Taking us back to a version of mostly 18th Century Japan, SNK's weapon based fighting series has long drawn players in with its different take on 2D fighting mechanics that often favoured a more measured approach coupled with distinctly Japanese flavour of visual and audio design...
Samurai Shodown
Mainline Entry 01 - Samurai Shodown
Formats: Arcade, Multiple
Launched twenty five years ago, the original Shodown game showcased SNK's recently introduced camera zoom mechanic to better allow players to make use of the stage space. It's weapon based gameplay broadly followed the mechanics of most post-SF2 fighters but this less cartoony title reflected its weapons by featuring a heavy dose of often censored blood. The game was mostly well received but it managed to create a niche for itself thanks to its distinct style.
![](https://tse2.mm.bing.net/th?id=OIP.4i6R9CYR9bh8GX3M4Y0VlQHaFj&pid=15.1)
Mainline Entry 02 - Samurai Shodown II
Formats: Arcade, Multiple
Following the very next year came the sequel that, despite the fast turnaround, built everything from scratch. The sequel expanded on the original but also introduced a number of new mechanics such a breaking weapons, POW meters etc and more movement options to utilise as well as an early introduction of parrying moves. Highly thought of, the sequel remained at home on arcade and Neo Geo for years until SNK started porting it to more modern machines.
![](https://tse3.mm.bing.net/th?id=OIP.xUbVwVJQVENmUIyr_c4oXwHaFL&pid=15.1)
Mainline Entry 03 - Samurai Shodown III: Blades of Blood
Formats: Arcade, Multiple
The very next year SNK was wasting no time in capitalising on their new franchise. Another year brought a new darker look for the series and the introduction of the Slash and Bust fighting styles. The new game proved a success once again even if the advancement over SS2 wasn't as large as some had hoped it would be.
![](https://tse1.mm.bing.net/th?id=OIP.LprV49SmPya7JgdmYFAQ8AHaFd&pid=15.1)
Mainline Entry 04 - Samurai Shodown IV: Amakusa's Revenge
Formats: Arcade, Playstation and Saturn
Another year, another new entry but by now the advent of the 32-bit era was hitting hard and already SNK's releases were becoming trapped by the past. Whilst the game was positively received it presented the most iterative of the instalments so far and so its impact wasn't as strongly felt outside of franchise fans.
![](https://tse3.mm.bing.net/th?id=OIP.ySgAmSMDeWweKFgrufI2ZwHaFj&pid=15.1)
Spin Off Entry 01 - Samurai Shodown RPG
Formats: Neo Geo CD, Playstation and Saturn
The first spin-off release was far from lacking in ambition as it aimed to move the series into the exploding in popularity JRPG area. Selecting from one of six characters, the players explored towns and fields through an overworld as they battled enemies in traditional rpg fashion but with the option to input commands via arcade style input also. Originally designed to be comprised of three chapters, SNK planned to milk fans by making versions that only contained two chapters thereby forcing players to buy two copies but severe backlash led to the plan not only being dropped by Chapter 3 being cut from the game entirely to meet deadlines.
![](http://r.mprd.se/media/images/54428-Samurai_Spirits_RPG_(J)-2.jpg)
Spin Off Entry 02 - Samurai Shodown 64
Formats: Arcade
A premiere title for SNK's new Hyper Neo Geo 64 board, the first 3D Shodown entry fits canonically after the second mainline game and featured multi-tiered stages with side step functions added to make use of the space.
![](https://tse1.mm.bing.net/th?id=OIP.pA95QgZGc48JjJYTItQYZgHaGe&pid=15.1)
Spin Off Entry 03 - Samurai Shodown 64 II: Warrior's Rage
Formats: Arcade
Spin Off Entry 04 - Samurai Shodown!
Formats: Neo Geo Pocket
Spin Off Entry 05 - Samurai Shodown! II
Formats: Neo Geo Pocket
An expansion on the first release and modelled on the content of the 64-bit arcade spin-off, the handheld entry offered a dinky 2D sprite based colour (in this sequel) monochrome interpretation of the gameplay. The game was considered a very successful adaptation of the gameplay on the portable and was one of its most successful games.
![](https://tse4.mm.bing.net/th?id=OIP.6zen2Dtk9vbFdKWNDTFA-wAAAA&pid=15.1)
Mainline Entry 05 - Samurai Shodown V
Formats: Arcade, Neo Geo, Playstation 2 and Xbox
After a fair break, the fifth mainline entry was released. A prequel to the original game, the new entry was considered to be a middling addition to the series that offered little new and particularly struggled to appeal on the main consoles where 2D games were struggling to have an impact.
![](https://tse4.mm.bing.net/th?id=OIP.G71zaqN1yfEQcYQSx-qlRQEsDd&pid=15.1)
Spin Off Entry 06 - Samurai Shodown V Special
Formats: Arcade and Neo Geo
Feeling the sting from the release of the fifth game, SNK returned to the title and made numerous revisions including alterations to its audio and visuals to bring it closer to the third entry. Also changed were things such as swapping out entire characters, changes to the stages and a complete rebalance.
![](https://tse2.mm.bing.net/th?id=OIP.NQUyZLlQ8SMUXWt7gnhnvAAAAA&pid=15.1)
Mainline Entry 06 - Samurai Shodown VI
Formats: Arcade and Playstation 2
The sixth entry expanded on the work carried out in V Special whilst adding 3D backgrounds to attempt to bring the series a little more in line with the visual standard expected from the current machines. Eager to make the game a success, the home version added more fighters and content to present gamers with a fairly complete package from the outset. Despite this, the 2D market for fighters continued to struggle to have a broad enough appeal and the mainline of Shodown games came to end with this entry.
![](https://3.bp.blogspot.com/-O8FC4NdWIDk/VSL1yQ8_vBI/AAAAAAAAEp4/0P5bcJ37hFc/s1600/ss6-6.jpg)
Spin Off Entry 07 - Samurai Shodown Sen
Formats: Arcade and Xbox 360
Once again hoping to break free of the 2D restraints the series had suffered from, SNK released this 3D entry into the franchise. The set up was similar to that of the 64-bit titles but this time the reaction was even more severe with this unpopular edition and the series came to its end.
![](https://tse4.mm.bing.net/th?id=OIP.CNEoqRzWZlZKygdPx28-KQHaEK&pid=15.1)
What are your thoughts and memories of SNK's weaponised fighter?
Samurai Shodown
Mainline Entry 01 - Samurai Shodown
Formats: Arcade, Multiple
Launched twenty five years ago, the original Shodown game showcased SNK's recently introduced camera zoom mechanic to better allow players to make use of the stage space. It's weapon based gameplay broadly followed the mechanics of most post-SF2 fighters but this less cartoony title reflected its weapons by featuring a heavy dose of often censored blood. The game was mostly well received but it managed to create a niche for itself thanks to its distinct style.
Mainline Entry 02 - Samurai Shodown II
Formats: Arcade, Multiple
Following the very next year came the sequel that, despite the fast turnaround, built everything from scratch. The sequel expanded on the original but also introduced a number of new mechanics such a breaking weapons, POW meters etc and more movement options to utilise as well as an early introduction of parrying moves. Highly thought of, the sequel remained at home on arcade and Neo Geo for years until SNK started porting it to more modern machines.
Mainline Entry 03 - Samurai Shodown III: Blades of Blood
Formats: Arcade, Multiple
The very next year SNK was wasting no time in capitalising on their new franchise. Another year brought a new darker look for the series and the introduction of the Slash and Bust fighting styles. The new game proved a success once again even if the advancement over SS2 wasn't as large as some had hoped it would be.
Mainline Entry 04 - Samurai Shodown IV: Amakusa's Revenge
Formats: Arcade, Playstation and Saturn
Another year, another new entry but by now the advent of the 32-bit era was hitting hard and already SNK's releases were becoming trapped by the past. Whilst the game was positively received it presented the most iterative of the instalments so far and so its impact wasn't as strongly felt outside of franchise fans.
Spin Off Entry 01 - Samurai Shodown RPG
Formats: Neo Geo CD, Playstation and Saturn
The first spin-off release was far from lacking in ambition as it aimed to move the series into the exploding in popularity JRPG area. Selecting from one of six characters, the players explored towns and fields through an overworld as they battled enemies in traditional rpg fashion but with the option to input commands via arcade style input also. Originally designed to be comprised of three chapters, SNK planned to milk fans by making versions that only contained two chapters thereby forcing players to buy two copies but severe backlash led to the plan not only being dropped by Chapter 3 being cut from the game entirely to meet deadlines.
![](http://r.mprd.se/media/images/54428-Samurai_Spirits_RPG_(J)-2.jpg)
Spin Off Entry 02 - Samurai Shodown 64
Formats: Arcade
A premiere title for SNK's new Hyper Neo Geo 64 board, the first 3D Shodown entry fits canonically after the second mainline game and featured multi-tiered stages with side step functions added to make use of the space.
Spin Off Entry 03 - Samurai Shodown 64 II: Warrior's Rage
Formats: Arcade
Spin Off Entry 04 - Samurai Shodown!
Formats: Neo Geo Pocket
Spin Off Entry 05 - Samurai Shodown! II
Formats: Neo Geo Pocket
An expansion on the first release and modelled on the content of the 64-bit arcade spin-off, the handheld entry offered a dinky 2D sprite based colour (in this sequel) monochrome interpretation of the gameplay. The game was considered a very successful adaptation of the gameplay on the portable and was one of its most successful games.
Mainline Entry 05 - Samurai Shodown V
Formats: Arcade, Neo Geo, Playstation 2 and Xbox
After a fair break, the fifth mainline entry was released. A prequel to the original game, the new entry was considered to be a middling addition to the series that offered little new and particularly struggled to appeal on the main consoles where 2D games were struggling to have an impact.
Spin Off Entry 06 - Samurai Shodown V Special
Formats: Arcade and Neo Geo
Feeling the sting from the release of the fifth game, SNK returned to the title and made numerous revisions including alterations to its audio and visuals to bring it closer to the third entry. Also changed were things such as swapping out entire characters, changes to the stages and a complete rebalance.
Mainline Entry 06 - Samurai Shodown VI
Formats: Arcade and Playstation 2
The sixth entry expanded on the work carried out in V Special whilst adding 3D backgrounds to attempt to bring the series a little more in line with the visual standard expected from the current machines. Eager to make the game a success, the home version added more fighters and content to present gamers with a fairly complete package from the outset. Despite this, the 2D market for fighters continued to struggle to have a broad enough appeal and the mainline of Shodown games came to end with this entry.
![](https://3.bp.blogspot.com/-O8FC4NdWIDk/VSL1yQ8_vBI/AAAAAAAAEp4/0P5bcJ37hFc/s1600/ss6-6.jpg)
Spin Off Entry 07 - Samurai Shodown Sen
Formats: Arcade and Xbox 360
Once again hoping to break free of the 2D restraints the series had suffered from, SNK released this 3D entry into the franchise. The set up was similar to that of the 64-bit titles but this time the reaction was even more severe with this unpopular edition and the series came to its end.
What are your thoughts and memories of SNK's weaponised fighter?
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