Knowledge (XXG)

First Samurai

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32: 562:. 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 542:
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."
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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,
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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.
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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
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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,
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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
407: 141: 766:"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 488:
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
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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
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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."
551:, 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." 596:, 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." 557:
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
754:'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 572:
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
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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.
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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."
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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
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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
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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."
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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
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samurai theme was first conceived by graphic artist Paul 'Dokk' Docherty as a 'random thought' while watching the 1954 monster film
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and backgrounds that everybody is happy with can be time-consuming. We don't argue, we just have constructive discussions."
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in an ancient forest, but he eventually becomes powerful enough to fight in the villages and towns, and eventually the
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as "an ongoing creative process in which everyone is encouraged to participate", and Dinc expressed that "Deciding on
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impresses not so much with an innovative idea, but more with technical brilliance and excellent gameplay."
710:'s Dave Jones raved about the Atari ST version, "This is an undoubtedly classic and, despite it's [ 584:
had 105 different limb sprites, and 30 different animations using those sprites. A level taking place in a
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port stated to be 'unplanned' at the time. In a December 1990 issue of British gaming magazine
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began development in July 1990, and was originally scheduled for a September 1991 release for
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User-friendly controls were a priority in the game's development, and John Twiddy,
493:. Samurai also have a very strong sense of honour - that fitted in with our plot." 406: 353: 242: 140: 1017: 716:] age, it is a darn sight more entertaining than some of today's offerings!" 829: 780: 694: 608: 534: 337: 333: 168: 156: 31: 1144: 820:
ranked the game at number nine on its list of the top 100 Commodore 64 games.
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an overall score of 82%, comparing it to other similar games such as
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interviewed team members from Vivid Image for information regarding
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a positive review and called it a "brilliant" game. In 1993,
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map editor, stated that "You have to be able to pick up the
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magazine also said the game borrowed heavily from earlier
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A revival of the game was announced in 1998 for the
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However, 622: 139: 130: 1260:Super Nintendo Entertainment System games 116:Learn how and when to remove this message 538:That's a feature we'd like to include." 464:development in a pre-release interview. 948: 946: 944: 841: 923: 921: 919: 784:gave the Amiga version a 90% rating. 7: 627: 54:adding citations to reliable sources 19:For the thoroughbred racehorse, see 1295:Video games set in the 18th century 953:Borgmeier, Carsten (January 1992). 618: 362:Super Nintendo Entertainment System 14: 972:Noah, Jonathan (September 1993). 607:in 1992, and was released on two 394:, and must compete against rival 1018:"GamesMaster Season 1 Episode 2" 30: 1290:Video games set in feudal Japan 364:. It was followed by a sequel, 41:needs additional citations for 352:, and was later ported to the 1: 1275:Video games about time travel 1230:Japan in non-Japanese culture 982:. No. 11. pp. 50–52 904:Hamza, Kati (December 1990). 566:which runs concurrently with 509:development was described by 1022:24:06. Channel 4. 6:05-6:50. 955:"First Samurai Amiga Review" 1069:"First Samurai SNES Review" 961:. Joker Verlag. p. 28. 1321: 1250:Side-scrolling video games 722:gave the Amiga version of 18: 1270:Video games about samurai 1255:Single-player video games 1109:. Autumn 1993. p. 33 631: 628: 478:purported that the title 414:Eating food and drinking 138: 1300:Video games set in Tokyo 1128:"First Samurai 64 - IGN" 934:Computer and Video Games 810:, but nevertheless gave 787:Computer and Video Games 639:Computer and Video Games 1285:Video games set in 1999 319:, alternatively titled 145:Home computer cover art 1240:Piko Interactive games 1160:at Amiga Hall of Light 1002:Newsfield Publications 411: 778:video game programme 599:The Amiga version of 409: 21:First Samurai (horse) 1215:Hack and slash games 224:Paul 'Dokk' Docherty 50:improve this article 1004:, issue 91, page 12 625: 574:The First Samurai's 560:collision detection 555:The First Samurai's 530:The First Samurai's 522:The First Samurai's 507:The First Samurai's 499:The First Samurai's 480:The First Samurai's 466:The First Samurai's 462:The First Samurai's 1205:Commodore 64 games 1081:Paragon Publishing 1020:. 14 January 1992. 906:"Turning Japanese" 803:The Legend of Kage 760:parallax-scrolling 623: 412: 410:Fighting some bats 390:in the history of 1305:Vivid Image games 1220:Image Works games 824:Cancelled version 704: 703: 603:cost 'around 84' 594:frames per second 590:The First Samurai 582:The First Samurai 564:The First Samurai 545:The First Samurai 540:The First Samurai 436:The First Samurai 384:The First Samurai 342:The First Samurai 336:and published by 322:The First Samurai 312: 311: 126: 125: 118: 100: 1312: 1190:1991 video games 1132: 1131: 1124: 1118: 1117: 1115: 1114: 1099: 1093: 1092: 1090: 1088: 1065: 1059: 1058: 1047: 1041: 1040: 1029: 1023: 1021: 1014: 1005: 1000:Zzap!64 review, 998: 992: 991: 989: 987: 969: 963: 962: 950: 939: 938: 925: 914: 913: 901: 626: 143: 131: 121: 114: 110: 107: 101: 99: 58: 34: 26: 1320: 1319: 1315: 1314: 1313: 1311: 1310: 1309: 1180: 1179: 1141: 1136: 1135: 1126: 1125: 1121: 1112: 1110: 1107:Commodore Force 1101: 1100: 1096: 1086: 1084: 1083:: 122. 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Index

First Samurai (horse)

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Developer(s)
Vivid Image
Publisher(s)
Image Works
Ubi Soft
Kemco
Director(s)
Mev Dinc
Designer(s)
Programmer(s)
Raffaele Cecco
Artist(s)
Platform(s)
Amiga
Atari ST
Commodore 64
MS-DOS

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