Little Samson
聖鈴伝説リックル
- Year
- 1992
- Developer
- Takeru
- Publisher
- Taito
- Platform
- FC / NES
- Hardware
- Family Computer (8-bit)
- Genre
- Action platformer
- Players
- 1 player
- Controls
- D-pad + A (jump) / B (attack)
- Series
- Taito late-era NES

Gameplay Screenshots


About This Game
Little Samson is the best NES game almost nobody played, and it is late enough that almost no one had a reason to. It shipped in 1992, after the Super Nintendo had already taken the market, and its print run was small enough that the cartridge is now one of the most expensive on the system.
What is on the cartridge explains the reputation. You have four playable characters and can swap between them at any point in a stage, and each one plays a completely different game. Samson is the balanced one, who can climb walls and throw a bell. The dragon flies and shoots fire but dies in one hit. The mouse is tiny, crawls through gaps nobody else fits through, and fires a weak ranged shot. The golem is huge, slow, walks through spikes, hits like a truck and has double the health. Every stage is designed so that one of them is clearly the right answer at each point, which turns the game into a running decision. Takeru built the engine around large, brightly drawn sprites and a real soundtrack, and the result looks like a first-year 16-bit game on 8-bit hardware.
- Four playable characters, swappable mid-stage, each with its own physics
- The golem is immune to spikes; the mouse fits through gaps nobody else can
- One-hit deaths for the dragon against double health for the golem
- Large, colourful sprites and a soundtrack beyond the usual NES standard
Version History
- Famicom Japanese version (Seirei Densetsu Lickle)1992-06-26
Released in Japan as Seirei Densetsu Lickle by Taito.
- NES US version1992-11
The version on this page, with a small print run that made it a collector item.
- Europe1993
European release of the same conversion.
Tips & Strategy
Swap before the hazard, not after
Changing character is instant but the new one starts where the old one stood. Deciding at the safe edge of a room is what keeps the golem from being stranded on a jump.
Use the mouse for secrets
Gaps that look decorative are usually a route only the mouse fits through. Sweeping a stage as the mouse once is how the hidden rooms get found.
Fight as the golem
Bosses and heavy enemies take a fraction of the damage from anyone else. Switching in just for a fight is faster than out-playing them.
Save the dragon for the open sky
Flight is the strongest movement in the game and the most fragile. Using it over pits the other three cannot cross beats spending it on combat.
Download Resources
Resource packs for this game are provided through the button below.
⬇ Coming soon