Nakoruru is a character in the Samurai Shodown series of fighting games by SNK. She is one of the series' best known and most popular characters alongside its main protagonist Haohmaru, has been introduced in the original Samurai Shodown in 1993. Nakoruru is a good-hearted, young Ainu shrine maiden who loves nature and fights evil with the help of her hawk sidekick Mamahaha, she has a younger sister named an aggressive darker side alter-ego known as Rera. As one of SNK's popular mascot characters, Nakoruru has appeared in many other games and other media. Nakoruru is featured as a player character in most game entries in the Samurai Shodown series, including Samurai Shodown, Shinsetsu Samurai Spirits Bushidō Retsuden, Samurai Shodown II, Samurai Shodown III, Samurai Shodown IV, Samurai Shodown V, Samurai Shodown V Special, Samurai Shodown VI, Samurai Shodown!, Samurai Shodown 64, Samurai Shodown! 2, Samurai Shodown 64: Warriors Rage, Samurai Shodown: Edge of Destiny, as well as in mobile spin-off titles such as an endless runner Samurai Shodown Slash, an action game Samurai: Rougetsuki Densetsu, a rising simulation Maid by Iroha.
In Samurai Shodown: Warriors Rage the spirit of Nakoruru is an unplayable story mode character, but its PocketStation mini game is centered around her. She featured as a non-player character mentor to the protagonist in the spin-off game, Nakoruru: Ano Hito kara no Okurimono, a 2001 visual novel adventure game which takes place between the first two games in the series. In the series, Nakoruru is a gentle and shy teenage girl serving Mother Nature as a shamanic priestess of the Ainu religion, born on Hokkaido island in 1771. Despite her pacifistic ways, she became a Kamui warrior of her peaceful Kamuikotan village after the death of her idolized father, continues to fulfill this role throughout the series, fighting evil alongside Haohmaru, assuming a human form after her death, she merges her soul with Gaia and becomes "the holy spirit who wanders through time" in a form that resembles a koro-pok-guru. Unable to assume her original form, she asks the player to awaken her younger sibling, Rimururu the Maiden of Light, sealed by Oboro.
Nakoruru fights with a kodachi short sword, depending on the form, a hawk named Mamahaha or a Hokkaido wolf named Shikuru having other animal friends. Her powers include communicating with nature, fueling her blade with ki energy, ability to reflect a projectile back to its sender using her cloak, healing wounds with the power of nature. American ninja Galford D. Weller is in love with her; the endings for Samurai Shodown VI revealed that Nakoruru and the alter-ego of Galford traveled the world together as a romantic couple. In The King of Fighters series, Nakoruru has first appeared playable as a secret character in the Game Boy version of The King of Fighters'95, she appeared as a non-playable character in The King of Fighters'94 Re-Bout, The King of Fighters 2000, The King of Fighters 2002: Unlimited Match, The King of Fighters XIII. Nakoruru made a canonical playable debut in The King of Fighters XIV, as the leader of the "Another World Team", playing a vital role in that new arc. Following from a certain Samurai Shodown event, Nakoruru sensed recent timeline changes as a new terrible evil, known as Verse, was created and coming from a crack in time and space.
To prevent a looming disaster, Nakoruru traveled to the present and teamed up with Mui Mui and Love Heart to enter the tournament to find Verse. Nakoruru, along with Team Official Invitation, manage to beat Verse. After that and her team have fun visiting Hokkaido and China. Besides Samurai Shodown and The King of Fighters games, Nakoruru is playable in the fighting games Capcom vs. SNK: Millennium Fight 2000, Capcom vs. SNK 2, SNK vs. Capcom: The Match of the Millennium, Neo Geo Battle Coliseum, SNK Gals' Fighters, SNK Heroines: Tag Team Frenzy, she is playable in several other games such as Neo Geo Tennis Coliseum, Quiz King of Fighters, "Kal Kal Kal All Together, The Rhythm of Fighters, Kotatsu Mikuni Kansai Senki, King of Glory. In Lost Saga, Nakoruru is a premium character that can be either male. Nakoruru is a non-player character in the dating sims Days of Memories: Oedo Love Scroll and Kaze Maiu Miyako de Tsukamaete!, has a cameo of Rera as Nakoruru in Sekai de Ichiban Atsui Fuyu. She has made either cameo or collaboration event appearances in many other portable and mobile games, including SNK vs. Capcom Card Fighters DS, SNK Dream Battle, Dai Shingeki RPG!
Sister Quest, You Are the Hero!, Granblue Fantasy, Kingdom Story: Brave Legion, The Samurai Kingdom, Yamato Chronicle. Nakoruru appears in an anime film Samurai Shodown: The Motion Picture and in an anime OVA miniseries Nakoruru: Ano Hito kara no Okurimono and Samurai Spirits 2: Asura-Zanmaden making a cameo in Fatal Fury: The Motion Picture, as well as in a number of manga releases (including as a co-protagonist of Kyoichi Nanatsuki and Yuki Miyoshi's adaptation of the first Samurai Shodown, serialized
Samurai Shodown VI
Samurai Shodown VI, known as Samurai Spirits: Tale of the World's Greatest Swordsman in Japan, is the tenth iteration in the Samurai Shodown series. On December 17, 2014 the game was released as a PS2 Classic for the PlayStation 3 through the PlayStation Network, although only on the Japanese Store. On November 22, 2016 the game was released for the PlayStation 4 on North America through the PlayStation Network, with enhanced features such as trophy support and uprendered resolution; the game features new backgrounds with 2D and 3D elements, as well as a returning cast of all 28 characters from Samurai Shodown V Special, 2 sub-bosses from Samurai Shodown V, as well as all 7 characters from Samurai Shodown and Samurai Shodown II that didn't appear in games, 4 new characters. It features a "spirit select" system, which allows players to choose between six different fighting styles based on all previous installments. Despite normal Samurai Shodown releases and distribution outside Japan, the game has been released outside of the country on the Atomiswave system sponsored in the United States by Sega.
The game was released for the PlayStation 2 in Japan on January 25, 2006. The American and European home versions were released on March 24 and March 29, 2009 on the PS2, PSP and Wii as part of the compilation Samurai Shodown Anthology; the PS2 release added more playable characters, three more spirit select systems to go along with them. With the PS2 release every character to have appeared in the Neo Geo games including the referee and the animal characters, are all playable; the Samurai Shodown Anthology version is similar to the PS2 version except that everything is unlocked at the start. Returning from Samurai Shodown V & V Special: Returning from Samurai Shodown I & II: Gen-an Shiranui Cham Cham Earthquake Nicotine Caffeine Neinhalt Sieger Wan Fu KurokoNewcomers: Andrew Iroha Sugoroku Matsuribayashi Karakuri Ocha-Maro EX Nakoruru Bust Galford Kim Ung Che Demon Gaoh Official website Samurai Shodown VI at the official website of Sega Iroha game listed in SNK-Playmore DS schedule
A fighting game is a video game genre in which the player controls an on-screen character and engages in close combat with an opponent, which can be either an AI or controlled by another player. The fight matches consist of several rounds and take place in an arena, while each character has differing abilities but each is viable to choose. Players must master techniques such as blocking, counter-attacking, chaining attacks together into "combos". Starting in the early 1990s, most fighting games allowed the player to execute special attacks by performing specific input combinations; the fighting game genre is related to but distinct from beat'em ups, which involve large numbers of enemies against the human player. The first game to feature fist fighting was Heavyweight Champ in 1976, but it was Karate Champ which popularized one-on-one martial arts games in arcades in 1984; the following year, Yie Ar Kung-Fu featured antagonists with differing fighting styles, while The Way of the Exploding Fist further popularized the genre on home systems.
In 1987, Street Fighter introduced hidden special attacks. In 1991, Capcom's successful Street Fighter II refined and popularized many of the conventions of the genre; the fighting game subsequently became the preeminent genre for competitive video gaming in the early to mid-1990s in arcades. This period spawned dozens of other popular fighting games, including successful and long running franchises like Street Fighter, Mortal Kombat, Guilty Gear, The King of Fighters, Virtua Fighter, Marvel vs. Capcom, Killer Instinct, Dead or Alive and SoulCalibur. Fighting games are a type of action game; these games feature special moves that are triggered using rapid sequences of timed button presses and joystick movements. Games traditionally show fighters from a side-view as the genre has progressed from two-dimensional to three-dimensional graphics. Street Fighter II, though not the first fighting game and standardized the conventions of the genre, similar games released prior to Street Fighter II have since been more explicitly classified as fighting games.
Fighting games involve hand-to-hand combat, but may feature melee weapons. This genre is distinct from beat'em ups, another action genre involving combat, where the player character must fight many weaker enemies at the same time. During the 1980s publications used the terms "fighting game" and "beat'em up" interchangeably, along with other terms such as "martial arts simulation". With hindsight, critics have argued that the two types of game became dichotomous as they evolved, though the two terms may still be conflated. Fighting games are sometimes grouped with games that feature boxing, wrestling. Serious boxing games belong more to the sports game genre than the action game genre, as they aim for a more realistic model of boxing techniques, whereas moves in fighting games tend to be either exaggerated or outright fantastical models of Asian martial arts techniques; as such, boxing games, mixed martial arts games, wrestling games are described as distinct genres, without comparison to fighting games, belong more into the Sports game genre.
Fighting games involve combat between pairs of fighters using exaggerated martial arts moves. They revolve around brawling or combat sport, though some variations feature weaponry. Games display on-screen fighters from a side view, 3D fighting games play within a 2D plane of motion. Games confine characters to moving left and right and jumping, although some games such as Fatal Fury: King of Fighters allow players to move between parallel planes of movement. Recent games tend to be rendered in three dimensions and allow side-stepping, but otherwise play like those rendered in two dimensions. Aside from moving around a restricted space, fighting games limit the player's actions to different offensive and defensive maneuvers. Players must learn which attacks and defenses are effective against each other by trial and error. Blocking is a basic technique; some games feature more advanced blocking techniques: for example, Capcom's Street Fighter III features a move termed "parrying" which causes the parried attacker to become momentarily incapacitated.
In addition to blows such as punches and kicks, players can utilize throwing or "grappling" to circumvent "blocks". Predicting opponents' moves and counter-attacking, known as "countering", is a common element of gameplay. Fighting games emphasize the difference between the height of blows, ranging from low to jumping attacks. Thus, strategy becomes important as players attempt to predict each other's moves, similar to rock–paper–scissors. An integral feature of fighting games includes the use of "special attacks" called "secret moves", that employ complex combinations of button presses to perform a particular move beyond basic punching and kicking. Combos, in which several attacks are chained together using basic punches and kicks, are another common feature in fighting games and have been fundamental to the genre since the release of Street Fighter II; some fighting games display a "combo meter". The effectiveness of such moves relate to the difficulty of execution and the degree of risk; these moves are beyond the ability of a casual gamer and require a player to have both a strong memory and excellent timing.
Taunting is another feature of some fighting games and was intro
SNK vs. Capcom: SVC Chaos
SNK vs. Capcom: SVC Chaos is a 2003 fighting game produced by Playmore for the Neo Geo arcade and home platform, it was ported to the PlayStation 2 and Xbox, although only the Xbox was released in North America, both platforms were released in Japan and PAL. The game is a crossover featuring characters from SNK's and Capcom's respective fighting game properties such as The King of Fighters, Samurai Shodown, Street Fighter, Darkstalkers, it was the third arcade game in a series of crossovers between these two companies and the only one developed by SNK. The gameplay is based on the KOF series, with the same four button configuration and many of the same techniques. However, the game does not use the Team Battle format, but follows the traditional round-based one-on-one format; each match begins with a dialogue exchange between the opponent. One new technique introduced in the game is the Front Grand Step, which allows the player to cancel attacks with a forward dash; the player can perform this technique while guarding from an opponent's attack, which will consume one Power Gauge level.
The game uses a different type of Power Gauge known as the Groove Power Gauge System, which has three levels. The Groove gauge fills; when the gauge fills to Lv. 1 or Lv. 2, the player can perform Super Special Moves, a Guard Cancel Attack or a Guard Cancel Front Step maneuver. When the gauge is full, its reaches MAXIMUM level and a MAX Activation occurs. During MAX Activation, the gauge will change into a timer and the player gains the ability to cancel any of their moves anytime. Once the timer runs out, the gauge returns to Lv. 2. In addition to the regular Super Special Move, each character has an'Exceed' move which can only be performed once when the player's life is less than half; the PlayStation 2 and Xbox versions received "mixed" reviews according to the review aggregation website Metacritic. In Japan, Famitsu gave the PS2 version a score of two sixes, one seven, one six, for a total of 25 out of 40. In 2012, Complex ranked it as the 14th best SNK fighting game made, adding that "the game’s secret characters had to be the best part about this game."
SNK vs. Capcom: SVC Chaos at the Killer List of Videogames SNK vs. Capcom: SVC Chaos at the official website of SNK Playmore
Hyper Neo Geo 64
The Hyper Neo Geo 64 is an arcade system created by SNK, released in September 1997, as the successor of the Neo Geo MVS, within the Neo Geo family. It is the first and only SNK hardware set capable of rendering in 3D, was meant to replace SNK's older MVS system on the market. Company executives planned for the project to bring SNK into the new era of 3D gaming that had arisen during the mid-1990s, had planned for a corresponding home system to replace the aging and expensive AES home console. Although details regarding the planned home system are sparse, it is believed that like the AES console, much of the hardware from the Neo Geo 64 arcade platform would have been present in the home system, meaning gameplay would be identical or nearly identical whether a given game was played at home or in the arcade, it is unknown. However it never managed to match the huge success of the MVS, reached its end of life in 1999. Only seven games were produced for the arcade variation of the system, none of which proved popular, the project was discontinued.
The proposed home system never got beyond initial planning stages and only one of the arcade games, Fatal Fury: Wild Ambition, has been ported to home systems. The Hyper Neo Geo 64 was conceived to bring SNK into the 3D era as well as to replace their aging Neo Geo home system; the system was first announced in late 1995, planned for release in late 1996. It was unveiled at the February 1997 AOU show, though all, demonstrated at the show was a videotape containing a few seconds of footage of Samurai Shodown 64, which SNK announced would be the first game for the system. By mid-1997 test units were on display in Japan; the arcade version of the system was released in September 1997, featuring a custom 64-bit RISC processor, 4 megabytes of program memory, 64 megabytes of 3D and texture memory, 128 megabytes of memory for 2D characters and backgrounds. The first title released for the system was Road's Edge, with Samurai Shodown 64 and Fatal Fury: Wild Ambition following soon after. None were well received.
By 1999, the system was discontinued, with only seven games released in total. Fatal Fury: Wild Ambition was ported to the Sony PlayStation home system. Processors:CPU #1: 100 MHz NEC VR4300 CPU #2: V53@16 MHz 16-bit microcontroller CPU #3: KL5C80A12CFP@12.5 MHz 8-bit microcontroller Memory layout:0x00000000..0x00FFFFFF: mainboard RAM 0x04000000..0x05FFFFFF: cartridge RAM 0x1FC00000..0x1FC7FFFF: ROM Cartridge ROM mapping is variable. Sound chip: 32-channel PCM sample-based synthesis audio, with maximum sampling frequency of 44.1 kHz and 32 MB of sample RAM Color Palette: 16.7 million Maximum onscreen color palette: 4,096 3D Branch: 96 MB vertex memory, 16 MB maximum texture memory 2D sprite branch: 60 frames per second animation, 128 MB character memory Main functions: scaling, chain, mesh, action, up/down, right/left reverse 2D scrolling branch: Up to 4 game planes, 64 MB character memory Main functions: scaling, morphing. This is due to the double layer board design of the Hyper Neo Geo 64.
Powered boards will display a blue screen with white text as the board and game boot up. If not powered properly, only a blue screen will be displayed; the board has four versions: one. The fighting game board has two revisions. While looking like one, the first revision is not true JAMMA, as the sound does not come from the JAMMA edge but from an AMP connector mounted on the front of the board, controlled by a potentiometer. There is a modification available to get mono sound off the JAMMA edge which involves removing a jumper and setting another. There is an extra +5v connector, supposed to be connected to the back of the board to "prolong" the life of the board per SNK, it is still unconfirmed if having the extra +5v connector connected does increase the board's life. Some say; the second board revision is true JAMMA and has a switch to select between JAMMA output as well as MVS output, which has stereo sound. Revision 1 has a volume port and amp connectors on the front, while the Revision 2 board has only amp connectors on the front of the board.
Seven games were released, all developed and published by SNK. Hyper Neo Geo 64 games and statistics
Samurai Shodown II
Samurai Shodown II, is a 1994 fighting game released as the second entry in SNK's Samurai Shodown series. Following up on the enthusiastic fan reception of the first Samurai Shodown game, SNK rebuilt the sequel from the ground up, including all of its predecessor's cast, adding several new characters, refining the overall gameplay with more responsive control, more moves, a substantial number of Easter eggs; the overall gameplay was expanded to include several movement options, such as being able to roll forward and backward, ducking to avoid high attacks, or doing small hops to avoid low strikes. This game was the first game to incorporate an offensive blocking technique or "parry", via a command issued at the last second, a player would be able to deflect the incoming attack and leave their adversary open to attack by a split second; such a technique was also used in Namco's Weaponlord and popularized by Capcom's Street Fighter III. There are cameo appearances from other SNK characters, a hidden boss who would come out to challenge players, several other treats for fans to uncover.
One year after the defeat of Amakusa from within the first Samurai Shodown, a new threat soon emerges in the form of Mizuki Rashojin: a vengeful spirit who possess a local shrine priestess named Mizuki and seeks to bring forth chaos and destruction to the world in the name of the dark god Ambrosia's will. Those who had fought before in the past during Amakusa's reign of terror now find themselves, along with a few new faces, battling against Mizuki and her loyal forces in order to determine the fate of the entire world itself. With the exception of Tam Tam and Amakusa, the remaining cast of the original Samurai Shodown return for the sequel, being joined by six new characters: Genjuro Kibagami - a cruel and merciless swordsman, Haohmaru's greatest rival. Cham Cham - a young cat-like girl, the younger sister of Tam Tam. Neinhalt Sieger - a noble and valiant knight from Prussia who fights with a giant gun-containing gauntlet. Nicotine Caffeine - an old diminutive monk who serves as the wise master of Haohmaru and Genjuro.
Kuroko - the background referee who serves as a hidden boss of the game. Kuroko's move-list is interesting as he uses moves that are used by some of the characters in the game as well as characters from other SNK fighters such as Ryo Sakazaki and Tung Fu Rue, his super move in the game is a comical version of Ryo's Ryuko Ranbu. Mizuki Rashojin - a vengeful spirit who desires to carry out Ambrosia's will in bringing forth chaos and destruction to the world. Mizuki is the first female final boss in the series and the only boss to have assistance from an animal. Samurai Shodown II was released for the Neo Geo arcades and home consoles in 1994. In spite of its considerable popularity, the game went for several years without being released on any other system, except a 1996 port of the Neo Geo CD version for Windows-based PCs only in Japan, it was ported in the form of the Samurai Spirits Kenkaku Shinan Pack. However, an Xbox Live Arcade port and a PlayStation 2/Wii anthology containing every Samurai Shodown game were announced at the Tokyo Game Show 2007.
It was released on Xbox 360 on September 10, 2008, on the Wii's Virtual Console in Europe on August 8, 2008 and in North America on August 25, 2008, at a cost of 900 Wii Points. On December 18, 2012, SNK Playmore released the game on the onboard memory of the Neo Geo X portable console, it was ported for iOS and Android platforms and released on iOS App Store and Google Play in June 2013. A digital PC version of Samurai Shodown II with Neo Geo emulation was bundled with many other SNK Playmore Neo Geo emulated ports and released on the Humble Bundle store on December 8, 2015. Though the browser version of some of these games including this one played a bit too fast in the emulated software window, they had Steam client versions available; this game and many others in the Neo Geo 25th Anniversary bundle that were on Humble Bundle were released for DRM-free download on GOG.com on May 31, 2017. As with the original Samurai Shodown, the Neo Geo AES version censors all blood in the game. However, Samurai Shodown II includes a "blood code" to enable all blood.
Samurai Shodown II was better-received than the original. The four reviewers of EGM gave the Neo Geo home version a unanimous score of 9/10 and the "Game of the Month" title, saying that the game improved in every aspect over its excellent predecessor, they ranked it #4 in the 1995 EGM's "Hot 50", higher than any other fighting game. GamePro criticized that the combos are still unbalanced, with some characters able to do far more damage than others, but praised improvements such as the revised POW meter and secret moves, as well as "the best graphics seen in a hand-drawn animated fighting game." They further remarked that, in combination with other recent releases such as Fatal Fury Special, SNK was close to overtaking
Samurai Shodown III
Samurai Shodown III: Blades of Blood, known as Samurai Spirits: Zankuro Musouken in Japan and Fighters Swords in Korea, was released in the arcades on November 15, 1995. It is the third game in SNK's Samurai Shodown series of fighting games. While it is the third game in the main series, it is the first part of a two-chapter story, chronologically set between the events of Samurai Shodown and Samurai Shodown II; the game has a darker aesthetic compared to its predecessors. All characters underwent a visual makeover to match this new tone; the humor that characterized the series made way for a more somber and gritty feel. Along with the aesthetic overhaul came significant changes in the gameplay with introduction of two selectable versions of each character: "Slash" and "Bust"; each version comes with its own moves and fighting styles. Controls were updated. Tactical changes include priority for special moves as well as replacing the free movement system with a more restrained parry system. Samurai Shodown III was released on SNK's Neo Geo AES and Neo Geo CD consoles as well as the PlayStation and Saturn systems.
A Game Boy version with a different roster and features was released only in Japan by Takara, a team responsible for the porting of several other SNK arcade games to consoles and handhelds. Compared to the others in the series, the game has a darker aesthetic; the more light-hearted characters from the previous games have been excised, the kabuki master, Kyoshiro Senryo, received a redesign, transforming him from a flamboyant stage performer into a grim-faced, muscular man. All of the characters have been redrawn. Along with the aesthetic overhaul came significant changes in the gameplay, such as the addition of two selectable versions of each character. Slash: Known to the Japanese as Shura, from Sanskrit word "Asura". In Brahmanism and Hinduism, a devil who loves to fight by nature, it is mistranslated as "Chivalry", implies a regular fighter. This version tends to be the closest in style and moves to the Samurai Shodown II version of the character. Bust: Known to the Japanese as Rasetsu, a derivation of the Sanskrit word, "rakshasa", in reference to a type of demon of black body.
It is mistranslated as "Treachery", implying a rulebreaking heel version of the character. This version differs from its Slash counterpart in gameplay, though it visually does not look different beyond its color palette; the fighter Nakoruru is the only notable exception to this. The "Slash" version of her character is accompanied by her pet hawk, Mamahaha, as in the two previous SS games, her "Bust" version, however, is accompanied by Shikuru. Galford in his "Bust" version fights without his dog, Poppy for the first time in the series; the button layout was changed, mapping the first three of the four available buttons to weak and strong slash attacks, respectively. The fourth button is used for kick attacks; the pace of the game shifted somewhat, as many basic attacks can be canceled into special moves, something, rare in the first two installments. Most of Samurai Shodown 2's movement options were removed, in favor of the ability to dodge attacks by pressing the A and B buttons simultaneously.
When close, performing this command results in a quick switch-around to the opponent's back, which can be followed up by other attacks. It is possible to block attacks in mid-air. Items are thrown onto the battlefield from off-screen as opposed from a delivery man running in the background. Haohmaru's role in the story was diminished, in favor of the new main character, the overall story is smaller in scope; the returning characters from the previous game are: Haohmaru Genjuro Kibagami Galford Kyoshiro Senryo Ukyo Tachibana Nakoruru Hanzo HattoriNew warriors added to the series included the following: Shiro Tokisada Amakusa, while not a new character to the series, was now playable, not a boss. Shizumaru Hisame, the semi-amnesiac, umbrella-wielding young boy, the main protagonist of this game, his goal is to slay Zankuro Minazuki. Rimururu, Nakoruru's younger sister, who wielded the power of ice. Gaira Caffeine, the large and overbearing monk who happens to be the nephew of Nicotine Caffeine. Basara Kubikiri, an undead spirit, seeking revenge for his own murder, that of his lover.
Zankuro Minazuki, the final boss of the game. He is a giant of a man, a swordsman driven insane by his quest to perfect his skills, his murderous rampage sets the stage for everything else. The first part of a two-chapter story, chronologically set between the events of Samurai Shodown and Samurai Shodown II, Samurai Shodown III follows the journey of a young semi-amnesic boy named Shizumaru Hisame as he and many other warriors seek out a powerful and dangerous swordsman named Zankuro Minazuki for their own personal reasons. Like Samurai Shodown, Samurai Shodown III was released on multiple consoles other than the Neo Geo and Neo Geo CD such as the Sega Saturn, PlayStation, a Game Boy version known as "Nettou Samurai