Samurai Shodown Anthology

Tenka/6 was not full-screen because the game was too powerful for the PSP to ha-

looks at Guilty Gear, Power Stone, Blazblue PSP

Nevermind. The developers (Terminal Reality is my guess) just suck at emulation, or didn’t know how to work well with the PSP hardware.

Tenka on PSP was a totally different game. Nothing like the original gameplay-wise.

it looked like shit too. they should have at least included some kind of filter for that game. it looks horrible.

Jesus…we are so close to playing 64-2…if they can just get the characters blinking like Wild Ambition, I’ll cum in my pants.

Yes, in next update they will fix sprite transparency, so all that will be left is implementing 3D rendering (well and maybe some misc 2D effects but from my testing, 90% of 2D effects are working already).

However Haze said that there seems to be no 3D mamedev experts currently interested in HNG64 driver… plus comments of capcom fanbois screaming “It’s like CPS3 without good games”, “There’s no single good game at HNG64” and ignorant people saying “I already played PSX port of 64-2 and it sucked balls” dont help to spark those experts’ interest either.

Do you think we will need a standalone emu for Hyper 64 as Mame tends to be a little bitch about 3-D games?

And if we can find a 3-D Mame dev’s email, we should either:

  1. Ask him to take a quick look for us and tell us what to do so we can get the message back to the guys who are doing it now.

2.Let him bust the rom/Mame 3-D drivers up themselves and just fix it the right way.

3.Bombard him with crying/bitchlike emails about how we(yes, all of us) have cancer and this is the only game that kept us alive all of these years.

I guess its possible to look in mame update logs and see who did 3D-enhancing updates to HNG64 driver, then contact that person on mameworld forums via PM.

Well anyway they all will have an excuse that “HNG64 is too hard to emulate, cause its not very known, cause it has only 7 games, cause its kind of custom non-standart hardware” etc etc. If they wouldnt want to do it they will give you 1000 and 1 reason why they cant do it.

I think the fastest way will be to catch a 3D dev, convert him into samsho fan, then persuade him that SS64_2 is the pinnacle of series. To me it kinda is, considering that other games tend to fail in at least 1 aspect.
-SS1 & 2 almost nonexistent combo engine, gameplay isnt as deep because most features werent implemented yet.
-SS3 rushed game with alot of wrong stuff; small cast
-SS4 only 5 arenas in VS mode, balance problems
-SS64 SNK’s experimental first venture into 3D; small polygon count; small cast; damage revision can be reset
-Shinsho (PSX) more of a side game; 99% of cast are new faces and not many connections to mainstream SS storyline. Cant cut opponent in half.
-SS5 - balance problems; cant cut opponent in half
-SS5sp - bland backgrounds
-SS6 - bad voicing, unfitting music/arenas, total lack of violence, too much reliance on wake-up game (of such kind that never was in SS games), new engine has properties in various aspects (damage, counterhits, also hitting opponent in back pushes him towards you etc)
-Sen - lack of special moves/supers; gameplay isnt close to SS at all, more like bad tekken calibur, and many people compare how it plays to toshinden battle arena, and say that Soul Edge had better gameplay

Whaaaaaaaaaaaaaaaaaaaaat ? :annoy:

How’s FF: Wild Ambition’s emulation so far? I was wondering when that game’d get emulated.

@Shroud- What, I’m sure I’ve seen Haoh do his Reppa super in Sen. …and I do recall seeing special moves in it.

Black Shroud: re: SS1 tiers

I thought Nakoruru was top tier in that game? Right up there with CHarlotte and Earthquake? I remember her slide (Ana Mutsube) being unpunishable on block, and throws were fucked up in that game on the whole.

Also, good luck with that “catch a 3D dev, convert him into samsho fan, then persuade him that SS64_2 is the pinnacle of series” plan. Fucking LOL.

(Side note: You’re not giving SS1/2 enough credit by calling the gameplay “not as deep” due to lack of later features; no. of features != depth, it’s what you do with the features you have that counts).

We really don’t care if they like the game or not, just be generous enough to help us with a problem.

By the way, I may be alone, but I think 1 and 2 had some of the worst gameplay out of the series.

Just my opinion.

To me it all went downhill after 2. 5sp briefly revived the saga but then SNK killed it again with Edge of Destiny.

you are alone

To me, 2 had good presentation and looks but was retarded at mid/high level. And the funky ass animations and seemingly random damage sometimes really got my goat.

3 was pretty as fuck…and that’s it.

4 was 3 special. It was the pinnacle of Combo Shodown and still has a strong following to this day.

5…ass and balls.

5 special was 2 and 4 combined with some new shit which was heaven for players of the earlier games who gave it a chance.

6 was a totally different beast within itself as it melded the cores of the different games while adding some other stuff. Pretty sweet when given a chance, like 5 special.

64-1…I didn’t play this much as I should have just to mess with it.

64-2…I wasted shitloads of money on this game before I even knew what the fuck I was doing…looking at the vids of people who know how to play, it makes me want to play it now more than ever with a fighting gamers mind rather than a scrub’s mind.

I like 2 because it mainly focuses on spacing and basics, and the focus on actual weapon fighting gave it a distinct personality compared to other 2D fighting games. The rest of the saga just ups the bullshit factor too much for me and loses its personality in the process, and even 5sp gets a bit out of hand with meditation, which kinda ruins it for my tastes.

That said SS2 Ukyo is really retarded, but the game manages to be good regardless IMO.

Yup just you, but yeah while SS3 was the only one I played in the arcade and shit was gorgeous…

@ Tizoc
FF: Wild Ambition is playable but no sound, and character models blink.

Haoh has no Reppa super, I guess you talk about Tenha Fuujin Zan (multiple Kogetsuzan super) - he has it as an Ikari Waza (extra move available during rage), just like he had it as extra move in SS2 and in SS6.

Theres no Supers in Sen, but characters get 1 extra move they can use during those 4-5 seconds of activated rage. Almost no one uses them cause
-They are typically hard to connect (and you’re on 5 second time limit until rage wears out)
-They dont do as much damage as you could with simple combo during rage (granted that it also enhances damage output of simple slashes)
-Majority of those Ikari Waza suck graphically, like Rimururu’s is just a forward jump slash, Jubei’s is a simple slash, etc. These arent necessarily even close to special move graphically, let alone super.

@ Ultima
SS1 tier list according to matchup list based on japanese tourneys:
_Top Tier
Charlotte
_High Tier
Kyoshiro
Jubei
_Mid Tier
Haohmaru
Nakoruru
Earthquake
Ukyo
Genan
_Low Tier
Hanzo
Wan-Fu
Galford
_Bottom Tier
Tam Tam

About SS1/2, well lets call it “lack of options” instead of “lack of depth”, because I think more options provide more tactical/countertactical freedom and thus more depth.
SS1/2 is basically attack-grab-block and if you hold forward during this, attack BECOMES grab up close. This rock(paper)-scissors is the core of gameplay there, dodges are in SS2 but arent as useable as in later games (double inputs for lay down and for roll), weapon deflect is there but is parry-based and not too useable unless you have great reflexes and no online lag. Each time I start playing SS2 online, sometimes I catch myself on a thought that my freedom is kinda restricted compared to stuff I can do in SS4 and SS5sp.

@ Cronopio
SS2 focusing on spacing and basics = for me SS5sp does all that at more advanced level. Well SS2 has more colorful backgrounds, bombs, meat, and 5 bald characters that we lack in SS5sp, I’ll give it that.


Right now Im interested in this idea:

Dolphin emulator supports kaillera, and emulates Wii on which SSA was released, so maybe its a chance to play SS6 online (at least things for netplay look better there than on Atomiswave emulation front)

Shroud re: SS1

I dunno about Jubei and Kyoshiro being that high, but otherwise that list seems better to me.

And yes, SS2 lacks the options that its later versions have, but again, that doesn’t necessarily translate into “more depth”. You have to factor in that the characters in SS2 (we’ll ignore clunky-ass SS1 for this discussion) had more moves and attacks than their later counterparts as well.

Though I will be the first to admit that the main reason I’m a fan of SS2, compared to its later versions, is that it was closer to “Street Fighter with weapons” than the later games. :slight_smile:

BTW, I would put SS0S on the same level of SS2. But I prefer a lot of the mechanics and feel of SS2 to SS0S (SS0S still has some of the stench of SS3/4 in it, mainly with regard to throws).

SS0S is all about tactics and spacing, SS2 too
SS0S roll/evade sistem is almost same as SS2
SS0S throws cannot be followed with other attacks just as SS2 throws
on contrary, SS3/4 throws can be used to start combos

This is probably why I hate it then. Random scrubs killing you with random slashes that take huge chunks of energy off+get you dizzy. Risk/reward was pretty fucked up in that game IMHO.

It didn’t feel cool to play it all. It just felt like it didn’t have it’s own identity yet.