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Author Samurai Shodown Sega CD and NEO GEO comparison
Scott H

2006-02-25, 9:15 pm

I've completed a quick and dirty comparison page for the Sega CD version
of Samurai Shodown compared to the NEO GEO version.

Color Count are listed at the following link:
http://www.gamepilgrimage.com/16bitArcadeComp.htm -> Sega CD NEO GEO
port comparisons: Samurai Shodown

Here's the comparison page with screenshots:
http://www.gamepilgrimage.com/SamshoComp.htm

This is the body of the text at the above link:
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 Haomarous 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 rough 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 only 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.


--
Scott

http://www.gamepilgrimage.com
Scott H

2006-02-25, 9:15 pm

Scott H wrote:
quote:

> 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 Haomarous 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 rough at all times.



That should be 'Haohmaru's' and 'tin roof'. *heh*

--
Scott

http://www.gamepilgrimage.com
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