First Samurai
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''First Samurai'', alternatively titled ''The First Samurai'', is a 1991
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developed by
Vivid Image Mevlüt Dinç (born May 1957), better known as Mev Dinc, is a Turkish-British video game designer. Born and raised in Turkey, he moved to England in 1979 while finishing his studies, intending to pursue a master's degree there. Unable to pay t ...
and published by
Image Works Image Works was a British video game publisher that served as a publishing label for Mirrorsoft between 1988 and 1992, when the parent company went bankrupt. History The first two games published under the Image Works label were '' Fernandez M ...
. ''The First Samurai'' was originally released in September 1991 for the
Amiga Amiga is a family of personal computers introduced by Commodore in 1985. The original model is one of a number of mid-1980s computers with 16- or 32-bit processors, 256 KB or more of RAM, mouse-based GUIs, and significantly improved graphi ...
and
Atari ST The Atari ST is a line of personal computers from Atari Corporation and the successor to the Atari 8-bit family. The initial model, the Atari 520ST, had limited release in April–June 1985 and was widely available in July. It was the first pers ...
, and was later ported to the
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,
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and the
Super Nintendo Entertainment System The Super Nintendo Entertainment System (SNES), commonly shortened to Super NES or Super Nintendo, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Eur ...
. It was followed by a sequel, '' Second Samurai'', in 1994. In 2011 a port was released for
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.


Plot

In ''The First Samurai'', the protagonist undertakes a quest as the first
samurai were the hereditary military nobility and officer caste of medieval and early-modern Japan from the late 12th century until their abolition in 1876. They were the well-paid retainers of the '' daimyo'' (the great feudal landholders). They h ...
in the history of
feudal Japan The first human inhabitants of the Japanese archipelago have been traced to Japanese Paleolithic, prehistoric times around 30,000 BC. The Jōmon period, named after its cord-marked pottery, was followed by the Yayoi period in the first millenni ...
, and must compete against rival
swordsmen Swordsmanship or sword fighting refers to the skills and techniques used in combat and training with any type of sword. The term is modern, and as such was mainly used to refer to smallsword fencing, but by extension it can also be applied to a ...
.


Gameplay

Eating food and drinking
sake Sake, also spelled saké ( ; also referred to as Japanese rice wine), is an alcoholic beverage of Japanese origin made by fermenting rice that has been polished to remove the bran. Despite the name ''Japanese rice wine'', sake, and indee ...
will help the player get stronger, while fire and enemy contact will weaken the samurai. The main objective in a level is to collect a set of four items which must be used to get access to the area with the end of level boss. Magic pots serve as checkpoints and are activated with the energy of the player's sword. Killing a monster releases a portion of sword energy which the player then collects automatically. Using a bell at the right place removes an obstacle blocking the player's path. The player starts out as a
hermit A hermit, also known as an eremite (adjectival form: hermitic or eremitic) or solitary, is a person who lives in seclusion. Eremitism plays a role in a variety of religions. Description In Christianity, the term was originally applied to a Ch ...
in an ancient forest, but he eventually becomes powerful enough to fight in the villages and towns, and eventually the
dungeon A dungeon is a room or cell in which prisoners are held, especially underground. Dungeons are generally associated with medieval castles, though their association with torture probably belongs more to the Renaissance period. An oubliette (from ...
s.


Development

''The First Samurai'' began development in July 1990, and was originally scheduled for a September 1991 release for
Amiga Amiga is a family of personal computers introduced by Commodore in 1985. The original model is one of a number of mid-1980s computers with 16- or 32-bit processors, 256 KB or more of RAM, mouse-based GUIs, and significantly improved graphi ...
and
Atari ST The Atari ST is a line of personal computers from Atari Corporation and the successor to the Atari 8-bit family. The initial model, the Atari 520ST, had limited release in April–June 1985 and was widely available in July. It was the first pers ...
, with an
MS-DOS MS-DOS ( ; acronym for Microsoft Disk Operating System, also known as Microsoft DOS) is an operating system for x86-based personal computers mostly developed by Microsoft. Collectively, MS-DOS, its rebranding as IBM PC DOS, and a few ope ...
port stated to be 'unplanned' at the time. In a December 1990 issue of British gaming magazine ''
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'', ''The One'' interviewed team members from Vivid Image for information regarding ''The First Samurai's'' development in a pre-release interview. ''The First Samurai's'' samurai theme was first conceived by graphic artist Paul 'Dokk' Docherty as a 'random thought' while watching the 1954 monster film ''
Them! ''Them!'' is a 1954 American black-and-white science fiction film, science fiction monster film from Warner Bros. Pictures, produced by David Weisbart, directed by Gordon Douglas (director), Gordon Douglas, and starring James Whitmore, Edmund ...
'', and Docherty expresses that "At the time we were in the middle of designing another game but we weren't very happy with it." ''The One'' purported that the title ''The First Samurai's'' correlation to ''
The Last Ninja ''The Last Ninja'' is an action-adventure game originally developed and published by System 3 in 1987 for the Commodore 64. It was converted to the Apple IIGS, MS-DOS, BBC Micro, and Acorn Electron in 1988, the Apple II in 1989, the Amiga, and ...
'' is "purely coincidental". Docherty's proposal of a samurai theme was received by Vivid Image as "exactly what they were looking for", and Docherty states that "We wanted something fairly mystical so that we could put in lots of
special effect Special effects (often abbreviated as SFX, F/X or simply FX) are illusions or visual tricks used in the theatre, film, television, video game, amusement park and simulator industries to simulate the imagined events in a story or virtual wor ...
s. Samurai also have a very strong sense of honour - that fitted in with our plot."
Mev Dinc Mevlüt Dinç (born May 1957), better known as Mev Dinc, is a Turkish-British video game designer. Born and raised in Turkey, he moved to England in 1979 while finishing his studies, intending to pursue a master's degree there. Unable to pay th ...
, ''The First Samurai's'' project manager, expressed that programmer
Raffaele Cecco Raffaele Cecco, born 10 May 1967, is a British video games developer who has created numerous video games since 1984, including ''Cybernoid'' and '' Exolon''. He grew up in Tottenham in North London. Spurred by an interest in computers, he receive ...
was invited to the project "because he's not only a very good programmer, he also comes up with lots of really good ideas. If I suggest one thing, he usually comes back with three." ''The First Samurai's'' development was described by ''The One'' as "an ongoing creative process in which everyone is encouraged to participate", and Dinc expressed that "Deciding on sprites and backgrounds that everybody is happy with can be time-consuming. We don't argue, we just have constructive discussions." User-friendly controls were a priority in the game's development, and John Twiddy, ''The First Samurai's'' map editor, stated that "You have to be able to pick up the
joystick A joystick, sometimes called a flight stick, is an input device consisting of a stick that pivots on a base and reports its angle or direction to the device it is controlling. A joystick, also known as the control column, is the principal cont ...
and just play the game." The balance between easy-to-learn controls and allowing the player an array of different attacks was an important factor in ''The First Samurai's'' design, and Twiddy stated that "The main thing is to get lots of manoeuvres in there. They're all effective so ultimately you don't actually need to know how you've done each one." The animations in response to the player's inputs were partially inspired by
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games, and Twiddy states that ”In some arcade games, when your opponent's in a certain position you end up grabbing them and throwing them over your shoulder. It looks like you're doing something spectacular but in fact it's the computer showing standard joystick moves in different ways on screen. That's a feature we'd like to include." ''The First Samurai'' was the first 16-bit game that Raffaele Cecco worked on, and he spent the first two months on the project learning how to program for the Amiga, stating that "Obviously I couldn't use any old sprite handling or scrolling routines because I didn't have any. I've had to start everything from scratch." ''The First Samurai'' was programmed on a 386 PC using the Programmer's Development System (PDS) developed by Fruad Katon. Vivid Image deliberately chose a "fairly long" development period according to ''The One'', and Cecco expressed that "We want to make certain there's plenty of time at the end for tweaking. This is the sort of game where it all comes down to how many enemies there are and where they're positioned." ''The First Samurai's'' environment is defined by white blocks superimposed over the game's graphics; these blocks determine attributes such as the edge of a platform, the spawn point of entities, whether a wall is climbable, and
collision detection Collision detection is the computational problem of detecting the intersection (Euclidean geometry), intersection of two or more objects. Collision detection is a classic issue of computational geometry and has applications in various computing ...
. For the Atari ST port, all the blocks needed to be 'pre-shifted', and a Vivid Images team member expressed that "We need to know how many there are so we can calculate them in advance; the editor automatically keeps track of all the different types of blocks on screen." John Twiddy created a custom map editor for ''The First Samurai'' which runs concurrently with ''
Deluxe Paint Deluxe Paint, often referred to as ''DPaint'', is a bitmap graphics editor created by Dan Silva for Electronic Arts and published for the then-new Amiga 1000 in November 1985. A series of updated versions followed, some of which were ported ...
'' and allows graphics to be loaded in, background graphics to be selected & positioned, and an object's depth to be defined relative to other objects. More features were incorporated into ''The First Samurai's'' map editor over the course of the game's development, and Docherty stated that "Whenever we want a new feature we simply phone John up and ask him to include it." Prioritizing sound effect design over a soundtrack was a design decision made in part due to memory restrictions, as well as Vivid Images' belief that 'subtle' sound effects would 'add more atmosphere'. Due to memory restrictions, the protagonist's sprites are separated into pieces, e.g. the limbs, torso, and legs are stored separately; this also allows animations to be made easier, as rather than create a new sprite for a different animation, it could be created from existing sprites 'pieced together'. At the stage of development at which the interview was conducted, ''The First Samurai'' had 105 different limb sprites, and 30 different animations using those sprites. A level taking place in a sewer was scrapped before release due to memory restrictions, particularly due to the level's 'running water' sprites, stated to take up 'almost as much memory' as the protagonist's sprite. ''The First Samurai'' runs at 25
frames per second A frame is often a structural system that supports other components of a physical construction and/or steel frame that limits the construction's extent. Frame and FRAME may also refer to: Physical objects In building construction *Framing (con ...
, as a Vivid Images team member expressed that "We decided not to go for 50 frames because it's got too many limitations. You can't have huge areas of sprites and animation if you want that kind of speed." The Amiga version of ''First Samurai'' cost 'around 84'
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in 1992, and was released on two
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s.


Reception

''Amiga Joker'' gave the Amiga version of ''First Samurai'' an overall score of 82%, comparing it to other similar games such as '' Shadow Dancer'' and ''
The Last Ninja ''The Last Ninja'' is an action-adventure game originally developed and published by System 3 in 1987 for the Commodore 64. It was converted to the Apple IIGS, MS-DOS, BBC Micro, and Acorn Electron in 1988, the Apple II in 1989, the Amiga, and ...
'', and expressing that "If someone were to say that the game isn't ''really'' original, they would be correct. However, ''First Samurai'' impresses not so much with an innovative idea, but more with technical brilliance and excellent gameplay." ''Amiga Joker'' praises ''First Samurai's'' 'compelling' gameplay, noting the number of usable weapons, its "difficult" puzzles, and "crafty" level design, particularly praising the inclusion of hidden areas and items. The magazine praises ''First Samurai's'' graphics, calling them "gorgeously colourful" and noting the game to be "full of fantastic minute details (e.g. the sword sparkles!)", furthermore expressing that it has "great parallax-scrolling, fancifully animated sprites and a very impressive explosion when the hero dies." Further more it mentions ''First Samurai's'' "nifty" title screen music and "comical" sound effects, and concludes by stating that "It is clear that the programmers at Image Works have put care into the game and successfully created a masterpiece ... Anyone who wants to sell an Asia-themed
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after this game will have their work cut out for them." Super Gamer reviewed the Super NES version and have an overall score of 79% stating: "A novel and pretty platformer, but later levels are disappointing." The
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video game programme ''
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'' gave the Amiga version a 90% rating. 24:06. Channel 4. 6:05-6:50. ''
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'' magazine also said the game borrowed heavily from earlier
slash 'em up Hack and slash, also known as hack and slay (H&S or HnS) or slash 'em up, refers to a type of gameplay that emphasizes combat with melee-based weapons (such as swords or blades). They may also feature projectile-based weapons as well (such as ...
games such as '' Strider'', ''
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'', and ''Shadow Dancer'', but nevertheless gave ''First Samurai'' a positive review and called it a "brilliant" game.


Cancelled version

A revival of the game was announced in 1998 for the
Nintendo 64 The (N64) is a home video game console developed by Nintendo. The successor to the Super Nintendo Entertainment System, it was released on June 23, 1996, in Japan, on September 29, 1996, in North America, and on March 1, 1997, in Europe and Au ...
, and it entered early planning stages of development, but was cancelled shortly after, and never released in any capacity.


References


External links

*
''First Samurai''
at Amiga Hall of Light

at Atari Mania
''First Samurai''
at Gamebase 64 {{DEFAULTSORT:First Samurai (Video Game) 1991 video games Amiga games Atari ST games Commodore 64 games DOS games IOS games Japan in non-Japanese culture Kemco games Piko Interactive games Platformers Side-scrolling video games Single-player video games Super Nintendo Entertainment System games Ubisoft games Video games about samurai Video games about time travel Video games developed in the United Kingdom Video games set in 1999 Video games set in feudal Japan Video games set in the 18th century Video games set in Tokyo Image Works games