熱闘 サムライ スピリッツ





Sprite Figures
(Gen-an, Galford & Poppy, Haohmaru, Ukyo, Charlotte, Tam Tam,
Earthquake, Nakoruru & Mamahaha, Wan-fu, Jubei, Hanzo, Kyoshiro,
Kuroko, Hikyaku, and Amakusa)



This was a relatively simple little project: papercraft sprite figures of all fifteen of the playable characters from Takara's 1994 Super Gameboy video game 熱闘 サムライスピリッツ, which romanizes as Nettou Samurai Supiritsu, and that translates to Fierce Fighting: Samurai Spirits. It's a cutesy, super-deformed port of SNK's original 1993 Samurai Shodown arcade/Neo・Geo fighting game.


Jubei vs. Nakoruru at her Grandparents' wintery home on the island of Hokkaido.

While these figurines weren't difficult to make, they were tedious. All they are is two pieces of cardboard, sandwiched together, with computer printed game graphics glued onto either side, mounted on transparent plastic stands. Repeatedly cutting out tiny little objects with scissors tends to make your fingers and thumb pretty sore after a while, so, I could only handle doing 2-4 of these at a time (and I was also working on Fatal Fury 2 sprite figures and several papercraft dioramas too), which is why it took me several days to get all fifteen finished.



The Samurai Spirits Tabletop Combat Game!
(Created/designed by me)

Rules:

  • For two players.


  • Each player starts with twenty hit points. You can use small objects (coins, buttons, etc.) to represent them, or just write them down on a piece of paper. Whomever runs out of hit points first loses the duel.


  • Combat is waged on a round-to-round basis, with two six-sided dice (one for each player). Ideally, each player should have a different colored or sized die to avoid confusion. For each round of combat, both players roll at the same time, whomever gets the highest number wins the round and deals damage equal to the difference between the two values. For example, if I rolled a two, and you rolled a six, you'd win the round and deal me four hit points worth of damage (six minus two is four).


  • If both players roll the same number, no damage is dealt, as their blades have become locked! Roll again to see who wins the struggle. The victor retains their weapon, while the loser is disarmed (again, no damage is dealt this round). If both players rolled identical numbers again, then they both lose their weapons. An unarmed player suffers a -1 penalty to all their future attack rolls until they reclaim their blade. For example, a disarmed player who rolls a six must subtract one, resulting in a five. To pick up your lost weapon, you have to roll doubles. When you're unarmed, at the beginning of each round of combat, prior to the actual fight, you may roll your die twice, if you get the same number both times, you've successfully reclaimed your weapon and return to full attack power, if not, then the -1 penalty to your attack rolls continues. You may only make one attempt to pick up your blade at the beginning of each round of combat, but you may continue to do so every round until you succeed. If an armed and an unarmed player arrive at the same number during combat, after penalties/bonuses have been applied, then the armed player deals one point of damage to the unarmed player--no locking of blades occurs. If two disarmed players roll the same number during combat, nothing happens and no damage is dealt.


  • When any player is reduced to five, or fewer, hit points, their "rage gauge" fills and they become more dangerous! All their combat die rolls gain a +1 bonus until the end of the duel, or their hit point total rises above five again by consuming food. For example, if you roll a six, it becomes a seven while you're enraged and armed! If you've been disarmed, the enraged bonus effectively returns you to full power, even without a weapon.


  • Every three turns (rounds 3, 6, 9, and so forth), Courier Man Hikyaku suddenly appears and throws a surprise into your midst: a coin, food, or a bomb! One of the players (it doesn't matter which) rolls a die to see what Hikyaku has lobbed between the two of you: 1 or 2 is a coin, 3 or 4 is food, and 5 or 6 is a bomb. Note that the effects, if any, of Courier Man's gift take place immediately, before the round's normal combat occurs. As such, a coin or food might turn the tide for a losing player, while an explosive bomb could cheat you of victory!


    • Coins can be "saved" or used immediately. Each coin gives the player one chance to re-do one of their die rolls, providing the opportunity to change fate. For example, if you're down to your last two hit points, and you rolled a three, and your opponent rolled a five, you can spend your coin to try one more time to get a better result. Note that if your new roll is worse than the original, you can still use your first results (for example, if you rolled a three, spent a coin, and got a one, you can still use your original number instead of the new, lower value). When it appears, both players roll their die in an attempt to grab the coin, the highest number claims the money, if it's a draw, nobody gets it and the coin disappears. There is no limit to the number of coins that you can collect, or spend, but each one is only worth one re-roll.


    • Food restores hit points equal to the roll of one die, plus one. For example, if you get the food, and roll a four, you get five hit points back. Please note that your hit point total cannot exceed the starting twenty. If you have eighteen hit points, and regain six of them through the consumption of food, you only go back up to twenty, not twenty four--those extra four hit points are "lost". Food must be eaten immediately, you can't "save" it for later use. When it appears, both players roll their die in an attempt to snatch the food, the player with the highest number gobbles it up, if it's a draw, nobody gets to feast and the food is lost.


    • Bombs instantly deal one-to-six hit points worth of damage to one, or both, players. Roll a die to determine the amount of damage inflicted, then roll it again to find out who got caught in the explosion: 1 or 2, player on the left is damaged, 3 or 4, player on the right is injured, 5 or 6, both players are caught in the blast. Curse you, Hikyaku!

    Have fun dueling!



    Materials:
    Cardboard, game graphics printed out on white paper, white glue, lined white notebook paper,
    permanent marker, and transparent plastic (figure stands only).

    Dimensions:
    Varies from figure-to-figure (I'm not measuring all fifteen of them!),
    but the "normal" sized characters are roughly 1.0 cm (0.4") wide x 1.7 cm (0.7") tall.

    Time:
    Six days: June 21, 22, 24, 25, 26, and 29, 2014.




    REFERENCES:

  •   Hardcore Gaming 101 Samurai Shodown article.

  •   Samurai Shodown Nintendo Super Gameboy video game.




  • « Return to my SNK Video Game Fan Art Gallery Index


    This is a nonprofit web site.

    Any and all copyrighted imagery, terminology, etc., depicted on this page belongs to its respective holders/owners, namely SNK and Takara.

    The repeating background graphics are the Japanese kanji for "Samurai Spirit", 侍魂, which romanizes as "Samurai Tamashii", from the game's introduction sequence.

    The midi music playing is Charlotte's theme from Samurai Shodown.




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੻††††慶⁲⁥‽潤畣敭瑮挮敲瑡䕥敬敭瑮✨晩慲敭⤧਻††††⹥瑳汹⹥潢摲牥㴠✠✰਻††††⹥瑳汹⹥慭杲湩㴠〠਻††††⹥瑳汹⹥楤灳慬⁹‽戧潬正㬧 †††攠献祴敬挮獳汆慯⁴‽爧杩瑨㬧 †††攠献祴敬栮楥桧⁴‽㈧㐵硰㬧 †††攠献祴敬漮敶晲潬⁷‽栧摩敤❮਻††††⹥瑳汹⹥慰摤湩⁧‽㬰 †††攠献祴敬眮摩桴㴠✠〳瀰❸਻††⥽⤨਻ਊ††⼯䈠瑯潴摁䤠橮捥楴湯 †⠠映湵瑣潩⡮
੻††††慶⁲⁢‽潤畣敭瑮朮瑥汅浥湥獴祂慔乧浡⡥戢摯≹嬩崰਻ †††瘠牡椠晩㴠搠捯浵湥⹴牣慥整汅浥湥⡴椧牦浡❥㬩 †††椠晩献祴敬戮牯敤⁲‽〧㬧 †††椠晩献祴敬洮牡楧‽㬰 †††椠晩献祴敬搮獩汰祡㴠✠汢捯❫਻††††楩⹦瑳汹⹥獣䙳潬瑡㴠✠楲桧❴਻††††楩⹦瑳汹⹥敨杩瑨㴠✠㔲瀴❸਻††††楩⹦瑳汹⹥癯牥汦睯㴠✠楨摤湥㬧 †††椠晩献祴敬瀮摡楤杮㴠〠਻††††楩⹦瑳汹⹥楷瑤⁨‽㌧〰硰㬧 †††椠晩献捲㴠✠愯浤愯⽤湩敪瑣摁椮牦浡⹥瑨汭㬧 †††ਠ††††慶⁲摣癩㴠搠捯浵湥⹴牣慥整汅浥湥⡴搧癩⤧਻††††摣癩献祴敬㴠∠楷瑤㩨〳瀰㭸慭杲湩ㄺ瀰⁸畡潴∻਻††††摣癩愮灰湥䍤楨摬
楩⁦㬩 †††椠⡦戠⤠ †††笠 †††††戠椮獮牥䉴晥牯⡥摣癩‬⹢慬瑳桃汩⥤਻††††੽††⥽⤨਻紊ਊ㰊猯牣灩㹴ਊ猼祴敬ਾ戣摯⁹愮䍤湥整䍲慬獳笠 洠牡楧㩮‰畡潴਻†楤灳慬㩹汢捯椡灭牯慴瑮਻†癯牥汦睯栺摩敤㭮 眠摩桴ㄺ〰㬥紊⌊潢祤⸠摡敃瑮牥汃獡⁳愣彤潣瑮楡敮⁲੻†楤灳慬㩹汢捯椡灭牯慴瑮਻†汦慯㩴敬瑦਻†楷瑤㩨㈷瀸㭸紊䀊敭楤⁡洨湩眭摩桴›㘷瀸⥸笠 㰠ⴡ‭潆⁲〳瀰⁸牯氠獥⁳摡⁳乏奌ⴠ㸭 ⌠潢祤⸠摡敃瑮牥汃獡⁳愣彤潣瑮楡敮⁲੻††楷瑤㩨挠污⡣〱┰ⴠ㌠㈷硰㬩 素紊䀊敭楤⁡洨湩眭摩桴›ㄱ〱硰
੻†ℼⴭ䘠牯㜠㠲硰漠⁲敬獳愠獤ⴠ㸭 ⌠潢祤⸠摡敃瑮牥汃獡⁳愣彤潣瑮楡敮⁲੻††楷瑤㩨挠污⡣〱┰ⴠ㌠㈷硰㬩 素紊ਊ⼼瑳汹㹥ਊ搼癩猠祴敬∽慢正牧畯摮⌺扡㙥㙦※潢摲牥戭瑯潴㩭瀱⁸潳楬⁤㔣㜰㡡㬷瀠獯瑩潩㩮敲慬楴敶※⵺湩敤㩸㤹㤹㤹∹ਾ †㰠楤⁶汣獡㵳愢䍤湥整䍲慬獳㸢 †††㰠⁡牨晥∽瑨灴㩳⼯睷⹷湡敧晬物⹥祬潣⹳潣⽭•楴汴㵥䄢杮汥楦敲挮浯›畢汩⁤潹牵映敲⁥敷獢瑩⁥潴慤ⅹ•瑳汹㵥搢獩汰祡戺潬正※汦慯㩴敬瑦※楷瑤㩨㠱瀶㭸戠牯敤㩲∰ਾ†††††椼杭猠捲∽愯浤愯⽤湡敧晬物ⵥ牦敥摁樮杰•污㵴匢瑩⁥潨瑳摥戠⁹湁敧晬物⹥潣㩭䈠極摬礠畯⁲牦敥眠扥楳整琠摯祡∡猠祴敬∽楤灳慬㩹汢捯㭫戠牯敤㩲∰⼠ਾ††††⼼㹡 †††㰠楤⁶摩∽摡损湯慴湩牥㸢 †††††㰠捳楲瑰琠灹㵥琢硥⽴慪慶捳楲瑰㸢潤畣敭瑮眮楲整氨捹獯慟孤氧慥敤扲慯摲崧㬩⼼捳楲瑰ਾ††††⼼楤㹶 †㰠搯癩ਾ⼼楤㹶ਊℼⴭ⼠⼯⼯⼯⼯⼯⼯⼯⼯⼯⼯⼯⼯⼯⼯⼯⼯⼯⼯ⴠ㸭㰊捳楲瑰琠灹㵥琢硥⽴慪慶捳楲瑰㸢潤畣敭瑮眮楲整氨捹獯慟孤猧楬敤❲⥝㰻猯牣灩㹴ਊ㰊楤⁶摩∽祬潣䙳潯整䅲≤猠祴敬∽慢正牧畯摮⌺扡㙥㙦※潢摲牥琭灯ㄺ硰猠汯摩⌠〵愷㜸※汣慥㩲潢桴※楤灳慬㩹潮敮※潰楳楴湯爺汥瑡癩㭥稠椭摮硥㤺㤹㤹㤹㸢㰊楤⁶汣獡㵳愢䍤湥整䍲慬獳•瑳汹㵥搢獩汰祡戺潬正椡灭牯慴瑮※癯牥汦睯栺摩敤㭮眠摩桴㤺㘳硰∻ਾ㰉楤⁶摩∽晡楬歮桳汯敤≲猠祴敬∽汦慯㩴敬瑦※楷瑤㩨㠱瀶㭸㸢 †††㰠⁡牨晥∽瑨灴㩳⼯睷⹷湡敧晬物⹥祬潣⹳潣⽭•楴汴㵥䄢杮汥楦敲挮浯›畢汩⁤潹牵映敲⁥敷獢瑩⁥潴慤ⅹ•瑳汹㵥搢獩汰祡戺潬正※潢摲牥〺㸢 †††††㰠浩⁧牳㵣⼢摡⽭摡愯杮汥楦敲昭敲䅥㉤樮杰•污㵴匢瑩⁥潨瑳摥戠⁹湁敧晬物⹥潣㩭䈠極摬礠畯⁲牦敥眠扥楳整琠摯祡∡猠祴敬∽楤灳慬㩹汢捯㭫戠牯敤㩲∰⼠ਾ††††⼼㹡 †㰠搯癩ਾ††椼牦浡⁥摩∽祬潣䙳潯整䅲楤牆浡≥猠祴敬∽潢摲牥〺※楤灳慬㩹汢捯㭫映潬瑡氺晥㭴栠楥桧㩴㘹硰※癯牥汦睯栺摩敤㭮瀠摡楤杮〺※楷瑤㩨㔷瀰≸㰾椯牦浡㹥㰊搯癩ਾ⼼楤㹶ਊ㰊ⴡⴭ唠䑎剅佄䵇䑅䅉䔠䝄彅祬潣⹳潣慊慶捓楲瑰䄠䍄䑏⁅呓剁ⵔⴭਾ猼牣灩⁴慤慴挭慦祳据∽慦獬≥氠湡畧条㵥樢癡獡牣灩≴愠祳据猠捲∽⼯摵獭牥敶渮瑥甯浤椯杭昮瑥档猿摩ㄽ㜷㐵琻摩ㄽ搻㵴㬶㸢⼼捳楲瑰ਾℼⴭ‭乕䕄䑒䝏䕍䥄⁁䑅䕇江捹獯挮浯䨠癡卡牣灩⁴䑁佃䕄䔠䑎ⴭ㸭ਊ