Retro Gamer

The Making Of: Samurai Shodown

When SNK took on the fighting genre, the company brought swords to a fist fight – and reaped all the rewards you’d expect from such an approach. Yasushi Adachi tells us how his team crafted one of the sharpest fighters of the era

- Words by Nick Thorpe

Yasushi Adachi explains the techniques that went into creating his astonishin­gly bloody one-on-one fighter for the Neo-geo

In a duel between samurai, victory is often sudden and emphatic. In the blink of an eye, a flash of steel accompanie­s a swift swing of the sword, and it’s all over. The winner moves on to the next fight – the loser, more often than not, moves on to the next plane of existence. In the early Nineties, fighting games were booming but they were predominan­tly based on bare-knuckle brawling. SNK changed that with Samurai Shodown, a game that brought the drama and danger of swordfight­s to the arcade. As well as being a success in its own right, the game began one of gaming’s greatest 2D fighting series and furthered SNK’S claim to mastery of the fighting genre.

The funny thing about Samurai Shodown was that initially it wasn’t meant to be a one-on-one fighting game at all. Instead it was to be a scrolling beat-’em-up, more in the manner of a game like

Sengoku – and rather than featuring samurai characters, the main heroes were monsters. Why was the original concept so radically changed? According to Yasushi Adachi, director of Samurai

Shodown, it had a lot to do with Street Fighter II:

“After experienci­ng the dynamism of the fighting game that was dominating the arcade and console game scene at that time, we asked ourselves what kind of game design we could do, and decided to challenge that masterpiec­e!”

With the concept of creating a fighting game now set in stone, the team looked to find ways of differenti­ating its game from the crowd. “In order to challenge the most popular fighting game of this era, we knew there were two things we had to do,” explains Adachi. “The first was to introduce the notions of living and dying. Characters wouldn’t be beaten by fists, but would lose their life via blades/weapons, giving more impact and tension to the player’s experience. The second was to have a deep and detailed background and storyline for every character.

Therefore, players won’t see and play characters as ‘icons’, but will see them as living, breathing

people. Through this connection players will feel more motivated to protect their characters during battle, and have a strong and memorable gameplay experience with the life and death concept and the unique combatants in the game.”

Having made the decision to move away from monster characters, Adachi decided on a historical setting for the game. This affected everything, right down to the title of the game. “I love samurai and ninja, which are representa­tive of the Japanese culture, and decided to choose the word ‘samurai’ in order to accentuate the notion of life and death so present in this specific Japanese culture.” The other half of the title – at least in Japan – was drawn from a shoot-’em-up, of all things. “The Japanese title Samurai Spirits was originally inspired by Dragon Spirit, and we aimed to merge the words samurai and spirit (soul, etc) alongside Japanese culture.”

Samurai Shodown’s game design built on SNK’S growing experience in the fighting game market. The company had seen success with Fatal Fury and Art Of Fighting, and Samurai Shodown drew a number of elements from the latter in particular. The game also followed the trend towards more graphic violence in fighting games, with plenty of bloodshed and depictions of death – albeit nothing quite so outrageous as in Mortal Kombat. The game also included plenty of its own mechanical advances, including the concept of disarming the opponent in weapon clashes.

But Samurai Shodown differed from every other fighting game available in its treatment of damage. Where the prevailing trend in fighting games was for players to string together lots of attacks into a painful combo, Adachi’s vision was for single hits to do major damage. “I know that even now this kind of extremely high damage that can change the outcome of the battle in one single hit is subject of complaints from players (who are usually laughing when they do this),” says Adachi. “In this case, I will apologise and

laugh at the same time!” Of course, while this approach had its detractors, it did successful­ly convey the feeling of danger that Adachi had wanted. He was also acutely aware that even great games can make players salty – in a 2017 interview with Polygon, Tomoki Fukui explained that while researchin­g Samurai Shodown, a frustratin­g Street Fighter II loss caused the director to fume in silence for a minute. This inspired the Rage gauge, which gave a boost to players that had taken a beating.

In order to achieve the deeper level of identifica­tion between the player and their character that Adachi desired, a number of characters were notably based on legendary historical figures – something made possible by the historical setting of the game. “This was also because I always loved samurai and ninja from Japanese culture and history,” says Adachi. There are some fairly obvious examples, such as Jubei Yagyu and Hanzo Hattori, but even those characters that don’t bear famous names carry some historical influence. “Haohmaru was called ‘Musashi’ and Ukyo ‘Kojiro’ during the developmen­t of the game,” Adachi explains. “Despite us changing their names in the middle of the developmen­t phase, most of the team members kept on calling them

Musashi and Kojiro!” These names were intended to indicate their status as rivals – Japanese history buffs will likely know that the names reference the renowned samurai Musashi Miyamoto and his rival Kojiro Sasaki, who fought a fatal duel in 1612. Two characters that you wouldn’t necessaril­y connect are Ukyo, a beautiful fighter who has women chasing him wherever he goes, and the monstrous Gen-an – both of whom Adachi wanted to include because he “always loved ‘dark heroes’.” For Gen-an, the darkness is obvious but the reason for a non-human combatant is somewhat less so, until it’s explained. “Monsters were supposed to be the main characters in the original concept of Samurai Shodown, and only Gen-an survived in the end,” we’re reminded, though Adachi notes “I think that Kubikiri Basara who appeared for the first time in Samurai Showdown III is Gen-an’s spiritual successor.”

For Ukyo, the darkness is less obvious, but is drawn from the fact that he suffers from terminal tuberculos­is – an unusual trait for a fighting game character. “I think because of the deep themes of life and the ‘live or die’ aspect always represente­d in the game, the concept and presence of a character that had to fight while suffering from a disease at the same time was something that felt almost natural.”

Gen-an wasn’t the game’s only outlandish and striking character – Earthquake, the colossal Texan bandit, had a fart attack and took up an enormous portion of the screen. So much, in fact, that he was something of a bad idea. “After some thought, it was a bit too much. We shouldn’t have created such a character for various developmen­t and game balance reasons,” Adachi admits. “However, at that time, the team was so serious about Earthquake’s addition to the game, no matter if it would create issues afterwards. I remember being asked by designers who were showing Earthquake on-screen if he was big enough, and I replied to them, ‘Not enough! Bigger, bigger!’ Therefore, they reworked the character size, and asked me later (while grumbling) if he was finally big enough for me, and I said, ‘Let’s go with it!’”

While you might expect that such a character would pose problems with memory and sprite

“Monsters were supposed to be the main characters in the original concept of Samurai Shodown, and only Gen-an survived in the end”

Yasushi Adachi

drawing, this was apparently only a problem with Earthquake in certain circumstan­ces. “The biggest hardships we had in developmen­t were definitely on the game balance side. However, this was extremely well done thanks to the awesome work from Mr Fukui, the planner in charge of that task at the time, and who still works with me today,” Adachi explains. “The other issue with Earthquake was that the other characters couldn’t use their throw attacks on him because of his huge size and this animation was taking up too much memory in the game. It was tough, but we were able to create a workaround to solve this problem in the end by creating a special throw animation just for him.”

Despite the decidedly Japanese feel of the game, quite a few of the 12 fighters were foreigners – we’ve already mentioned Earthquake, but we also have French fencer Charlotte and the California­n ninja Galford. “This was to lighten the heavy atmosphere of blade wielding combatants, and give a more festive feeling to the game. We didn’t want to make it feel too serious,” Adachi reveals. “It was also a dream of mine to create a blue-eyed ninja,” he adds, referring to Galford. In fact, when you take into account his husky, Poppy, we start to get the feeling that Galford was something of a wish fulfilment character all around – when we asked why animals were included Adachi replies, “This is simply because I love animals.” Surely there’s more to the story than that? “When I was a kid I yearned to travel on a journey with pets,

and I possibly attempted to fulfil that dream by including animals in Samurai Shodown,”

Adachi elaborates.

That makes sense, but then the story takes a weird turn as we learn about the inspiratio­n for Poppy and Mamahaha’s in-game functions – as it transpires, the way they follow their fighters comes from Adachi’s fondness for a different genre entirely. “Another reason why I added animals in Samurai Shodown was to balance the game, which included numerous elements from shooting games,” the director highlights. “For example, the idea and origins of Mamahaha and Poppy for example were both slightly based on the ‘option’ feature you can find in certain famous shooting games. Same for Hikyaku, who was based on the items floating around in these kind of games,” he explains, referring to the courier who runs through the background throwing items into battle. “I just thought it would be funny and amusing to include this old man running into the world of lifeor-death battles. This feature was also introduced in order to help weaker players having a tough time during the midst of gameplay.”

In terms of its presentati­on, Samurai Shodown was a game of contrasts. “One of the main goals with the brand-new game that was Samurai

Shodown, was to introduce the contrastin­g aspects of stillness and motion, and ‘wabi-sabi’, two specific concepts of the traditiona­l culture in Japan,” Adachi tells us. “The game’s soundtrack was created with the purpose to emphasize these ideas, and also to give distinct personalit­y to each of the characters.” The soundtrack incorporat­ed traditiona­l Japanese instrument­s and compositio­ns, and in some cases takes on a minimalist tone unexpected of a fighting game – in some stages, such as Jubei and Hanzo’s, the track is dominated by ambient background noise. Other characters, particular­ly the non-japanese characters such as Earthquake and Galford, have more traditiona­l stage themes that incorporat­e modern sounds.

By comparison, the visual presentati­on was brash and full of life. Characters and background­s were colourful and well animated, and the look of the game was greatly enhanced by a camera that zoomed in and out depending on the relative positions of the fighters. “This feature was added to the game to emphasize the aspects of mobility,” says Adachi. “Despite it being called Samurai

Shodown, we wanted to add a lot of ninja characters to the game. These characters would need a lot of space to move around freely, at will on the screen. That’s why we decided to have the camera zooming in and out.”

Despite the fact that SNK was in the early stages of its rise to prominence as a fighting game developer, Samurai Shodown was far from a protected project – in fact, it was a game that seemed to concern the upper management. “The company didn’t have a lot of expectatio­ns for this game, but I knew it would be a hit. I remember being asked by a board member at the time what I would do if the game would be a flop and didn’t sell at all,” says Adachi. “I replied that I would take full responsibi­lity and quit SNK. Of course, I knew Samurai Shodown would be a hit, and had no intention to leave the company!”

Fortunatel­y for Adachi, he was on the money regarding the game’s fortunes, as Samurai

Shodown quickly achieved success after its arcade release in July 1993. The Neo-geo AES version was one of the first games for the system that didn’t come home strictly arcade perfect –

“SNK has always taken care of the Samurai Shodown brand, and I sincerely and deeply thank them for this”

Yasushi Adachi

due to the ongoing controvers­y over violence in videogames, SNK decided to censor blood on non-japanese consoles. It didn’t matter which version of the game you played as the data was identical worldwide, so importers were out of luck unless they wanted to pick up a Japanese console. It all seemed a little silly – as one poster on the alt.games.sf2 newsgroup reasonably asked, “How many nine-year-olds own a $500 Neo-geo?” Despite this minor controvers­y, the Neo-geo AES version of the game was very popular with the system’s small audience, and is one of the more widely available and affordable games for the system today.

Reviews of the Neo-geo home cartridge version were very positive. In an 8/10 review, Edge described it as “arguably the best one-on-one beat-’em-up on any home system”, commenting that the blood-soaked action was “disturbing­ly satisfying”. All four reviewers in Electronic

Gaming Monthly awarded the game 9/10, with Ed Semrad calling the game “a graphic masterpiec­e that cannot be rivalled”. Criticism was directed at character balance in Gamepro’s review, with Earthquake and Nakoruru being singled out as “too cheap” and “too weak” respective­ly, but the reviewer felt that the game “is in many ways clearly superior to the original Street Fighter II”.

Though noting that it “has its work cut out for it against Super Street Fighter II,” Samurai Shodown earned perfect scores in all categories and was described as “one of the two best fighting games of all-time.”

A variety of home releases followed for all manner of other platforms – as well as conversion­s for the mainstream Mega Drive and SNES, the game made handheld appearance­s on the Game Gear and Game Boy, with the latter proving to be particular­ly enjoyable. But Samurai

Shodown was also at the forefront of a new generation of consoles, and the Neo-geo CD, FM Towns and 3DO delivered the most faithful contempora­ry conversion­s. SNK was sure to capitalise on the success of its unique fighting game, with the first of many sequels arriving in 1994. A number of spin-off projects were also produced, from an animated TV adaptation to games like Samurai Spirits RPG and the Nakoruru visual novel, and Samurai Shodown characters have appeared in crossover games including The King Of Fighters series, SNK Heroines and the Capcom Vs SNK games.

Although he now heads up the studio Engines and no longer works on Samurai Shodown,

Adachi remains fond of the series. “SNK has successful­ly survived throughout many hardships over the years, and constant changes in the videogame industry,” he enthuses.

“The company has always taken care of the

Samurai Shodown brand, and I sincerely and deeply thank them for this.” Indeed, it’s easy to see that the company places a great deal of importance on Samurai Shodown – it was the series chosen to launch the Hyper Neo-geo 64 system, and the series that brought an end to Neo-geo cartridge releases. SNK recently revived the series with a game simply titled Samurai

Shodown, which has been well received due to its uniqueness and focus on fundamenta­l fighting game strategy – qualities that it possesses largely because it has stuck to the principles of the original game, with high damage and minimal combos. That’s a testament to the work of Adachi and the rest of the team at SNK. Gaming has changed considerab­ly since 1993, but Samurai

Shodown’s distinctiv­e style of fighting remains a cut above the competitio­n.

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 ??  ?? » [Neo-geo] Bloody scenes like these were censored in the home release of Samurai Shodown.
» [Neo-geo] Bloody scenes like these were censored in the home release of Samurai Shodown.
 ??  ?? » [Neo-geo] Jubei’s attack has maxed out Haohmaru’s rage gauge, giving him the chance to make a comeback. » [Neo-geo] The game’s bonus stage sees fighters slicing through straw training dolls. » [Neo-geo] It’s perfectly possible for characters to be sliced in twain, like poor Ukyo here.
» [Neo-geo] Jubei’s attack has maxed out Haohmaru’s rage gauge, giving him the chance to make a comeback. » [Neo-geo] The game’s bonus stage sees fighters slicing through straw training dolls. » [Neo-geo] It’s perfectly possible for characters to be sliced in twain, like poor Ukyo here.
 ??  ?? » [Neo-geo] The straight, angular motion trails left by Charlotte’s weapon serve well to highlight her precision. » [Neo-geo] The camera zooms out to give fighters space to move – you’ll see that often when Galford fights. » [Neo-geo] Charlotte’s choice of fencing as a fighting style reflects her French origins.
» [Neo-geo] The straight, angular motion trails left by Charlotte’s weapon serve well to highlight her precision. » [Neo-geo] The camera zooms out to give fighters space to move – you’ll see that often when Galford fights. » [Neo-geo] Charlotte’s choice of fencing as a fighting style reflects her French origins.
 ??  ?? » [Neo-geo] Having your attacks guarded will often leave you open to major punishment. » [Neo-geo] Wan-fu can voluntaril­y disarm himself in order to launch a devastatin­g blazing blade attack. » [Neo-geo] The character artist perfectly captured the swiftness of Ukyo’s movements in this sprite.
» [Neo-geo] Having your attacks guarded will often leave you open to major punishment. » [Neo-geo] Wan-fu can voluntaril­y disarm himself in order to launch a devastatin­g blazing blade attack. » [Neo-geo] The character artist perfectly captured the swiftness of Ukyo’s movements in this sprite.

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