The game reads the number keys the way it did on a 1996 keyboard's numpad. Arrow keys work too.
| Space | Punch. 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 466 | Keero's fireball. |
| Block, then 268 | Sho'ki's sword special. |
| 0 | Redraw the screen (keyboard only). |
| Enter | Every "PRESS (ENTER)" prompt. The game hides what you type in black, so the hint under the screen tells you when it is listening. |
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'fu | Keero 668 decapitation or 246 spike pit. Sho'ki 6264 sword or 468. |
| vs Yamana | Keero 668, Sho'ki 6264, or anyone 4655 for the secret one. |
| vs Frill | 668 or 46. |
| Character select | > skips straight to Yamana as Keero, < as Sho'ki. A 1996 cheat. |
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.
"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.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.