B
Swing the Cypher sword.
Start
Pause the game.

Control notes

  • The NES control layout can vary in printed manuals by regional release.

  • Wall movement and ladder actions are performed with directional input during play.

How it plays

How does Strider play?

Strider is viewed from the side as Hiryu travels through linear stages filled with enemies, platforms, ladders, hazards, and boss encounters. His main attack is the Cypher sword, which can be used while moving or jumping. He can also crouch, climb, and perform acrobatic wall movements to reach new areas.

The objective is to survive each stage, defeat its boss, and continue toward Meio. Progression is based on completing a fixed sequence of areas rather than collecting equipment or building character statistics. Limited lives and continuing opportunities make careful movement and enemy timing important.

Plan your run

What is the best way to play Strider?

Learn enemy positions and avoid unnecessary fights when the path is safe. Hiryu's sword has short reach, so attack while approaching rather than waiting until an enemy is already touching him.

Use ladders and wall movement deliberately, and pause before jumps that lead into hazards. Against bosses, focus on recognizing attack patterns and striking during safe openings instead of attacking continuously.

Meet the cast

Who are the key characters?

1

Strider Hiryu

The game's protagonist, an elite Strider operative who uses the Cypher sword and acrobatic movement to fight through enemy forces.

2

Grandmaster Meio

The principal antagonist and leader of the hostile forces threatening the world.

Before you begin

What should you know before playing?

  1. 1

    Use crouching and vertical movement to avoid attacks that cannot be safely blocked.

  2. 2

    Keep moving through open areas; many enemies are easier to pass than to defeat.

  3. 3

    Practice the timing of wall jumps and ladder transfers before difficult sections.

Community discussion

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