Samurai Shodown for Sega CD and Neo Geo Comparison and Screenshots
Samurai Shodown was originally designed for the Neo Geo in 1993 on a 15 MByte
cartridge. This version features graphics considered to be on par with the Arcade
version of Capcom's Street Fighter 2, with the addition of having the entire
scene and all characters scale in and out as the characters move closer or further
away from each other. Also, rather than focusing on combo systems, Samurai Shodown
innovated a unique strategy system similar to Iai/Kenjutsu in which you must
force your opponent to attack first, in order to block/dodge and counter. In
addition to that, Samurai Shodown innovated a 'rage' meter which increases as
you land successful attacks or are injured, which increases your attack strength
and how much damage you take when injured. These two innovations add up to a
fighting experience which can be very frenetic and matches that can be long
and drawn out, only to end in a few choice strokes at the end.
The Sega CD version of 1995 is graphically very comparable to the original game
except that it has no scaling as the characters move closer or further away.
This version also has the exact NEO GEO music streaming off the CD, but is missing
some sound effects not related to gameplay. Like the other home versions of
Samurai Shodown, the Sega CD game is also conspicuously missing Earthquake's
character and level, possibly due to the sheer size of the character. The lack
of Earthquake's character and the scaling effect are unfortunate, as it ought
to have been possible to recreate them using the Sega CD's graphics hardware.
Aside from that, when compared to the SNES and Genesis versions of Samurai Shodown,
the Sega CD game is the only one that made it with virtually all of the original
gameplay intact. The Genesis game is missing basic animations for important
moves such as Haohmaru's heavy attack. Meanwhile, the SNES game choses to display
only in the original's fully scaled out size, which means the sprites are always
tiny on screen, and the "amazing" SNES sound chip managed to create
a truly surreal "remix" of the game's sound effects and music, that
sounds like it's echoing through a tin roof at all times.
Game magazines of the day dismissed the Sega CD version as horribly flawed due
to the load times, which they also failed to adequately describe. Unlike later
Playstation and Playstation 2 games, there are no load times longer than 10
seconds in Samurai Shodown CD. There is a 2-3 Second load time from the Title
screen to the Character Select screen, and a 6-9 second load time from there
to gameplay. After a match, there is a 1-2 second load screen to the victory
screen. If you lost there will be 2-3 second load to the continue screen, followed
by another 2-3 second load to the character select screen. The magazines should
have said that it was the load frequency that may, or may not, be disconcerting,
rather than just complaining about load times, as there is a huge difference
between a 20-30 second load time, and several very brief loads between menus
and such. Given that the Industry became used to excessive load times on newer
systems the same year this game came out, it is unfortunate that an entire generation
thinks the game was fatally flawed thanks to game magazine editor's expressing
their "feelings". The Sega CD game was the best home version that
wouldn't cost $600+ to get a hold of on a 3DO or NEO GEO AES, and it is a very
good port in light of the smaller sprites and chopped animations of the cartridge
versions of Samurai Shodown, not to mention Street Fighter II.
Click to view Sega CD and 3DO comparison and
gameplay movies of Samurai Shodown
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