| Samurai Shodown III | |
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![]() Neo-Geo CD cover for Samurai Shodown III. |
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| Developer(s) | SNK |
| Publisher(s) | SNK |
| Designer(s) | Galapagos Team |
| Platform(s) | Arcade, PlayStation, Sega Saturn |
| Release date(s) | November 15, 1995 |
| Genre(s) | 2D Weapon Based Versus fighting |
| Mode(s) | Up to 2 players simultaneously |
| Input methods | 8-way Joystick, 4 Buttons |
| Cabinet | Upright |
| Arcade system | Neo Geo (282 Mbit cartridge) |
Samurai Shodown III: Blades of Blood, known as Samurai Spirits: Peerless Blade of Zankuro (サムライスピリッツ 斬紅郎無双剣 Samurai Supirittsu Zankurō Musōken) in Japan and Fighters Swords in Korea, is the third game in SNK's popular Samurai Shodown series of fighting games for the Neo Geo. While it is the third game in the main series, it is the first part of a two-chapter interquel between Samurai Shodown and Samurai Shodown II.
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In keeping with their habit of using the third game in a series as a place to wipe the slate clean and start fresh, Samurai Shodown III was to be the start of a bold new direction for the franchise.
The most obvious difference between this game and the others in the series is the notably darker aesthetic. The more light-hearted characters (Earthquake, Cham Cham, and Gen-an to name a few) from the previous games have been excised, and even the kabuki master, Kyoshiro Senryo, received a redesign, transforming him from a flamboyant stage performer into a grim-faced, muscular man. All of the characters have been completely redrawn. The animation is very smooth for all characters, another departure from the graphical style of the second game.
Perhaps most significant, Haohmaru's role in the story was diminished, in favor of the new main character, and the overall story was smaller in scope.
In spite of the removal of several characters, new ones were added in their place. The new additions to the series included the following:
Along with the aesthetic overhaul came significant changes in the gameplay. The most obvious was the addition of two selectable versions of each character.
Also, the button layout was changed, mapping the first three of the four available buttons to weak, medium and strong slash attacks, respectively. The fourth button was used for kick attacks, presumably to de-emphasize kicks in favor of the sword strikes. Though controversial at first, this change was gradually accepted by the fanbase.
The pace of the game had shifted somewhat, as many basic attacks could now be cancelled into special moves, something which was extremely rare in the first two installments. Most of SS2's movement options had been removed, in favor of the ability to dodge attacks by pressing the A and B buttons simultaneously. When close, performing this command would result in a quick switch-around to the opponent's back, which could then be followed up by other attacks. It was also possible to block attacks in mid-air. Items were also thrown onto the battlefield from off-screen as opposed from a delivery man running in the background.
Like the first Samurai Shodown game, Samurai Shodown III was released on multiple consoles other than the Neo Geo and Neo Geo CD such as the Sega Saturn, PlayStation, and even a Game Boy version known as "Nettou Samurai Spirits: Zankuro Musouken" with Super Game Boy support capabilities. Unlike the arcade and console versions, the Game Boy version lacks Kyoshiro Senryo and Gaira Caffeine but adds Jubei Yagyu back to the roster as a hidden final boss exclusively for the game. The handheld version also builds on adding three exclusive SSIII borders for Super Game Boy users, one being the default border, the second shown after the two bosses are unlocked and the third one used for the endings. Like the first Game Boy version of SS, the GB version of SSIII also features full color art via SGB, new victory speeches (a rarity feature for a GB game), story intro for all characters, new POW super moves similar to the console versions, Bust and Slash versions of all characters, cut-scenes are feature in between matches, a Kuroko mirror match added, a two-player vs. mode via link cable or Super Game Boy, and for the first time in a portable Samurai Shodown game, blood was also featured (but only in black dripping color). Unlike the arcade and console ports, the Game Boy version wasn't hampered by the many gameplay flaws since it was developed a year after the arcade and console versions. The Game Boy port was released only in Japan by developers Takara, the same team responsible for the porting of several other SNK arcade games to multiple consoles and handhelds.
Unfortunately, for all of its positive aspects, the game was marred by a number of bugs, including spotty collision detection in places, and poor game balance,[1] with some characters being much, much more powerful than the rest of the cast. Damages were very high, which resulted in matches ending very quickly[2] (sometimes in only a few seconds). This, combined with the unexpected aesthetic shift and the removal of taunts and most win quotes, led to considerable backlash from the series' fans.
Over time, it has become better-appreciated in spite of its flaws (primarily outside of arcades, where the individual matches didn't cost players money), and is usually seen as a broken-but-fun gaming experience. Most SNK faithful see it as a missed opportunity: a game that had a vision, but was rushed to meet a deadline, and was thus less than what it set out to be.[3] It was ported to both the PlayStation and Sega Saturn, and the former of the two became colloquially known as "Samurai Slowdown", due to extremely poor performance.[4]
At Game Rankings, it holds a rating of 51% for the PS port[5] but holds a higher rating at 72% for the Neo Geo port.[6]
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| Samurai Shodown III | |
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| Developer(s) | SNK |
| Publisher(s) | SNK |
| Japanese title | サムライスピリッツ 斬紅郎無双剣 |
| Designer(s) | Galapagos Team |
| Release date(s) |
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| Genre(s) | Fighting |
| System(s) | Arcade, Neo Geo, Neo Geo CD, PlayStation, Sega Saturn, GameTap, PlayStation Network |
| Players | 1-2 |
| Website | Official site |
| Preceded by | Samurai Shodown II |
| Followed by | Samurai Shodown IV |
| Series | Samurai Shodown |
Samurai Shodown III: Blades of Blood, known as Samurai Spirits: Zankurō Musōken (サムライスピリッツ 斬紅郎無双剣, Samurai Supirittsu Zankurō Musōken?, the subtitle roughly translates to "Peerless Blade of Zankuro") in Japan, is the third game in SNK's popular Samurai Shodown series of fighting games for the NeoGeo. While it is the third game in the main series, it is the first part of a two-chapter interquel between Samurai Shodown and Samurai Shodown II.
In keeping with their curious habit of using the third game in a series as a place to wipe the slate clean and start fresh, SS3 was to be the start of a bold new direction for the franchise.
The most obvious difference between this game and the others in the series is the notably darker aesthetic. The "sillier" characters from the previous games have been excised, and even the kabuki master, Kyoshiro Senryo, received a bold redesign, transforming him from a flamboyant stage performer into a grim-faced, muscular man. All of the characters have been completely redrawn, and impressively so. The animation is surprisingly smooth for all characters.
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