SHOGUN

SHOTAKAN TAKAMARA · MYSTICAL SOFTWARE · 1996
◀ All games Version
CPU
C:\SHOGUN\SHOGUN.BAS Waiting for power

HOW TO FIGHT

The game reads the number keys the way it did on a 1996 keyboard's numpad. Arrow keys work too.

SpacePunch. Mash it.
8 or ↑Jump. Hit Space in the air for a jump kick.
2 or ↓Duck. Then Space for an uppercut.
4 or ←Block. 6 drops the guard.
Block, then 466Keero's fireball.
Block, then 268Sho'ki's sword special.
0Redraw the screen (keyboard only).
EnterEvery "PRESS (ENTER)" prompt. The game hides what you type in black, so the hint under the screen tells you when it is listening.
Fatality codes (spoilers)

When FINISH HIM!! flashes, press Space, type the code and press Enter. The screen hides what you type, so check the strip under it.

vs Wan'fuKeero 668 decapitation or 246 spike pit. Sho'ki 6264 sword or 468.
vs YamanaKeero 668, Sho'ki 6264, or anyone 4655 for the secret one.
vs Frill668 or 46.
Character select> skips straight to Yamana as Keero, < as Sho'ki. A 1996 cheat.

ABOUT THIS PORT

Nothing here was redrawn. The page carries a small QBasic interpreter, and it runs the 1996 SHOGUN.BAS and its stage 4 file CSHOGUN.BAS line by line: the same PRINT art, PLAY music, delay loops and the same habit of the enemy attacking whenever your key buffer runs dry.

  • Restored fixes what kept parts of the game from working in 1996. Several fatality codes were written with a trailing space ("668 "), which INPUT can never return. The Yamana secret fatality restarted the stage instead of moving on. Beating Frill looped you back to Frill. The "Mystical Software Presents" intro was in the code but skipped with a GOTO. Fights are fair now too: in 1996 every mashed key waited in the keyboard buffer, so hammering Space won every exchange. Restored throws away keys pressed during an animation, counters a punch thrown too soon after the last exchange, and lets the enemy strike at a random moment, so timing beats mashing. Original keeps the 1996 behaviour.
  • Original runs the files exactly as found, bugs included.
  • The game-over file LEND.BAS lived on a floppy that never made it into the zip, so it was recreated in the same style. The Restored ending after Frill is new too.
  • CPU sets how fast the delay loops run. The code itself asked whether it was on a 386 or a 486.
  • Two-player mode (press 2 at the title) was never finished in 1996. It runs, but a knockout leaves it looping. Use Reset to get out.