#173 Samurai Shodown IV Boss Hack: Zankuro playthrough.
A playthrough of Zankuro in Dodowang's boss hack of Samurai Shodown IV
Zankuro's moves:
http://www.gamefaqs.com/neogeocd/921844-samurai-shodown-iv-amakusas-revenge/faqs/54908
Samurai Shodown IV was released a year after Sam Sho III. It's a significantly better game, mainly due to the implementation of tighter control, far nicer graphics, the return of some fan favourite characters as well as the introduction of a double-health bar system, which meant you could deal out incredible damage, but not lose quite as quickly as you did in Sam Sho III. It's a much, much better game all round.
Something which indicates that this is supposed to be an "apology game" is the fact that (for the first time in the series) there is no new antagonist in this game. As a result, Sam Sho III is quite redundant nowadays, with IV essentially acting as a 3.5 of sorts.
So Zankuro is much, and actually much more simplified than before. He lost a number of his moves, in particular some of his special move strikes. I'm not sure why SNK did this, but it actually wasn't that bad of an idea., as many of his previous moves were quite superfluous. As a result, he basically is just the boss version of Haohmaru, fully fulfilling his destiny as possibly one of the most generic bosses in existence. However, I'm somewhat kidding. I actually really like Zankuro in this incarnation, and I'm appreciative of SNK making him available for 2-player use in the home ports. A simplified Zankuro works better, as his remaining moves seem to come out quicker, and he can deal out a hell of a lot of damage. I highly recommend playing as Zankuro. While he is quite generic (just being a derivative of the main character again), his incredible power makes him a lot of fun to play as, in a game which is already fantastic. He can destroy the opponent in seconds when he's in the right hands, and that's just fun. Enjoy.
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