Samurai Shodown 64

***Samurai Shodown 64***, named in Japan as ***Samurai Spirits* 侍魂**, is a 3D weapon-based competitive fighting video game produced by SNK, released in 1997 for the Hyper Neo-Geo 64 arcade board. This is SNK's first video game developed with a polygonal three-dimensional engine.

Time after the release of *Samurai Shodown IV: Amakusa's Revenge* for Neo Geo, SNK announced that they would be producing a new arcade hardware platform, this one with 64-bit and extensive 3D capabilities, making the Samurai Shodown series the first in the SNK repertory to jump into the 3D graphics. Also, this game marked the beginning of the hiatus from the traditional 2D pixels (except handled games) and from any main release for Neo Geo, until *Samurai Shodown V* in 2003.

The distribution of this game in America and Europe was very limited in the arcade salons, and is thus not very well known. It is largely regarded as a curiosity among SNK's faithful, as most fans of the series outside of Japan have never had the opportunity to play it, because was never ported to any other platform. Being SNK's first attempt to create a 3D fighting game, it has several flaws, though it is not without merits. The game later received a direct sequel called *Samurai Shodown 64: Warriors Rage*.

## Overview

In the mid 90's, several video game companies like Sega, Capcom, or Namco started the development of fighting games with polygonal 3D graphics through new generation arcade hardware with such capabilities. Titles like *Virtua Fighter*, *Tekken*, *Rival Schools* and *Dead or Alive* proved to be arcade smash hits, marking a new trend for the genre. Therefore, SNK launches the Hyper Neo-Geo 64 in 1997, planned as successor and eventual replacement for the Neo Geo systems. After the release of *Road's Edge*, the first major release for the new arcade hardware was *Samurai Shodown 64*. All characters are made with full polygonal graphics and movements with motion-capture technology, as well the stage backgrounds, but presenting some objects made with bitmaps. The game preserves the classical Japanese environments and instrumentation for the soundtrack, featuring SNK Sound Team members like Mitsuo, YAMAPY or KITAPY.

## Gameplay

*Samurai Shodown 64* presents once again a 4-button layout: A (light slash), B (strong slash), C (kicks) and D. **Body Toss** attacks can be done by pressing C button near opponent. Despite the game retains most of the traditional 2D movement using the arcade joystick (moving forward, backward, as well normal jumps, forward/backward jumps) now the characters can move in the z-axis while D button is pressed, giving a new sense of freedom to the movement. Players can deflect attacks moving the joystick back with the right timming.

With the idea of adding more excitement and action to the battles, *Samurai Shodown 64* was the first 3D fighting game to feature inteactive **multi-tiered** stages, where it's possible to knock an opponent through a wall or floor into a different section of the same arena (first used in Midway's 2D game *Mortal Kombat 3*, but in 3D fighting games, Tecmo's *Dead or Alive* series is erroneously credited for this innovation). The game also makes use of the then-traditional setup of being able to knock an opponent out of the fighting area entirely, thus resulting in a victory by **ring-out**.

Although best known for its presence in *Samurai Shodown V*, actually this is the first game in the Samurai Shodown series to feature a **stamina gauge**, which determines attack's power degree (later known as Sword Gauge). When a player performs an attack, some portion of the gauge decreases, and this is automatically recharged when the player does not attacks for a moment. If the player makes an attack with the gauge full, the damage level is considered normal, but if the player continues to make attacks, both the Stamina Gauge and damage level decreases. Empy stamina makes the character unable to move for an instant. This system helps to balance the battles but make them slower and methodical.

Once again, there is are two Technique modes for a character to choose in the game: **SLASH** (修羅 - *Shura*, sometimes known as "**Chivalry**") and **BUST**(羅刹 - *Rasetsu*, also known as "**Treachery**"). The move set of each character can varies slightly.

The Weapon-Flipping Technique from the previous 2 games of the series was dropped in favor of the Hidden Super Special, a type of super move that does not disarm opponents but still can deal big damage. Only can be used when Rage Gauge is full or if Rage Explosion is active.

When pressing C+D buttons, the player performs an **Ultimate Combo**. The first hit of this move is mandatory to use Ultimate Combo. When the first attack hits successfully, the player will be able to do a continuous combo attack on the opponent by pressing A button 5 times and then press B all way until the character does the finishing move; also the player can press A button all the way. The same thing goes to the B button. The player can either press B button five times and then A button all the way until the character does the finishing move, or B button all the way .

As usual, the Rage Gauge (or POW Gauge) returns in this game with some variations, as well the *Samurai Shodown IV: Amakusa's Revenge* new revamped Rage Explosion when pressing A + B + C at the same time. Only can be activated if Rage Gauge reaches MAX. When the Rage Explosion is active:

* The **Explosion Gauge** appears below Rage Gauge.
* The player receives unlimited stamina for a short time.
* This turns the player character is completely invincible and can make attacks the opponent cannot guard against.
* The game countdown (remaining round time) stops.
* The player can hit the opponent with Hidden Super Specials multiple times as much as possible.
* The player can perform the mighty single-blow move known as Fatal Flash(pressing B+C+D simultaneously), which is accompanied with a pop-up animation, ending with a brush-style portrait for each character. Using a Fatal Flash attack exhausts a lot of Explosion Gauge energy, and the Rage Explosion ends when it strikes an opponent. The more energy in the Explosion Gauge, the stronger the attack will be.

## Plot

### Intro

The next are the in-game introduction text found in the Japanese (including romnaji and english translation) and western markets.

* Original western version
* Japanese version
* Rōmaji
* Eng translation
* SNK updated version

*The chivalrous hold the power to
shake the earth.
The treacherous hold the power to
split open the seas.
Both live in blood
and those who stand in the way...
Must die.

Darkness darkness...
Devouring all right
The time has come...
And in the void...
Squirms a fearful beast.*

修羅とは 大地を揺るがし
往く者のことなり
羅刹とは　大海を斬り裂き
逝く者のことなり
血潮の海に身を沈め
目の前の敵　全てを　斬る

闇が垂れ込み始めた
暗黒が光を
徐々に飲み込んでいく
待っていた時が満ちた
そして
そのモノが蠢き始める

shura toha daichi wo yurugashi
yuku mono no kotonari
rasetsu toha taikai wo kirisaki
iku mono no kotonari
chishio no umi ni mi wo shizume
menomae no teki subete wo kiru

yami ga tarekomi hajimeta
ankoku ga hikari wo
jojo ni nomi kondeiku
matteita toki ga michi ta
soshite
sono mono ga ugomeki hajimeru

*Each time Shura shakes the earth
Someone passes out
Each time Rasetsu rends the ocean
Someone dies
Both sink into the sea of blood
All the enemies before them, will be cut in half

Darkness began to cover everything
By darkness, the light
was swallowed steadily
The awaited time has come
And so...
That thing began to squirm*

*The god of warfare Shura makes the earth tremble
and fans out over land,
Rasetsu, time the avenger, rends the oceans
toward the inevitable end.
Both submerge in a bottomless sea of blood,
and a single fate awaits all who oppose them: death!*
### Story

Chronologically, *Samurai Shodown 64* takes place one year after *Samurai Shodown II*. The storyline is described officially by SNK as follows:

It all began over two decades ago...and took several years to carry out.

"Yuga the Destroyer" seized unborn children throughout the land, provided them with various mysterious skills, and then returned them to their mothers.

The babies were later brought into the world as if nothing had happened.

These infants displayed unique abilities from infancy and were called child gods by some, child demons by others. Over the subsequent decades, they grew to become extremely gifted children, ending up as the true movers and shakers of their generation.

Then one day "Yuga the Destroyer" suddenly appeared before them.

He came to show these individuals who remembered nothing of him...a puppet show.

And those who saw this performance remembered: the missions they were given before they came into this world..."

## Characters

### New to the series

* Shiki - A mysterious odd-eyed swordswoman proficient in fighting with dual katana.
* Hanma Yagyu - A muscular man armed with a big metallic gauntlet with built-in cannon.

### Returning characters

* Galford D. Weller
* Genjuro Kibagami
* Hanzo Hattori
* Haohmaru
* Kazuki Kazama
* Nakoruru
* Rimururu
* Sogetsu Kazama
* Ukyo Tachibana

### Bosses

* Gandara
* Deku & Dekuina
* Yuga the Destroyer (final boss)

## Gallery

> *Main article: Samurai Shodown 64/Gallery*
>
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*American flyer.**European flyer.**Advertisement, page 1**Advertisement, page 2**Japanese flyer.**Second japanese flyer.**Arcade marquee.**Japanese title screen.**Select screen.**Screenshot depicting an Ukyo mirror match.*'