Samurai Shodown 64: Warriors Rage

*For the sequel with very similar name released only on PlayStation see Samurai Shodown: Warriors Rage.*
***Samurai Shodown 64: Warrriors Rage*** (SAMURAI SPIRITS 2 アスラ斬魔伝, *Samurai Supiritsu Tsū - Asura Zanmaden*?), roughly translated as *Samurai Spirits 2: Legend of the Demon Killer Asura* and alternatively known as *Samurai Shodown 64 II*, is a fighting game and sixth main release in the Samurai Shodown series developed and published by SNK Corporation for the Hyper Neo Geo 64 arcade system in 1998. Warriors Rage is a direct sequel to the 1997 video game *Samurai Shodown 64* released on the same arcade board, retaining the polygonal 3D engine from its predecessor with improved performance and personality system, gameplay tweaks, and adding new characters with Asura as headliner.

One year after the release of the original *SamSho64* game SNK put more attention thanks to fan feedback, removing the 3D movement and featuring a more classic 2D mobility similar to early Samsho games while retaining tridimensional camera, character models, and environments, gaining a slightly better reception than its predecessor, although turned out to be a much more unknown video game for western audiences. Also production values were little inferior than *SS64*. The music remains true to the classic style of the series, and 3 discs where released: original soundtrack, arranged soundtrack and an drama disc as merchandise.

*SS64 Warriors Rage* received a portable port in 1999 called *Samurai Shodown! 2* for the Neo Geo Pocket, featuring some characters from this arcade game but preserving 2D perspective and 8-bit graphics, and gameplay similar to previous Game Boy adaptations. The same year SNK release a sequel exclusively for Sony’s PlayStation, a third and final (before bankrupt) *Samurai Shodown* 3D game also called *Warriors Rage*, generating confusion among fans, although they are games with different plots and character rosters. After a four-year gap, the next release in the series would be the prequel *Samurai Shodown V*, making a return to the MVS arcade board.

## Gameplay

*SS64 Warriors Rage* keeps the button layout previously found in *Samurai Shodown 64*: A button is Light Slash, B button for Strong Slash, C button are Kicks or special attacks, and D button for plane shifts to dodge some attacks while move Up or Down the arcade stick. Basic maneuvers as Dash, Body Toss, Sword Stun (blocking opponent slashes at the last moment with good timing) are returning, as well jumps like Step-In and Flying Retreat, Pounce Jabs (pushing arcade stick Down + A or B button for additional hit when opponent is knocked-down), and Fall Recovery. Sometimes at the end of the matches, if a player receives a Strong Slash while standing can suffer the classic body side dissection.

Rage Gauge is once again featured. As usual, the bar will increase each time the player is damaged by the opponent. New tweak for this game is that Rage Gauge can also increase when the opponent is blocking all of your attacks. When the gauge it’s full, the player’s character enters Rage Mode temporally, under this state the player can deal more damage and some special attacks are improved. Once again the players are able to perform the Hidden Super Specials to deal great damage, and can be performed when the Rage Gauge is full. If a player press ABC at the same time, the Rage Explosion occurs lasting only a few seconds. Only during this state the player can perform and hit any number of Hidden Super Specials and the Fatal Flash to inflict high amounts of damage.

In this game the Combo system was known as SCS, working nearly identical as *Samurai Shodown IV: Amakusa’s Revenge*. The first hit of a chain start pushing CD buttons at the same time, then the player can follow different, predefined sequences (juggles and additional hits are possible if the player has enough skill). If the opponent press CD buttons to begin a combo, the player can also press the same buttons while holding Forward in the arcade stick to make a SCS Counterattack and apply combo. Only when a player performs the largest Combo chain will be rewarded with a full Rage Gauge.

*Samurai Shodown 64: Warriors Rage* was also the last game in the series to implement Technique selection. After picking a character the player decides the technique/personality of that character for the rest of the game (SLASH or BUST). Each version of the same character features different moveset. However, *SS64WR* took this concept to its maximum level, where certain BUST versions are practically new characters with unique storyline related to his/her SLASH counterpart. The game’s intro reflects this.

## Changes

Here is a list of the most noticeable changes from *Samurai Shodown 64* to *SS64WR*:

* Sword Gauge was removed only for this game. Later was re-introduced in *Samurai Shodown V*.
* Multi-tiered stages are gone; now the stages have a more flat, standard 3D layout similar to other games like *Rival Schools* or *Tekken*.
* Revolutionary three-dimensional movement on the stage while holding D button is no more. SNK tried to attract more players to the game using a traditional side-scrolling movement while keeping 3D staples like in-out plane shifts. This makes the gameplay more alike *Street Fighter EX* and *SoulEdge*.
* Now the battle stages are horizontally endless, thus, there are no victories by Ring-Out.
* Pieces of the characters’ artworks are no longer displayed as victory screen when a player wins using diagonal cuts or Fatal Flash.
* Similar to *Darkstalkers 3* (Capcom, 1997), when a character suffers damage some portion of the Life Gauge (green) will appear in orange. If the player manages to receive no damage from the opponent such orange portion will increase Life Gauge.

## Plot

### Intro

The intro in *Samurai Shodown 64: Warriors Rage* represents a great curiosity among all games of the series, because lacks of any Japanese writing (kanji, hiragana, or katakana); instead SNK used words with letters of the Latin script flipped upside down and rotated to give a look like ancient symbols.

*THE BLOOD OF DESTINY
REBORN NOW
CAN'T WRESTLE ME DOWN
NO TEAR
CAN YOU SEE YOUR OTHER SIDE
ARE WE DIFFERENT OR NOT?
TELL ME
WHAT'S YOUR LIGHT*
### Story

The plot was described officially by SNK as follows:

*In an unknown land an eerie disturbance disrupts the sky, leading a dark mass to the land.
It is the ultimate evil-it is the reincarnation of Yuga the Destroyer.
The objective of this being who once more alights to earth is the unification of this world and the Netherworld using the hermaphrodite male and female-that is, the construction of a utopia to become the foundation for the resurrection of the Dark God.
As he resumes his search for the hermaphrodites, those turned into puppets by Yuga's magic unleash their carnage to gather the sacrifices necessary for the ritual of utopian construction.
These puppets then employ various means to increase the dead and provide sacrifices. Some, for example, become leaders of the Shogunate to carry out ruthless policies, some became common murderers, and still others deliberately incite revolt against the government.
Through the influence of the devilish reincarnation, outbreaks of famine and plagues further increase the dead, providing the evil with yet more strength and delight.
The mountain of dead gathered by these means is subsequently heaped up on the altar of the Netherworld and fashioned into two pillars in which the hermaphroditic male and female are to be subsequently imprisoned.
At this time one man returns to the Netherworld. The name of this warrior who stands directly before these literal pillars of the dead in the darkness is Asura. Master of magic, he is the dark swordsman appearing in this realm to wreak his revenge on Yuga.
Regardless, his enemy steadily proceeds with the construction of his utopia.
The curtain now rises on this drama of revenge that will engulf both our world and the land of the dead.*
## Characters

Thanks to the Technique featured implemented on this game, some BUST variations have a new look, movements, and plotline; they are considered new characters. Only Asura and Taizan are brand-new characters. BUST versions of Nakoruru, Kazuki, and Sogetsu inspired the creation of Rera, Enja, and Suija in later releases. Also, order of enemies is determined by the CPU regarding the character selected. Even characters like Haohmaru could appear as mid-bosses.

### New to the series

* Asura
* Shadow Asura  (BUST version)
* Taizan Morozumi
* Half-Shaded Shiki (BUST version)
* Karakuri Hanma (BUST version)
* Enja Kazuki (BUST version)
* Suija Sogetsu (BUST version)

### Returning characters

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

### Bosses

* Gandara (occasional mid-boss if player meets certain requirements)
* Yuga the Destroyer (final boss with three phases)

## Gallery

*Also see: Samurai Shodown 64: Warriors Rage Gallery*
Western arcade flyerTitle screenSelect screenGameplay screenshotFatal Flash animation