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Obviously I’m a big fan of this historical type of game collection, but wow-this Samurai Shodown collection is the absolute pinnacle.
Samurai shodown ii neogeo roms series#
While SamSho IV has a great roster, snappy gameplay, and the controls align with the 2019 series reboot. SamSho II probably offers the best retro experience for anyone yearning for the olden days, feeling just the original but with more polish. Looking at all games included, I suspect we will probably be playing II and IV the most. It’s nice to have a comprehensive collection of the whole mainline SamSho series in one place. It wasn’t until this new collection that the rom file for the basically finished game was unearthed and officially released to the public. So when the higher-ups learned that the game’s director was doing a location test for a new iteration of SamSho V, they immediately canceled the project. Ironically it sounds like this game wasn’t given the green light back in the day, as SNK had already begun work on SamSho VI. Apparently it also includes some fixes for issues present in the last game, as one would expect. Well, look at that: here’s a game that was never even released! The third iteration of SamSho V, Perfect introduces stories to the arcade mode which weren’t previously included. But I’m not sure why you’d play either version of V when the next game is available… There are also new character portraits by artist Satoshi Ito.
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Pretty much just like vanilla SamSho V, except all boss characters are now playable. (Though as a mechanic, it sounds kinda lame.) SAMURAI SHODOWN V SPECIAL This would encourage one to choose their shots carefully, I guess. I suppose this indicates how much power is behind each strike, so throwing out attacks too quickly would result in the hits that you land doing less damage. Each attack you perform taking a chunk off of this meter, and it refills again automatically over time. It appears to be a strength meter for your attacks. Just under each fighter’s life gauge there’s a new bar, kind of like the stun meter in SFIII. The Slash and Bust options have also been removed. The C Button is now for kicks, and the D Button is for different movement and dodge techniques.
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With SamSho V, the controls for Strong Slash return to being performed by pressing A+B together. Character portraits look particularly good. And that’s great, because the game looks just as stunning as ever. For the first time, this game looks visually similar enough to the last entry that I think the developers finally stopped throwing out all their old sprite work. I’d actually bought the ACA NEOGEO release for this game on Switch already. It’s an interesting touch, surprisingly sad and melancholy. All the while, your character just sits defeated on the ground. If you lose in the arcade mode, the game will have you enter your initials in silence before the Continue countdown even starts. Now it’s just the two combatants dueling. No longer is there a match referee or item-drop runner in the stage backgrounds. In terms of theme and tone, SamSho III takes on a darker atmosphere than the first two entries. (Hitting A+B in this game will perform a little dodge to the side.) After picking your character, you can select between two different technique options: Slash and Bust. Controls have been changed as well, with the C Button now used for Heavy Slash, instead of having to hit A and B simultaneously.
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