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Samurai Gunn (sic) is a 2D local multiplayer-oriented fighting game developed by Teknopants and Maxistentialism, based around the idea of One Hit Kills in a similar vein to Divekick. Unlike Divekick, however, the focus is on jumping throughout the level, aiming to get one sword slash in at your opponent, or perhaps one of three bullets from your trusty gun...which can in turn be deflected back at you with a single sword slash.

Feel overwhelmed yet? It gets better with four players...

The game was released in December 2013 on the developer's website and on Steam.

A sequel, Samurai Gunn 2, launched in Early Access on Steam in July 20, 2021.

Not to be confused with the anime/manga Samurai Gun.


Samurai Gunn contains examples of:

  • Against the Setting Sun: The "Showdown" sections take place during this when playing on one of the Forest levels.
  • Attack Reflector / Catch and Return: Bullets can be reflected back at the opponent with a slash. The game even knows how often this happens, so killing or getting killed by this method even has its own post-match icon.
  • Audible Sharpness: The sword slashes. Justified in that they appear sheathed at other points throughout the match.
  • Developer's Foresight: There's a thread on the Steam Hub dedicated to finding any subtle details about the game, ranging from dead bodies disappearing when crushed by the obstacles of the fortress levels, to water being stained red if someone is killed while in water.
  • Everything's Better with Samurai
  • Fake Difficulty: Playing the survival mode in one of the Graveyard or Fortress stages is often rather awkward, since the dark backgrounds of those levels make the enemies hard to spot.
  • Funny Animal: One character is either a dog in samurai garb or a Tanuki, depending on the costume selected. He plays exactly the same as all other characters.
  • Gorn: At least, as much as pixel art will allow.
  • Kabuki Sounds: As fitting in the atmosphere of the game.
  • Katanas Are Just Better: Well, they CAN kill in one hit. The gun would seem redundant were it not for the range advantage.
  • Letterbox: This happens every time a kill occurs, focussing on both the killer and the fighter getting killed. Any other players are still left visible within circles, while the rest of the stage is briefly black.
  • Lightning Reveal: In showdown matches in the Graveyard, all characters are invisible in the rain save for sword slashes and footsteps; lightning strikes are the only times the characters become visible.
  • Losing Your Head: This can happen if a character is slashed in the right place.
  • No OSHA Compliance: The Fortress levels have moving platforms specifically positioned for the potential of characters being crushed. And that's before spike pits are added to the equation.
  • Painfully Slow Projectile: Bullets, to the extent where a well-timed sword slash can easily deflect them back at an unwary opponent.
  • Purely Aesthetic Gender: Male/Female characters differ only cosmetically
  • Red Eyes, Take Warning: The enemies in the Survival mode.
  • Retraux: All done in glorious pixel graphics, albeit without retro-style sound design.
  • Rule of Cool: Acrobatic samurai warriors...with GUNS.
  • Samurai: With guns.
  • Shout-Out: The usage of hip-hop on the main menu screen has more than a Samurai Champloo-esque flavour about it. The addition of guns also bears resemblance to the aesthetics of Afro Samurai.
  • Spikes of Doom
  • Stalactite Spite: A player-triggered variation on this trope appears in many of the ice stages, where slashing a hanging icicle causes it to fall, killing any unlucky players on the way down.
  • Sword Sparks: This happens when two sword slashes collide.
  • Xtreme Kool Letterz: Why does the title spell the word "Gun" with two "n"s? Because it makes an already awesome title sound even cooler!

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