Samurai Jack
A displaced samurai who travels through time and fights Aku’s forces while searching for a way home.
Documented for this version
D-pad | Move Jack |
|---|---|
A | Jump |
B | Attack with the sword |
Start | Pause the game |
How it plays
The game uses a side-scrolling perspective. Jack travels through stages set in different historical periods, defeats enemies with his sword, avoids hazards, and searches for useful items and amulet pieces.
Stages are built around platforming, combat encounters, environmental obstacles, and boss battles. Progress comes from completing areas and recovering the pieces needed to advance the story.
Plan your run
Learn enemy attack patterns before committing to sword strikes, especially in confined areas. Use platforming space to separate groups of enemies rather than fighting everything at once.
Search each stage carefully for amulet pieces and other useful items. Against bosses, prioritize survival and attack during their recovery animations instead of attacking continuously.
Meet the cast
A displaced samurai who travels through time and fights Aku’s forces while searching for a way home.
The shape-shifting demon and Jack’s principal enemy, whose actions create the central conflict.
Before you begin
Use short, controlled attacks when several enemies are on screen.
Check side paths and elevated platforms for important collectibles.
Practice the timing of jumps around moving hazards.
Samurai Jack: The Amulet of Time is a side-scrolling action-platform game developed by Virtucraft for the Game Boy Advance and published by BAM! Entertainment. It follows Jack as he searches through different periods of history for the pieces of a magical amulet that can help him return to his own time. The game combines sword fighting, jumping, exploration, and light puzzle solving across themed stages. Its presentation reflects the television series through its character designs and time-travel premise. Reception was mixed: critics generally found the combat and visuals suitable for a handheld adaptation, while some considered the level design repetitive and the challenge uneven.
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