First Samurai (SNES) Playthrough @longplaycenter
First Samurai (SNES) Playthrough  @longplaycenter
Uploaded August 2026 | Updated September 2026, 3 weeks ago
First Samurai is an action-platformer developed by Vivid Image and published by Kemco for the Super Nintendo in 1993. Originally released on the Amiga and Atari ST in 1991, it carries a very recognizable European computer-game style onto Nintendo's console: sprawling stages, constant enemy respawning, unusual item puzzles and a willingness to throw traditional Japanese fantasy, demons and futuristic machinery into the same adventure. The SNES version is shorter and more streamlined than the computer original, but faster controls and an expanded soundtrack make it a surprisingly enjoyable conversion.

Rating: 7/10

You play an unnamed samurai whose master is killed by the Demon King. A mysterious Wizard Mage sends the villain fleeing into the future, and the samurai follows, eventually traveling from a battlefield in 1730 through a bizarre Time Express to Tokyo in 1999 and finally the Demon Palace in 2245. It's ridiculous in exactly the right early-'90s way, and the dramatic jumps between periods give the game an identity very different from conventional ninja and samurai platformers.

Combat mixes swordplay with punches, kicks and throwable weapons such as knives and axes. The most interesting mechanic is the magical sword itself. You initially fight bare-handed, accumulating mystical energy until the sword materializes. Besides dramatically increasing your attack range, it effectively acts as an additional layer of protection: when your physical energy is exhausted, the sword can be lost and some mystical power converted back into health, leaving you alive but considerably weaker.

This creates a satisfying cycle when things are going well. With the sword, combat is fast and effective; without it, suddenly having to punch monsters at close range makes the same encounters much more dangerous. Unfortunately, the constant stream of enemies can also make losing it feel cheap rather than deserved.

First Samurai isn't simply a matter of walking right and killing everything. Levels are large and occasionally maze-like, with bells and other mystical objects required to remove obstacles or summon supernatural assistance. Force pots act as checkpoints, while food restores health and secondary weapons provide ranged attacks. Figuring out where to use particular objects adds an adventure-game element, although the same design frequently produces excessive backtracking.

Enemy respawning is the biggest annoyance. Clear an area, walk a short distance away and creatures can quickly return, making exploration more tedious than it needs to be. Hit detection and enemy placement can also feel rough compared with more polished SNES-native action games.

The SNES adaptation cuts down the much larger computer game into a substantially more compact journey built around Battle Field 1730, the Time Express, Tokyo 1999, the Time Elevator and Demon Palace 2245. A typical complete playthrough can come in at around an hour once the route is known. Unfortunately, the cartridge provides no battery save, and there is no conventional password system for continuing progress, which is an awkward omission for an exploration-heavy game.

Presentation is one of its strongest qualities. The graphics aren't among the SNES's technical showpieces, but detailed backgrounds, strange monsters and the increasingly surreal environments give it plenty of atmosphere. Small touches such as sparkling sword effects and exaggerated enemy animations add character.

The soundtrack is particularly good. The SNES version adds continuous background music and takes advantage of the system's additional sound channels, even if some samples are noticeably compressed. Hiroyuki Masuno is credited for the SNES sound, and tracks such as Battle Field, 1730, Tokyo, 1999 and Demon Palace, 2245 give each era a distinct identity. Then there are the bizarre digitized effects: recovering the sword triggers the memorable “My sword!”, while collecting certain items can produce an absurdly triumphant “Hallelujah!”. They are cheesy, loud and completely unforgettable.

Ultimately, First Samurai is rough around the edges but far more distinctive than the average mid-tier SNES platformer. Its repetitive enemies and occasionally cryptic navigation can frustrate, and the shortened console structure loses some of the Amiga game's exploratory scale. But the responsive controls, strange time-traveling setting, unusual sword system and excellent audio give it considerable personality.

It isn't an essential SNES classic, but it is a genuinely entertaining oddity—and one of those games whose eccentricities are ultimately a large part of its appeal.
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First Samurai (SNES) Playthrough

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