Samurai Shodown Anthology

I doubt we will see Manji since Haohmaru is already that type of character, and they even share similar facial expressions and some of the phylosophy; Haohmaru is basically Samsho’s Manji, only without the bloodworms… plus Manji’s swords were already used for Shiki. As for a character out of Blade of the Immortal, both Shiki and Angelica were based on Makie Otono-Tachibana from that manga.

More like, using advanced 2D-oriented system for 3D because of 3D hype at the time was their mistake; however a 3d ss on the hyper (SSAZ) is still a very good game, and an example how to do 3D (2.5D gameplay) samsho right.

By the way, at that time designers mentioned that they enjoyed to work with 3D in a sense that it easily allows for modifying character models, adding new costumes (for Shura/Rasetsu versions of characters being different-looking), and using cinematic camera angles.

Was done already, and was released on PSX in 1999. Wasnt too well received because of several factors (to put short, brilliant team of designers/composers/scenarists was “outshined” by non-talented 3D modellers that did some heavy polygon economy on character models)

I fail to see where are you gonna stick hip-hop themed soundtrack (well, unless they will have a personal stage for J). Samsho was always known for using authentic japanese music (and in case of overseas characters, they tried for authentic for that character music too).

Kitasenri is too good for an artist, because she did Sen character artworks, character models and their faces in that game look retarded in comparison (I mean look at Suzuhime, or Takechiyo faces ingame and on artworks).

As for the Asura/Shiki love, the people who showed most of it recently do belong to MAMEdev team, not SNKP. SNKP’s versions of Asura/Shiki in NGBC have a number of moves/tactics threwn out and dont have the playstyle of their original incarnations (well you can now play SSAZ and compare yourself).

Announcement:

Since nowadays its nearly impossible to find samsho competiton on Supercade (which has no chat and no decent means of communication), SS players are recommended to use Spirits Society chat instead (seeking competition or just talking about SS).
The big red chat button can be now found at both Spirits Society and Heavenly Spirits forums.
Chat shares accounts with Spirits Society forum, so having the account there is required to use the chat.

I think your timeline is a little off. The switch from SS to KoF as SNK’s premiere series took place after they fucked up SS3, not before. They didn’t give up on it after SS2; they threw their entire creative might behind it, which is why SS3 has the best graphics on the Neo Geo and, before Garou (or before AoF3 if you want to count that garbage), the best animation and using the most simultaneous colours. I’m sure they fully expected SS3 to continue where SS2 left off in popularity, but their changes were too drastic and the game was just too broken, fucking up the series good and proper. It has never recovered.

Meanwhile, the KoF series continued to gain popularity, with 95 being a much more refined version KoF94 with Team Edit and having Iori being super poprular (and broken, LOL Kingof Shotos 95). However, I don’t think KoF took over as SNK’s primary fighting series until KoF97. They still released Fatal Fury games and even (ugh) AoF3 before KoF97 came in and basically took over. But as far as SS was concerned, the damage had been done since 1995. Some stayed with SSIV, which corrected a lot of the faults of SS3 (and added some new ones) but the majority of fans had given up on the series at that point.

A new 2D SS in HD? Define “2D”. If you say “hand-drawn”, I would say “unlikely”. Given how much of a hole SNK is in thanks to KoFXII, I doubt we’ll be seeing much in the way of any other HD hand-drawn games. Certainly not built from the ground up like KOF. The most we’ll see IMO is an SS that reuses old sprites and just uses a filter like NGBC for Live.

Otherwise, the only realistic new 2D SS I think we’ll see is SFIV style - 3D models with 2D gameplay. Which I have no problem with actually, especially if they uses SS0S’ painting portrait art as a model. SOmebode animate this in 3D (may have to copy&paste) and I’ll be a happy camper.

If someone wants KOFXIII-style 2D SS, he should get ready to wait another 5-6 years from the moment they START the development. 3D models with 2D gameplay is perfectly fine with me though, because they can take the best from two worlds (2D gameplay and 3D cinematic camera angles), plus 3D models are easy to create / and to create alt costumes/modifications for.

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TenChiKaiByaku site updated
http://www.samuraishodown.kilu.de
Many updates, with most notable ones being update of all downloadable game guides (I attempted to make final version of all movename translations and term explanations); Shinsho game article, some artwork updates; and addition of many new sections and new menu to the site.

anyone up for some matches? in SS SEN

You should ask that in SS:Sen thread I think.

Fuck it, I need to get back to online SS now; I can’t get supercade to work but I’m thinking of going back to using online Mame.

You can also use XBL to play the wonderful latest installment of series.

Anyway, I was going to say something along the lines “on kaillera you will only get the chance to play with your MSN/AIM contacts”, then remembered that social aspect of 2DF/Supercade now degraded to roughly same level.
As I mentioned previously, http://spirits.kaillera.ru/chat/ can be used by those who seek competiton

ss4 is god like. just dusted off my anthology and have been playing all week. oh how me american gamers miss out on such fantasticness sometimes

I wonder which SS4 jutsu is stronger, water prison or shadow dimension

I used to play the heck out of Samurai Shodown 4 at the local arcade. That game has fantastic art direction! Plus it brings back Tam-Tam, and he’s more annoying than ever! Whee! I just learned these last few months that I have an affinity for Sogetsu, too. 1, 2, and 4 are definitely favorites of mine. SNK’s best series, as far as I’m concerned.

its just such a shame ss3 failed, lb was a great series but ss just had the best characters ever in a fighter.

also isnt there a different way to make 2d games in hd without pixel working, dont know the correct term but like how snkp made the kof 12/13 sprites. wouldnt it be easier to just draw them in high res then make another drawing over it to animate it? like how they make cartoons, but instead of paper they draw it on a pad. im not into cpu programming so obviously i have no idea just how much work it is, and if it can be done faster with better results. (since snkp 12/13 way is too money and time consuming).

and again, such a shame ss fell and kof became #1. i like kof A LOT. did so since 95, but SS is just my shit. i actually played the shit out of the second to 4th SS games, never really liked ss1 (cept for the characters).

It’s weird how SNK suddenly changed all their fighting game series in a dramatic way with the third entry: Art of Fighting, Fatal Fury, Samurai Shodown, and King of Fighters. It definitely didn’t pay off with Samurai Shodown, at least for me. I really disliked Samurai Shodown III. Likewise, Fatal Fury 3 was a big step down from Fatal Fury Special, in many ways. It’s like they switched all their designers or something.

gotta keep it interesting. can’t release the same crap over and over again and expect to make money. oh wait, madden.

It was certainly a bold move!

As far as Im concerned, Samurai Shodown 3 was just an unfinished beta of a game (similarly how KOFXII was for KOF)

Too bad SNK is concerned that their best series are loli dating sims and KOF xD. Also, in online SS4 Sogetsu often equals ragequit (I mained him myself but now I mostly use random select)

Yeah and aside of diversity it has one of biggest rosters in a fighting series ever
http://samuraishodown.kilu.de/storyline.htm#punct02

SS1 is basic but still fun to play, you can use most of Tam Tam tactics from later games, and Wan-fu has very long range on his strong slash plus has access to crossup version of his exploding toss anytime (in SS2 and later it became his super), and Hanzo’s voice and arena/arena music own in SS1 (not so much in 2 and later 2D games).

ss cast from 1 til 4 wa unfuckwithable, it shits on all other fg characters comined, thats how boss the shit is. even the 64 series added asura and shiki (ALONG with not so hot desings like jubeis cuz and that painter dude).

games after ss4 & 64 added way more crap characters that i dont even view as ss chars. yoshitore was fucking awesome, mina was barely justifiable, the rest of the laterr introduced cast can fuck off and go to hell like heidern would say.

Er, you misattributed that quote to me, but let me respond anyway. I like SS1, but it drove me nuts because the hit detection felt so off, particularly on Tam Tam and Jubei. I just felt like my hits were constantly whiffing for no reason. SS2 has the same problem but to a much lesser degree. In fact, the only reason not to play SS1 is that SS2 is better in most respects. I do like some of the backgrounds in SS1 better, and I actually like the soundtrack more.

I remember that game fondly, though. One of my friends came over all excited, and said, “You have to see this new game over at the theater!” And we went and there it was. I think it was the only SNK game to surpass Capcom during the SF2 years – well, it and SS2. I think it was also the first game that I bought a magazine for the move list. Heh.

Yeah, Wan Fu is a monster in SS1. Until I replayed the Anthology, I forgot how different his two versions were. He really got nerfed in SS2. I wouldn’t mind seeing a SS2 remake with minor rebalances, plus playable Tam Tam and an EX Wan Fu. One can dream!

I think the SNES version must have been really different, with the hit detection. I have horrible memories of one friend who could do a 5-hit cross up combo with Charlotte on Earthquake.

SS1 and 2 are unique in that rather than relying on gimmicks and going toward a more aggressive, combo-oriented version of SF2, they went in the opposite direction and were very slow-paced and mostly based on poking. The problem was that in SS1, it was so slow-paced that it was hard to do any damage at all, and time outs were common. I recall matches where neither player did any damage at all!

I just played through IV, and it’s a great game. My favorite is still V Special, but what I like about IV over V is the button layout. The button layout in V Special is a little cluttered, CD + toward/away is grab, qcf + CD is super, qcb + CD is fatality. Plus the fact that D is dodge. It’s pretty easy to fuck up and dodge instead of grabbing or doing super. I don’t really like D as dodge anyway, the other games didn’t need a button to be assigned for dodging. Whereas the controls in IV are perfect, no problems here. Good shit.