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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 βIn 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
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
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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
419:
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
770:
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
588:
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."
547:
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 [
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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."
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716:] age, it is a darn sight more entertaining than some of today's offerings!"
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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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937:. No. 121 (December 1991). 15 November 1991. pp. 28β30.
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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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1051:"Screen Scene VFM (Issue 31, October 1994, page 54)"
1033:"Screen Scene VFM (Issue 31, October 1994, page 54)"
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A revival of the game was announced in 1998 for the
56:. Unsourced material may be challenged and removed.
386:, the protagonist undertakes a quest as the first
344:was originally released in September 1991 for the
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912:. No. 27. emap Images. pp. 165β166.
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742:original, they would be correct. However,
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1260:Super Nintendo Entertainment System games
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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.
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54:adding citations to reliable sources
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19:For the thoroughbred racehorse, see
1295:Video games set in the 18th century
953:Borgmeier, Carsten (January 1992).
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362:Super Nintendo Entertainment System
13:
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14:
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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"
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1290:Video games set in feudal Japan
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364:. It was followed by a sequel,
41:needs additional citations for
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352:, and was later ported to the
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1275:Video games about time travel
1230:Japan in non-Japanese culture
982:. No. 11. pp. 50β52
904:Hamza, Kati (December 1990).
835:
566:which runs concurrently with
509:development was described by
1022:24:06. Channel 4. 6:05-6:50.
955:"First Samurai Amiga Review"
614:
7:
1069:"First Samurai SNES Review"
961:. Joker Verlag. p. 28.
401:
10:
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1250:Side-scrolling video games
722:gave the Amiga version of
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1270:Video games about samurai
1255:Single-player video games
1109:. Autumn 1993. p. 33
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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
377:
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
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1083:: 122. May 1994
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1139:External links
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61:Find sources:
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39:This article
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1111:. Retrieved
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984:. Retrieved
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354:Commodore 64
341:
325:, is a 1991
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243:Commodore 64
164:Publisher(s)
152:Developer(s)
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48:Please help
43:verification
40:
1245:Platformers
1235:Kemco games
1195:Amiga games
1073:Super Gamer
959:Amiga Joker
830:Nintendo 64
781:GamesMaster
768:beat 'em up
748:Amiga Joker
720:Amiga Joker
700:90% (Amiga)
695:GamesMaster
688:82% (Amiga)
684:Amiga Joker
644:92% (Amiga)
629:Publication
605:Deutschmark
592:runs at 25
431:Development
338:Image Works
334:Vivid Image
327:beat 'em up
297:beat 'em up
272:C64, MS-DOS
230:Platform(s)
202:John Twiddy
198:Designer(s)
186:Director(s)
169:Image Works
157:Vivid Image
1184:Categories
1113:2017-09-03
1103:"Top Ton!"
836:References
446:, with an
76:newspapers
1225:IOS games
1210:DOS games
1151:MobyGames
1087:April 15,
1055:ST Review
1037:ST Review
979:Game Zone
776:Channel 4
708:ST Review
661:ST Review
620:Reception
615:Reception
396:swordsmen
251:Super NES
220:Artist(s)
986:June 30,
750:praises
650:GameZone
526:joystick
495:Mev Dinc
444:Atari ST
425:dungeons
402:Gameplay
360:and the
350:Atari ST
293:Platform
288:Genre(s)
239:Atari ST
191:Mev Dinc
175:(MS-DOS)
173:Ubi Soft
910:The One
797:Strider
673:Zzap!64
549:The One
515:sprites
511:The One
476:The One
458:The One
453:The One
388:samurai
303:Mode(s)
261:Release
90:scholar
806:, and
740:really
535:arcade
448:MS-DOS
421:hermit
358:MS-DOS
247:MS-DOS
180:(SNES)
92:
85:
78:
71:
63:
1075:(2).
632:Score
586:sewer
471:Them!
440:Amiga
346:Amiga
280:2011:
275:1993:
270:1992:
235:Amiga
178:Kemco
97:JSTOR
83:books
1089:2021
988:2021
774:The
732:and
442:and
416:sake
378:Plot
348:and
277:SNES
69:news
1149:at
713:sic
678:97%
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