Genre: 2D / Fighting / One-on-One CDs: 1 (347 Megs) Players: 1 or 2 Player Versus ESRB: Teen
Animated Blood
Animated Violence
Publisher: Sony of America Retail Barcode: 7 11719 42062 0 Memory: 1 Block
Developer: SNK / Sony Sony ID: SCUS-94206 Accessories: None
Released: November 2, 1996 PSRM: 004860


Box Copy
 Only winners live; losers must deliver their own fatal punishment!

An endless sea of blood floods the realm as the demonic Zankuro slashes a path of grisly terror. But even Zankuro can't be everywhere. Some say fate lent a hand when a dozen infants escaped the slaughter! Now, years later, 12 revenge-driven samurai begin their violent quest...for the head of Zankuro!

Discussion
Looking back for (ironically) a third time with this page update, there needs to be a separation of original content and ported code. Samurai Shodown III had a lot to go up against in its heyday. Having been able to go back and play the original arcade version thanks to a Home MVS set-up, the original game really isn't that bad. In fact, to some degrees it holds its own in terms of interesting combo set-ups.

Probably the most famous aspect was Nakururu's 'Bust' Mode ('Rivalry' to you import peeps). Instead of her Bird Mamahaha, she uses an amazing looking Wolf. When using her against Galford and Poppy, things get pretty freaking crazy.

With that, I leave you with the original review below.

The third time is always the charm…except in the video game world. It’s no secret that when Samurai Shodown III hit the arcades, it had a lot going against it. For starters, it wasn’t done by the previous staff, as they had left SNK. It also didn’t help that to try and distance themselves from said group, they went in a radically changed SS’ play style, artwork style, and well…just damn near everything else you an think of.

This departure, had it been handled right would have probably completely catapulted the series into the mainstream. However, the plan backfired, and a broken game was given to the masses. In an attempt to make up for lost profits, SNK brought the game to the Saturn and PlayStation, with one very horrific and unimaginable situation; the original Japanese version was unplayable, in the fullest sense of the word.

So bad was the PSX version that after what seemed like minutes of load times, the game was missing loads of animation frames. Which was then compounded by the huge slowdown issue; when a character connected with a fierce attack, the action screeched to a halt, as if someone had paused the game for a split second.

How did Sony bring it to the states and expect results? Well, they actually tried their best, that’s for sure. The loading times were repaired to a more acceptable level (even better on a PS2 with Fast option), but their attempt at repairing the in-game issues seems to be the lesser of two evils. It finally plays correctly, but with the animation still missing, it’s a very jerky, almost classical film real look to it. It’s nowhere near a travesty as Children of the Atom, but it’s still not what it could have been.

Trivia
  • That whole "Nearly Flawless" comment on the back can go take a hike.
     
  • Here's a condensed list of what's different / missing from the PSX Version
    • Characters have no animation on Selection Screen.
    • Once chosen, their oversized image does not show up.
    • In-game animations have been cut to about a third. Sony of
      America sped up the game play to try and even out the difference.
    • In the Japanese version, a Fierce Slash could grind the game to a stop
    • The resolution has been severely dropped. I played both the Arcade and the PSX version on S-Video, and the difference was staggering.
    • Zooming in / out gets extremely jerky with any flashy, larger move.
    • Gaira has the most animation removed due to his size. His standing animation barely animates.
    • Oddly enough, the load time is a tad better on the US side.
    • Weird change - in the original Arcade, Ukyo's stage fog moves as if it were a single entity. In the PSX version, it almost animates a tad more, perhaps due to the resolution issues. Hard to explain in text form.
    • Despite all that, there doesn't seem to be any loss in actual on-screen imagery. Foreground objects, background animations, etc all seemed present.
       
  • Apparently the SCEA employee Chad Okada is THE GAME LORD...or at least that's what the credits have you believe.
     
  • Despite it's poor conversion, the original Neo Geo version is still one of the more astonishing games, at least from an animation standpoint. Each character had with-and-without-weapon animations, extra moves per style, multi-scene changing backgrounds, and some decently sized sprites. Just the fact that they got what they could into 1 meg of RAM is impressive.
     
  • Was also available on the Sega Saturn with the 1 Meg Ram Cartridge.
     
  • Inside the instruction manual was an add for King of Fighters '95 and Real Bout Fatal Fury. RB:FF was never released in America.
     
  • Despite only getting the third Samurai Shodown 2D game and the 2nd 3D game (Warrior's Rage), the Japanese PlayStation got the original four 2D games (3, 4, and then a compilation of 1 & 2), and console exclusive RPG.
     
  • The referee makes an odd appearance by becoming you as an opponent. In SS2, you could actually play as him.

     
Variants / Misprints
No Greatest Hits release on the US side.
 
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