Little Samson

Today I was treated to a chance to play a special NES rarity called Little Samson. Why this game didn’t blow up into a franchise is beyond me since it has got to be one of the most well-designed NES games I’ve ever played.

I feel like I should qualify this a little: by “well-designed” I mean neatly designed. Neatness is not the only measure of good design. The early Mega Man games, for example, do not take the time to carefully and systematically flesh-out concepts in a way that lets you easily build on one after another. Sequential concept elaboration is simply a design convention and there are other possible approaches.

As I was playing Little Samson with my significant other (whose video game library is gloriously encyclopedic) I had a thought that captured the nature of this distinction: if you want something with teeth right now, put in Mega Man 3 and start with either the Shadow Man or the Gemini Man stage. And yes, while most Mega Man games have a “rock paper scissors” affinity pattern that usually leaves a rather sequential path to quick victory, you have the choice of starting in one of several different levels.

Most people my age though, who didn’t have the benefit of guides back in the early nineties, relied heavily on trial and error. Which meant you would deduce things in a stage you were in no way prepared for and apply them to the platforming in other stages. Eventually these deductions would get you acclimated enough to the platforming and general level design that the easiest possible stage to beat through platforming alone would become apparent.

A less clunky way of putting this is that Mega Man games typically have non-linear design, which places a greater emphasis on trial and error and deduction. Little Samson, meanwhile, has a linear design.

The teeth come eventually, though. The opening stages are little more than obstacle courses that teach you the rudiments of handling the four player characters. These basically function as a tutorial that shows you the basic uses for each playable character’s specialized abilities.

So rather than confronting you directly with multiple layers of difficulty, like Mega Man, the ways to approach different obstacles are broken down for you in the beginning. It is up to you to determine where and how to use these strategies. Later, when the “real campaign” starts, you will normally find that the following stages will accommodate one of the player characters more than the others. This is the period bracketed between the first and second boss fights.

While the second fight is pretty hard, you may begin to be a little dismayed at what appears to be a flaw in the neatness of the design: the dragon pc will get you most of the way through the first two bosses. Which could tempt you to think that the dragon might be the all-purpose boss-killer.

Boss number three will immediately disabuse you of this, to say nothing of the third stage levels requiring more pc rotation than anything beforehand, with the dragon and the mouse being the most useful for the platforming and the golem being useful for some annoyingly persistent enemies. And for nothing else: the golem can barely platform at all. Then you fight a boss that’s unapproachable for any pc except the mouse with two hit points.

The third stage and the third boss are also a great opportunity to address how original this game looks. In fact, I don’t know of any other NES game that looks quite like it. Your main pc, Little Samson himself, reminds me of the child version of Son Goku from Dragon Ball. The sorcerer in the opening cut-scene also reminded me of Dalton from Chrono Trigger. What do Chrono Trigger and Dragon Ball have in common? Akira Toriyama!

(Now I’m kinda torn…does he look more like Dalton or Piccolo…?)

Turns out, the art was done by someone named Yuko Nakamura, for whom I can find no other credits. Which is unfortunate because there are some delightfully wild style variations.

The figures in the palace at the beginning, with their robes and headdresses, look almost Babylonian. Rather like your Toriyama-esque main character, there are some sprites that have a cutesy chibi vibe, like the bubble-breathing diosaurs. The pink dragon pc also reminds me of Icarus, the dragon Gohan adopted in Dragon Ball Z: The Tree Of Might and the different villainous sorcerers all sort of look like Piccolo. The second boss looks like a cross between a dinosaur and a Giger-style xenomorph. A later boss transforms into a huge dragon that takes up most of the screen. Later levels have large purple cartoon hands reaching out of the ground along with stone corridors with Egyptian hieroglyphics.

Against any expectation the prior levels and creatures may have furnished, the third stage either looks like an alien planet or some sort of cutesy Mordor. Big’ol starscape in the background with vanishing platforms that either look like chemicals or energy with glowing heads that shoot projectiles. And when the long vertical wall platforms become more common you really tend to rely on the mouse pc.

So you’re doing precise platforming while you’re dodging energy projectiles with a mouse with a standard HP limit of two hits. With the same mouse, you also have to win a boss fight with a sorcerer made of floating demonic skulls with lil bombs like the kind Samus Aran drops with her morph ball. On an alien planet. I did say the teeth come eventually.

Which is another interesting gameplay elaboration. All pcs have different max HP limits. My SO and I were utilizing a quick-save feature that wasn’t in the original game (don’t ask ’cause I ain’t telling :p ). So the quick save may have made this seem like more of a feature than it was meant to be, but I noticed that I was trying to anticipate future pc rotations.

If I noticed that I was relying a lot on the mouse with two HP, for example, I would collect as many HP buffing power-ups as I could so my mouse wouldn’t be a one hit kill. I really started hoarding the HP buffs in stage two when I realized the blue bastard boss fight is best approached with the dragon and therefore needed that pc to have a higher max HP than is standard.

This feature also holds true for other power-ups as well. Every pc has its own unique health bar which means they all need to be healed individually. This calculation is deepened by the fact that you don’t simply lose the pc and keep playing with others when they hit zero: you die if you reach zero in any form. So you need to be thinking of which pc will receive what power-up when you find it.

The music also changes based on what pc you’re using which, at times, can be a lil bit annoying. Which is too bad since the music is pretty good in general.

From the opening tutorials, you learn that the golem, mouse and dragon are the most specialized playable characters with Little Samson being “a jack of all trades, master of nothing”. It’s normal to use Samson early in a stage while you’re assessing which specialization(s) will suit the stage best. Which means you spend a lot of time listening to Samson’s music, and that can be pretty grating. I really prefer a full immersion experience with music and sound and everything happening when it’s supposed to, but while I was playing the third stage I actually muted the game.

That was kind of a disappointing time for that to set in since so many design choices really come together beautifully in the third stage. Not that it’s anything more than an annoyance. If it gets to you that much you can just switch characters. And anyway the final level has its own music regardless of which pc you choose.

Speaking of the last level, Little Samson has a final boss fight that will make you hopelessly dependent on your ability to memorize jumping patterns with the character with the least HP because they happen to deal the most damage (unless you’ve collected buffs). In a few different puzzles and situations you can rotate transformations for alternate dodging and attacking but not this time.

(THIS fucker X_X)

On the other hand. It is also possible to use different characters as meat shields and adroitly switch back to the mouse in time to spam with your morph ball bombs. That’s what my SO did after I spent several minutes fixating on jumping, which actually worked like a dream.

(Then we got a nice lil cliffhanger going on post-credits with this guy flashing on his throne after the four sorcerers wink out of existence)

After we beat the game, my partner showed me a bunch of images to use in this blog as well as some footage of our play through. On one recording we could hear my voice saying “this is simultaneously one of the cutest, weirdest and hardest things I’ve ever played.”

Which is an assessment that I stand by. The difficulty is pitch perfect, it plays fair and it combines a handful of influences from Mega Man to Mario while having a character that’s all it’s own. I remember, when I played the third Mario game, I was in disbelief that it was actually available for the NES- it looked like it should be a SNES game. Little Samson‘s graphics are nearly at the same level of sophistication, especially with cool little gimmicks here and there like rotating sprites. I’m gonna be jonesing on how cool this is for awhile and I’m still surprised that this game didn’t pick up the momentum that it should have (yeah I know it was released just as the SNES was getting off the ground but it’s not fair D: )

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