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1 - Commodore Is Awesome

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WORK I N P R O G R E S S<br />

(Below) Vivid<br />

Image's Mev<br />

Dinc has a cosy<br />

chat about royalties<br />

with a<br />

Mirrorsott<br />

employee earlier<br />

this year.<br />

PROJECT: The Second Samurai<br />

PUBLISHER: To Be Decided<br />

DEVELOPER: Vivid Image Design -<br />

Mev Dins (Design)<br />

Raffaele Gesso (Programming, design)<br />

Teoman Irmak (Graphics)<br />

INITIATED: Autumn 1991<br />

RELEASE: December 1992<br />

4:4\_1<br />

1-<br />

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deserve to. Others are destined<br />

S ome for greatness games fail but because fail due they to<br />

nothing more than good old-fashioned<br />

rotten bad luck - and there can<br />

be no doubt that Vivid Image<br />

Design's The First Samurai falls<br />

squarely into the latter category. Noone<br />

would dispute that it's one of the<br />

classiest arcade adventures in recent<br />

times - and it might well have been<br />

one of the most successful too, had<br />

a certain portly newspaper magnate<br />

not taken an unexpected nose-dive<br />

off his luxury yacht earlier this year.<br />

Cap'n Bob's untimely demise led<br />

to the collapse of The First Samurai<br />

publisher Mirrorsoft shortly after and<br />

sadly the game was only on the software<br />

shelves for a single week, Since<br />

then it's eked out a reasonable living<br />

as half of a UbiSoft double-pack with<br />

fellow Mirrorsoft casualty Mega-lo-<br />

Mania, but for the team that spent<br />

nearly two years creating the awardwinning<br />

arcade opus, it's scant recompense.<br />

"Even if you ignore the financial<br />

aspect, it was very, very disappointing<br />

for us," comments Vivid Image<br />

Design's director Mev Dinc.<br />

"After all the coverage and<br />

After the critical triumph - and undeserved<br />

commercial disaster - that was The First Samurai,<br />

creators Vivid Image Design are bouncing back with<br />

a sequel that they hope will earn them the success<br />

they missed the first time round. Gary Whitta<br />

braved the perils of an underground journey to<br />

North Narrow to investigate...<br />

response the game received, it was<br />

very sad not to see it on the shelves.<br />

The product literally died."<br />

Mov admits that it's partly the feeling<br />

of being short-changed with The<br />

First Samurai that has led to VID producing<br />

a sequel - the first they've<br />

ever done. "That's definitely got<br />

something to do with it. Hopefully<br />

it'll make up for the disappointment<br />

of the first one, I think we would<br />

have done a sequel anyway, but<br />

maybe not quite so soon." Mev goes<br />

further still, suggesting that The Second<br />

Samurai, despite the obvious<br />

title reference, isn't really a sequel at<br />

all. "The main character looks and<br />

controls pretty much the same but<br />

the rest of the game is completely<br />

different, The only real similarity is<br />

the name. We're still trying to use the<br />

good elements of the first game but<br />

from the outset we were determined<br />

that this one wouldn't be just the<br />

same game with new graphics, as so<br />

many sequels seem to be these<br />

days."<br />

As all game developers do when<br />

thinking about a follow-up, the boys<br />

at VID have spent a lot of time<br />

reflecting on the first game and trying<br />

to pin-point areas where it can be

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