First Samurai
A 1991 beat 'em up platformer with a samurai theme.
First Samurai, also known as The First Samurai, is a 1991 beat 'em up platform game developed by Vivid Image and published by Image Works. Originally released for the Amiga and Atari ST in September 1991, it was later ported to several other platforms including the Super Nintendo Entertainment System. A sequel, Second Samurai, followed in 1994.
Quick Facts
- Developer
- Vivid Image
- Publisher
- Image Works
- Ubi Soft (MS-DOS)
- Kemco (SNES)
- Director
- Mev Dinc
- Designer
- John Twiddy
- Programmer
- Raffaele Cecco
- Artist
- Paul 'Dokk' Docherty
- Released
- September 1991: Amiga, Atari ST
- 1992: C64, MS-DOS
- 1993: SNES
- 2011: iOS
- Genre
- Platform, beat 'em up
Facts from the source article.
Gameplay
The player collects four items in each level to reach the boss area. Eating food and drinking sake strengthens the samurai, while fire and enemy contact weaken him. Magic pots serve as checkpoints activated by sword energy. Killing monsters releases sword energy collected automatically. Using a bell at the right place removes obstacles. The player progresses from a hermit in an ancient forest to fighting in villages, towns, and dungeons.
Development
Development of First Samurai began in July 1990, with a September 1991 release scheduled for Amiga and Atari ST; an MS-DOS port was initially unplanned. The samurai theme was conceived by graphic artist Paul 'Dokk' Docherty as a random thought while watching the 1954 monster film Them!, as the team was designing another game they were unhappy with. Docherty stated the team wanted something mystical to include many special effects, and that the samurai's sense of honour fit their plot. Project manager Mev Dinc invited programmer Raffaele Cecco because of his programming skill and his ability to generate ideas. The development process was described as an ongoing creative effort where everyone participated, with constructive discussions rather than arguments.
Reception
Dave Jones praised the Atari ST version as a classic more entertaining than some contemporary offerings. Amiga Joker gave the Amiga version 82%, comparing it to Shadow Dancer and The Last Ninja, noting it impressed with technical brilliance and excellent gameplay rather than originality. The magazine praised its compelling gameplay, difficult puzzles, crafty level design, hidden areas, gorgeous colourful graphics, parallax-scrolling, animated sprites, impressive explosion on death, nifty title screen music, and comical sound effects, concluding that the programmers created a masterpiece. Super Gamer gave the Super NES version 79%, calling it a novel and pretty platformer with disappointing later levels. GamesMaster rated the Amiga version 90%. Computer and Video Games noted it borrowed heavily from earlier games like Strider and The Legend of Kage but still called it brilliant. Commodore Force ranked it number nine on its top 100 Commodore 64 games list in 1993.
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