Copyright/Publisher: Merlin Magic Software/Gremlin Graphics Ltd,
Designed By: Nicholas Mills, Programmed By: John Tometzkt,
Additional Coding By: Gary Sabin,
Graphics By: Bob Hawker, Designed By: Nicholas Mills, Music By: Alan Reining,
Release Year: 1987, Genre: Fighting Sports, Number Of Players: 1 or 2
Deep in the heart of China lives a group of elite Warlords, masters of armed and unarmed combat.
Every year they select a small number of students to join their ranks, but each one has to
prove himself worthy of the position by showing proficienct in the three fighting arts:
Kendo, Karate and Samurai.
This year you have been skilled enough to merit a place in the training program, and now have
your chance to impress the warriors by beating the expert opponents they pit against you.
The Samurai Trilogy is spread across four independently loaded sections. Initially, the
expansive credits and title screen options appear, offering a selection of languages and a
choice of skill practices, Next comes the chance to load a previously saved game, and finally
one of the three fighting skills is chosen.
Another series of options is presented prior to combat. One opponent is chosen from a list of
then, with his background story displayed. Next comes a fight strategy selection, where a choice is
made between Skill, Speed, Stamina and Strength. The final choice relates to pre-fight training -
five points are allocated to the four fight strategies for both attack and defence.
At all three skill levels the player is capable of 16 different moves, accessed by combinations
of joystick movements in conjunction with presses of the fire button.
The bottom of the screen contains five diminishing bars, four representing the fighter's
inner and outer strengths, and the fifth acting as a timer. The objective is to hit your opponent
enough times to reduce his bar to a fatal zero. If this isn't done within the allotted time the
bout is judged on points, with highest scorer declated the winner.
Having won a fight, the player chooses another opponnet and new options are chosen. The
current situation can also be saved for future use if so desired. When enough opponents have
been defeated the player returns to the title screen and another skill is loaded.
As fighting games go, this is one of the worst. The multi-load is a greedy time consumer,
and having to endure the options time and time again is a chore. I never felt any feeling of
excitemnt, mostly die to the unrealistic and jerky sprite movements and the overcomplicated and illogical
use of the joystick.
Anoter detraction is that there never seems to be any contact between the
fighters - they just float past one another, even when contact is made. The strength bar may
shrink a bit, but there's no satisfying thud or opponent reaction as fist hits flesh - something
that makes a beat'em up worth playing.
This is more like a quiz composed of a series of multiple choice questions than a fighting game -
there are so many superfluous options. What's even more annoying though, is the fact that when
the almost eternal selection of options has been completed, the actual game is awkward, boring
and mostly unplayable.
The backdrops have potential, but the characters are too effeminate
and move badly. It never feels like you're involved in combat, just an elaborate oriental dance.
Perhaps the programmers got carried away with the glossy presentation, and ran out of room for
a decent fighting game - the potential was certainly there, especially with the Kendo and Samurai
Yet another combat game - and this one is awful. Considering the effort that has obviously gone
into Samurai Trilogy, the final product is hardly worth it. It's ill conceived and badly implemented,
being simplistic in concepy and still unnecessarily complex.
The constant interruption of the tactical decision sections are very annoying and hardly
seem to make any difference to the outcome of a battle, which, in many cases, can be won by
repeating the same manoeuvre over and over again. Whoever designed the sprites has little
concept of movement (or anatomy for that matter), and the backdrops are equally bad.