NCS
Game Synopsis
©NCSX▪
Debuting in Japanese arcades on September 15, 2005,
the latest and purportedly last Samurai Spirits game
rushes to a home console in record time - a mere 4
months. Are Japanese arcade operators with costly
Atomiswave investments angry and
peeved at the potential loss of revenue? You bet, especially since the PS2 conversion
quality
is very good and satisfying. Speedy, responsive, and
full of samurai slashing action, SSTK is best played
with a joystick but the Dual Shock joypad is
acceptable as well.
In addition to all of the fighters from the Atomiswave coin-op
original, hidden characters in the PS2 conversion
game include Champuru (Mina Majikina's pet critter),
Paku Paku (Cham Cham's simian friend), a coiffed
version of Gaira aka Kim Ung Che, Shikuru & Mamahaha
(Nakoruru's pet wolf and hawk), Rasetsu Galford,
Poppy, and EX versions of Mina, Kusaregedo, Yoshi,
and Yunfei. The referee with red and white flags
returns to the background, watching the action like
a hawk. The running courier
also reprises his role and throws goodies onto the
battlefield.
Along with the selectable fighting styles from the Atomiswave source
game, the PS2 version also includes
three new fighting styles - Beast style for all the
pets in the game, Fiesta Style, and Evil Style.
NCS Game Notes & Spoilers
* In the intro to the game, a parchment appears and it is sliced in half by an
unseen sword. Various character portraits from the
game appear, cherry blossoms fall, and staged
matches are fought to provide ATTRACT screens to
cajole players into dropping a quarter or three.
Screens from the previous samurai spirits games also
float along with the game logos in another part.
* Upon pressing START, the following selections
appear:
ARCADE MODE - Play like you paid a quarter
for the chance
VS MODE - Battle against a second player in
the room
PRACTICE MODE - Learn the ways of hack 'n
slash, Tenkaichi style
COLOR EDIT MODE - Change the colors for all
40 characters featured in the game
NETWORK MODE - Link to KDDI Multi Matching
and face off against an opponent online
OPTION MODE - Set button configurations,
sound settings, save/load data
* Frames of animation per character is smooth for
the most part - Samurai Spirits stalwarts such as
Haohmaru, Galford, and Nakoruru animate well but it's the
massive fighters in the game that are impressive -
for example, Earthquake, the bruiser with the red
vest, red pants, orange face paint, and swinging
chain and sickle animates just as smoothly as the
svelte Nak or Charlotte. If Earthquake just stands
there, you can listen to the grinding of his chain
as it swings around in perpetual motion. Controlling
Earthquake also feels more weighty than when
controlling a lightweight such as Cham-Cham and
Earth
moves with measured pace and substantial inertia. Another
impressive accomplishment is the blue skinned beast
named Kusaregedo who goes out in public with spine bones sticking out, an
elbow bone poking out of its left arm, a
bone-sickle for a hand, and prodigious pot belly. Stare as its
jaws open and close while a skeleton necklace
dangles from its undulating neck. It's possibly the
slowest moving fighter in the game but it packs a
wallop with its slashing attacks. Kusaregedo also leaps
upwards as sprightly as any other fighter in the
game, which is somewhat unbelievable...
* The action runs fast and responsive with
move combinations pulled off with tugs of the joypad
or joystick and appropriate button presses. The
background animations and panoramas are pretty much intact from the Atomiswave
original. We must also commend SNK on the vibrant
audio of the game. We ran the game through an 5.1
surround sound setup and there's a song in the game
which features background drums and faint jingles -
listen to the little nuances in the music as it plays
and the throaty beats. The music selection ranges from a Japanese operatic
number which features a woman singing to a Texas
ditty complete with
lively fiddle and toe-tapping rhythm as ship bob up
and down in the background. There's also a "Chinese"
song that plays while performers do the Dragon dance
in the background with an undulating green dragon
prop. In the White House stage, a rousing rendition
of patriotic music plays while a massive White
House sits in the background. The fighters
eventually travel to Africa where lions and zebras
elephants commingle in the background with tribal
friends as an African song with chanting and the
occasional singing appears with thumping of drums
and other percussion instruments.
* The silent judge/referee is present as always and every
blow that you register against an opponent is marked
by a raising of a white flag to your side or a red
flag to your opponent when he/she registers an
attack. When a match is won, the referee may be seen
cheering in the background. The running courier is also present where he
races across the background and throws up a coin, a
rock (used it like a projectile weapon), or sushi
plate bonus to grab.
* The benchmark fighter we usually use when assessing
Samurai Spirits conversions is generally Haohmaru.
His default colors in the game consist of a blood red
uniform and his animation is a herky-jerky shiver
where he stands with trademark shock of hair moving as he
carries a sword in his right arm. His left arm
pumps up and down while crooked at the elbow. Haoh
controls well with dashing speed and his
howling tornados fly off his sword with ease. Haohmaru
also jumps and rushes on screen with flowing
movement as he
ranges to and fro to close the distance on an enemy. We were concerned that his
sprite stature might
have been reduced to accommodate his vicious speed
and awe inspiring attacks but he's there in all his
glory and hacking it up like an Atomiswave natural.
In SNK's last outing on the PS2 (Last Blade 1), we mentioned the shadows were flickering
fiercely. They're solid in this conversion and the
team that handled the conversion to the PS2 appears
to have improved skills with the PS2 hardware,
resulting in a very good conversion.
* Most of the fighters measure up to roughly 1/2 the
height of the screen but bruisers such as Earthquake
and Kusaregedo fill up 3/4 of the height of the
screen. Pit the two together for a freaky looking
carnival of fighting circus. Both fighters are bald
on top but Kusa's belly is bulging more and he has
hair on the side of his head which would make an
vicious comb over.
* The camera scrolling action isn't as intensive as
the Atomiswave original but the camera pans in and
out as fighters moves to the opposite periphery of
the screen with about 12 gradations of visible
camera movement. When the fighters are in attack
range to each other and roughly 2 swords apart, the
screen doesn't pan in and out until this distance is
surpassed.
* Due to the large amount of characters, the fighter
select screen is made up of seven columns of six
fighters each which may be scrolled through by
moving the columns forward or backwards. The column
which features Amakusa, Mizuki, Zankuro, and Gaoh
have two Question Mark placeholders which serve as
randomizers if you're feeling unattached to any of
the fighters.
* The 40 fighters featured at the
outset game are as follows below. NCS has taken the
liberty to split everyone up in the order of their
appearance in the canonical sequence of the games:
Samurai Spirits
Amakusa
Charlotte
Earthquake
Galford
Gen-An
Hanzo
Haohmaru
Jubei
Kyoshiro
Nakoruru
Tam Tam
Ukyo
Wan-Fu
Shin
Samurai Spirits
Cham Cham
Genjuro
Mizuki
Nicotine
Sieger
Samurai Spirits: Zankuro Musouken
Basara
Gaira
Rimururu
Shiizumaru
Zankuro
Samurai Spirits: Amakusa Kourin
Kazuki
Sogetsu
Samurai Spirits Zero
Enja
Gaoh
Kusaregedou
Mina
Poppy (unlock)
Sankuro
Suija
Rasetsumaru
Rera
Yoshitora
Yumeiji
Yunfei
Samurai Spirits: Tenkaichi Kenkakuten
Andrew
Iroha
Ocha-Maro
Shin Gaoh (unlock)
Sugoroko
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