Samurai slowly wanders through forests, fields, rivers and mountains. Katana rests in a sheath, ready to solve all problems at any time. Who is he, where he goes, and here comics, ninja turtles and comodore 64? About all this below.
The text contains spoilers for the game 33 years ago. Be vigilant!
Deja vu
Some of you, the image of a rabbit-samurai may seem vaguely familiar. A myriad of anthropomorphic eared in the media space is unlikely to simplify this task, but I will help me. It’s all about one animated series-ninja turtles.
Rabbit in the series 1987, 2003 and 2012.
Rabbit in the series 1987, 2003 and 2012.
Rabbit in the series 1987, 2003 and 2012.
In fact, even in three, the rabbit managed to stay in the original series of 1987, the show 2003 and 2012, becoming a faithful friend and ally of the skulls.
The origins
The name is Miyamoto Usagi and he is a protagonist of the USAGI Yojimbo comic book series ("Bodyguard Rabbit"), begun by Sakai Stan in the distant 1984.
The image is partially based on the famous Ronin and fencer Miyamoto Musasi.
Miyamoto Musashi, presumably a self -portrait and an engraving of authorship of Utagawa Kuniyoshi, XVII and XVIII century.
Miyamoto Musashi, presumably a self -portrait and an engraving of authorship of Utagawa Kuniyoshi, XVII and XVIII century.
The plot tells about the wanderings of Usagi in Japan of the EDO period inhabited by anthropomorphic animals. The rabbit is a ronin, and earns a life helping the suffering and falling into trouble.
The appearance on the screens along with the turtles of Usagi owes not only the image that is perfectly fitting into the universe, but also the friendship of Stan Sakai with Kevin Eastman and Peter Lard, the creators of TMNT.
For the first time, the rabbit moved with turtles on the pages of comics.
For the first time, the rabbit moved with turtles on the pages of comics.
For the first time, the rabbit moved with turtles on the pages of comics.
Being completely author’s work, Usagi infrequently chose beyond the boundaries of comic panels, not counting crossovers with green -skinned brothers, although he tried.
In the 90s, an animated series based on the spin-off of the Space USAGI series was planned (there is a small pilot episode on the network), but after the failure of the cosmic adventures of another rabbit, they abandoned the idea.
Video game
Shortly before that, in 1988, Samurai Warrior: The Batts of USAGI Yojimbo, Side Squareller Equas with adventure elements and a basic rabbit in the title role,.
There is no tie in the game, like the slightest hints of history. After the title screen, we find ourselves among the fields and rivers, without a clear goal, and just move forward. We fight with a ninja, communicate with local residents and eat noodles. The bandits will scream about the reward for our heads, in the forests and caves to hide the monsters, but the global target will flash only for a moment, in the form of a stolen Pandarin, which will have to be saved at the end.
To recognize in Pandaren Lord Noriyu, Daimo of one of the local clans, you can only be familiar with the comic as a series.
Lord Noriyuki in the game, comic and animated series 2003.
Lord Noriyuki in the game, comic and animated series 2003.
Lord Noriyuki in the game, comic and animated series 2003.
Let the absence of even nominal history not bother you, the game is rich in situation, and such a plot structure relates it with the original source.
The journey will lead us through rice fields, dense forests, mountains and villages. The forks will meet a couple of times, but only the next level will depend on the choice of them, after which the story will return to the only right track.
Landscapes here are pleasing to the eye, https://mexluckycasino.co.uk/mobile-app/ the muffled palette of the commander plays perfectly on the atmosphere, the backs are picturesque, the spells of the characters are well worked out, and the animation did not regret the personnel.
Even after years, Samurai Warrior looks great. It is hardly impressive, but, taking into account time and platform, I do not want to pick up.
The path of samurai
On his way, Usagi will meet peasants, monks, noble gentlemen and other samurai.
The wandering followers of the Buddha love to share wisdom, at times quite lengthy. Their statements are inspired by the book by Zen Flesh, Zen Bones ("Dzen’s flesh and bones").
In addition to reasoning about enlightenment and inner nature, monks can advise “kill the Buddha” if Usagi meets him in his path.
In addition to reasoning about enlightenment and inner nature, monks can advise “kill the Buddha” if Usagi meets him in his path.
In addition to reasoning about enlightenment and inner nature, monks can advise “kill the Buddha” if Usagi meets him in his path.
In addition to reasoning about enlightenment and inner nature, monks can advise “kill the Buddha” if Usagi meets him in his path.
And they are the most dangerous opponents in the whole game. Believe me, you do not want to enter into a fight with any of them.
Ousags will be opposed by insidious ninja, bandits and hostile samurai. You even have to meet with a huge "monster".
The most interesting of them are ninja. They hide in the elements of the background, know how to disappear in smoke, can attack both with a sword and shurikens, and closer to the middle of the game will learn to pretend to be peasants to let the hero go forward and attack stealthily.
Having reached the next village, you will exhale with relief, anticipating the opportunity to replenish health and rest a little. The first couple of peasants will humbly knead your heads, letting go ahead. Going a little further you will notice that they follow you. Another peasant will arise in front of you, only instead of a bow he will expose a sword. The clang will be heard from behind. There will be no citizens in the village, only a ninja, only a ninja.
Sinobi’s insidiousness knows no boundaries.
It can interact with the characters of Usagi in two modes – a conditional “peaceful”, with a katana in a sheath, and “fighting”, with a katana for the manufacture. The modes differ in the speed of movement, a jump range, and affordable actions.
In battle
In "Battle" this is a parcel, horizontal and vertical blows. One button is responsible for all the variety, the type of attack depends on the duration of the press.
The combat system is simple, but not primitive – blows have different damage and distances, and parrying can help out in particularly difficult points. In the selection and combination of attacks, there should have been a salt salt under the situation, but the control in one button puts on this cross. React and fulfill exactly what I planned is not easy. Over time you begin to catch excitement, but sticks in wheels still fly.
The sharpness and speed of the fights contrasts with the dimensionality of non -fry gameplay. And the blows take a good third of a strip of energy, which is why battles are felt by deadly duels.
In everyday life
In the "Mirny" Usagi, the wallet can bow and stretch forward.
The latter is a way to lose one Ryo (a monetary unit of ancient Japan), but will receive food in return, a safe passage past the thugs, or sincere gratitude from the peasant.
Attempts to beat a peasant in a gambling game.
With a bow is more difficult. The world of the game has a semblance of social hierarchy. Each character he met has a certain status. Usagi Malicated Bow to those who are higher than him (noble gentlemen), otherwise they will offend and meet with their blade. Maybe Bow equal to yourself (samurai). AND not obliged those who are lower (peasants). Equal samurai can also be outraged by the lack of proper respect, and the manifestation of reverence for those who are below is awarded with glasses of karma.
Bushido
Karma here is a stylized glass system, with one catch. The murder of bad guys and good deeds – raising it, killing good, walking with a sword for an advantage and non -rejection of respect – lower. The catch is that if karma is lowered to zero, then Usagi will perform ritual suicide, sankcuu, and the game end.
Let the game insist on compliance with the Code of the Samurai and pushes to the help of neighbors, no one takes the opportunity to act otherwise. Carma glasses are scarce at the beginning, but as you go to take the counter, it will be more difficult.
With a high degree of probability, suicide will be one of the first actions committed by a rabbit under the control of the player. The fact is that at the beginning of Karma points there are only two, and the first character found on the way is a peasant. A sword naked in front of him is a symbol of evil intentions and lowers karma to zero. Heymover.
Unfortunately, there are no events depending on the level of karma. The peasants will not scatter in horror, and the bandit will not take you for their. The developers had plans for this, but the matter did not reach the implementation.
Situations
Bribes Samurai Warrior with the number of unique situations and small details.
Then the peasant will offer to play an abstract gambling game. Then in a cave with a monster an altar will be discovered, assigning an offering to which, a spirit will appear and will warn about the danger ahead. Then in the middle of the road to meet a meditating monk, not very pleased with our presence. Then on the streets of the village there is a samurai who wants to test their forces in battle before the first blood.
This happens throughout the game and is reinforced by trifles like the animation of eating noodles, flashed through the passage or bees, skulls over defeated enemies and, reacting to everything, the portrait of the protagonist.
This is a strange comparison (and no, not with Dark Souls), but the adventures of the rabbit-samurai reminded me of Gothic. With his inter -action with the characters, the harsh reactions of the world, which forces to play by its own rules, but encourages the ingenuity, and a fighting that requires development. Heimdestan "Spirit" they have, that, a common.
Samurai Warrior – a game of situations, single and bright, and therefore memorable. The only problem is that most of them I have already described. The game is criminally short. You can see everything for two passages that will take a total of forty minutes.
Death
But this is if you try. The path of samurai is death, so the difficulty here is very harsh. You will die. Often. More often than your opponents. Despite the fact that the combat system is felt quite well, the attachment of three types of attacks to one key, not the most obvious hitboxes, frisky enemies and sore blows make the dance of death rather chaotic.
To measure, death and death.
You can get used to duels one on one, but as soon as the opponents become more, the difficulties begin. Add to this the opportunity to make up for health only twice for passing and the final level with four packs of opponents, two or three, and a couple of deadly monks at the end, which needs to be passed on one stripes of energy, and you will get a damn complex game.
Sweets after the death of opponents came straight from the comic book of the series.
Sweets after the death of opponents came straight from the comic book of the series.
Sweets after the death of opponents came straight from the comic book of the series.
Sweets after the death of opponents came straight from the comic book of the series.
I could not defeat the last stage even with the seven-stands of the emulator, saved the traineer built into Rom for endless health.
Immersion
The lack of a clearly given goal, a combination of two types of gameplay contrasting with each other, the presence of social mechanics, a visual display of interactions between the characters, many small details and a variety of situations, all this creates the experience of the game-travel.
Travels of the primary source close to the comic book.
Traveling the world that seems alive and real. Because it exists on its own, has a minimum of conventions, requires compliance with internal rules, but allows them to violate.
Tokage-Dinosavo-like lizards inhabiting the world of Usagi. Part -time Mascot Comic series.
Tokage-Dinosavo-like lizards inhabiting the world of Usagi. Part -time Mascot Comic series.
Tokage-Dinosavo-like lizards inhabiting the world of Usagi. Part -time Mascot Comic series.
With the simplicity of systems and the absence of a thousand methods of interaction, in its small, clearly set, the game is possible to create the illusion of "immersion". Which makes her so memorable.
Amstrad and Spectrum
In the text, I talked about the version for the Commodore 64, but the game had ports and other computers of those years – Amstad CPC and ZX Spectrum. The British studio Source was responsible for porting.
In addition to obvious changes in the schedule, both versions are distinguished by less diverse background and environment, lost in the number of unique situations and noticeably more clumsy in terms of battles.
The version for the spectrum looks more advantageous due to the black and white palette approaching the game to the comic book, and less charming combat gameplay. But far from the Kommador’s original.
Conclusion
Not every game withstands the test of time, often not gameplay mechanics become obsolete, but their implementation. Samurai Warrior was old, but did it with dignity. She is unique and sufficiently good, so as not to cause strong discomfort even now. It is still able to captivate and give a couple of exciting hours in strange, eight -bit, Japan. It is unlikely that many are daring, it is unlikely that those few are overpowered, but they will enjoy.
To become a living classic Samurai Warrior lacks a scale. This is an extremely compact game whose potential is set, but not disclosed. The continuation did not happen, as well as attempts to do something similar.
The initial plans of the developers were much more grandiose and regret about the inability to realize all the ideas, read in their words so far.
The most sad in the creation of this game was the crossing out of those parts of the code that we could not squeeze into 64 kb. Russell (artist) created a wonderful mole-ninja who got out of the ground, and Paul (programmer) included many additional peaceful actions in the code: for example, a test in which it was necessary to save the rider, which was dragged by the horse. All this had to be deleted. – Dag Palmer, programmer Beam Software
Heritage
Miyamoto Usagi will acquire another video game – an unacceptable mobile bitemap. Cive in TMNT 2: Battle Nexus and, again mobile, TMNT: Legends. He will look at the light in the fan tmnt: Rescue-Palooza!.
But only the Way of the Samurai series will be the closest in spirit to Samurai Warrior. It is unlikely that it was intentionally, but still, it was Acquire Games that developed ideas laid down in 1988 by Beam Software. Let and places in a kind, Japanese manner.