Bushido Blade Player's Guide (see disclaimer) 1234567890 By Leif Powers .......... HWPOWERS@prodigy.net Version 1 There are many Bushido Blade move lists kicking around the litany of cyberspace. However, when I actually tried to play the game with these lists, I found their limited scope a hindrance to learning the game's nuances. Although they do an excellent job of providing bare-bones commands and workings of the game, they fail in aiding players (especially novices) with the tricky and the not-so-obvious details in the game. This, then, is the purpose of this Guide, to help new players ease into playing well and to help others with analyses and (somewhat) thorough exploration of the game. 1. Where do I begin? 2. Now that I can see past my face... 3. Bushido Blade Damage and Rules of Fighting 4. My General Fighting Strategies 5. My Weapon Tactics 6. Stance Properties 7. Crippled/Ground Fighting 8. Stages 9. Totally Subjective Observations 10. Hints for Hunting 11. Slash (Chambara) Mode 12. Secrets and Other Stuff 13. Credits for all Involved Parties 14. Heretofore and forthwith, the obligatory Disclaimer 15. Guide Questions and Feedback 16. Now that you've read that, the good stuff... -------------------------------------------------------------------------------- 1.Where do I begin? Well, whatever character you choose, you will be in a half-cage (Yahiro Road), with a path leading to trees. One opponent will be before you. Now, you've got 2 options. Kill all these people who come one at a time, or run to the well. If you wish to spill blood ASAP, just defeat all these opponents here and you will advance to fight more and, if you complete this quest with honor, you get the first ending. To get the second ending... -------------------------------------------------------------------------------- 2.Now that I can see past my face... Hit L1 and start running like no tomorrow in the direction of the trees (cropped for cleanliness). Eventually, you will hit a passage that seems like a dead end. Go on, for it is a) a way for the game to load data about the next section and b) a cheap way for a dumb computer player to catch up with you. You should keep running against the "dead end" until the enemy catches up with you, at which point the game should load the next section, a bridge. Another dilemma. Run across it, and you may access the hole which leads around the waterfall into the bamboo (Hint: you can hold the climb button while running and automatically ascend.). If you like extreme sports, take a fall off the bridge or the ledge, and you end up on ground level. Now, for purposes of orientation, look directly in the direction of the passage you just went through. On your right is a loop which leads you back up to the ledge and the waterfall bypass. On the left, a route which leads to a waterfall and thence to the Bamboo Thicket. When one reaches the thicket, move towards the narrowing passage until it meets the next scene, the front of the castle. Now, there are two ways to go, AGAIN: 1. Jump off the wall and end up in a pile of mud. This has 2 effects: a) you lose your opponent b) your clothes get muddy. I hate that palette. After you run out of the muck, drop into the frozen Dozaemon Moat and pass through to the procession of steps to the top. 2. Go through the gate and run past the Cherry Blossoms to the steps until you reach the top. This top step leads into a massive yard (Yagura Point), the exit of which is at the corner opposite your entrance. This passes into the construction yard, where the well is located, fenced off by yellow barricades. Now, for the second ending to work properly, you must injure your first opponent's knee and then fall in. Amazingly, after the fall into a muddy Grotto, your clothes are clean once again. After this, you must defeat all comers from here on out, save the last boss, flawlessly (no scratches, they ruin your clothes). The rest of the navigation is easy once you arrive in the Grotto. -------------------------------------------------------------------------------- 3. Bushido Blade Damage and Rules of Fighting Whatever weapon you pick, it is governed by certain rules of collision, determining the results: weapon deflection (or struggle), light hit, kill). All attacks may be classified into roughly 1 of 4 categories. Strike: an attack which originates from above or below along in a vertical change of direction. Usually targeting either the head or the knees. Lash: an attack coming from the left or right side of the body and moving in a horizontal direction. Usually targets body and knees. Thrust: an attack which moves straight at the opponent blade first. Usually targets body. Sidearm: doesn't do anything but a light hit, but a strike afterwards can kill. Now, the game makes attacks end in a weapon deflection if the two weapons collide with each other, even if that Nodachi was sitting on your opponent's head. A clash is the result of both players using the same attack motion (most likely using single button presses from the same stance) and colliding. The outcome of the clash is determined in this way (I think): Forward: Opponents are pushed off their feet. Back: You fall to your knees. Consider a prayer. _ T: \ X: These buttons make you struggle harder. It's a button mash! O:_/ When your opponent scores a light hit, its damage depends on the region hit: Legs: Fall down and enable kneeling commands. Non-weapon arm: lose the use of sidearm and dirt throwing techniques. Anywhere else is a negligible hit, except if you're trying to get the second ending and you get cut up. Killing hits are determined by two criteria: 1. Hit must go through head/torso/upper legs to a significant degree. 2. The edge (usually tip) or foremost part of the weapon must be the point of impact. All other hits are light hits. Speed: Listed below is a ranking of moves based on average connection time for a kill (fastest to slowest). 1. Thrusts 1. Single Button Presses 2. Slashes 2. Stationary Special Moves 3. Strikes 3. Dashing or Sidestepping Moves Honor: Honor, which is necessary to get endings, is violated by these actions: 1. Hitting opponents before they are in ready stance. 2. Hitting opponents while they are on the ground or getting up. 3. Hitting opponents in the back when their backs are turned. Hitting an opponent in the back while they are facing you does not dishonor you in most instances. However, the game has been known to declare you dishonored if you hit an opponent in the back: 1. During an opponent's attack 2. If you do a dodging lash and you chop the opponent in two, back first. --------------------------------------------------------------------------------- 4. My General Fighting Strategies There are, IMHO, 4 kinds of effective fighting strategies. 1. The Running Game This strategy involves running around your opponent until you are in position to strike a vital area, at which point you attack with a running O or X move. Elicits comments like, "You cheap son of a spoony bard" and, "That doesn't count." Ha Ha Ha. This strategy is why I have no friends anymore. 2. Noble Swordmanship Go straight for the kill using head and body shots and combos. The hardest way to play this game. The only way to settle which player is better. 3. Mercenary Use anything and everything. Throw dirt, sidearms, and insults at your opponent. Thrust incessantly. Hit them in the knees, then run away. Sidestep until you vomit. Jump like an astronaut. If possible, hit opponents in the back with a running lash. After death, mutilate the body. 4. The Masochist's Dream This is hard, but it sure pays off in "Boo-Yah" points. Get right next to your opponent and start defending from middle stance. When your opponent hits you in the knee, roll back and wait for the opponent to move in. Then start striking, throwing dirt, and laying down like a severed frog's leg plugged into the wall. The Sidearm Throw into High Strike is a great attack from here. --------------------------------------------------------------------------------- 5. My Weapon Tactics Katana Stance Ratio: 10-45-35 The Katana is the most diverse weapon in the game. So make use of it. Don't sit in one stance or do one attack. Those are for other weapons, with skewed strengths. Katana players need to keep their opponent guessing, because not only is this the most familiar weapon in the game, but its attacks are formulaic, and most have simple counters. High Oddly enough, this does low shots the best. With about half the decent moves targeted there, High Stance is one to put your opponent off guard with. The T-O and O-T combos work well against incorrigible turtles. Middle You can do almost anything from here. This is just a plain decent stance to return to. Use thrusts to pester opponents' defenses. Just use dashing attacks sparingly. Low The attacks from this stance are actually better than most from Middle Stance. The only gripes here: speed and lack of diversity. This is the stance that makes your opponent turtle because of its range. Utsusemi: Against a running opponent, and especially the computer, use the four quick strikes. It's a tad risky in close, and only useful when your opponent is at a medium distance and incapacitated. Against: Go through Slash mode. Devise your own tactics for countering and handling different attacks. Use the strengths of your weapon. No weapon can out-average a Katana. These tactics will also help with all fights. Rapier Stance Ratio: 25-5-70 This weapon is one of the most off-balanced in Bushido Blade. With most of the power in its Low Stance, players must strike first and strike true. Kills are just a thrust away, so put thought into your tactics. Try some lashes every so often to let sidesteppers know you're onto them. Do what your opponent does. The Rapier is best in a side-to-side fight, so convince your opponent there is no other option. High When your opponent is close, switch here. This has the most slices, which can knock your opponent away just a bit, perfect for Low Stance, the best one by far. Just don't switch too fast, because that is the best way to die. Make it clear with mad strikes and a couple follow-up thrusts that you are not to be messed with. Middle Why, o why does the game start you here? This position is a good contender for Worst Stance. Only a novice will fall for the cheap tricks here. Get into Low Stance IMMEDIATELY! Low The thrusts are quick and effective. Even button mashers can win consistently from here. Get in range and let a fusillade of attacks put your opponent on the retreat. That means you, Black Lotus! Against: Sidestep. No other option is as effective against the might of Low Stance. Never sit in one place. The T-T thrusts are like a flood that keeps on coming. Naginata Stance Ratio: 30-30-40 Your opponent's distance is your power. The farther away you are, the more options and therefore strength you have. If there's even an off chance that your adversary will get inside, run. Thrusting is the only out in many of your fights. Impatience plays into your hands. When you think your opponent is boiling over, strike. High Long range fighting is this stance's forte. The triple T strikes and the dashing attacks can surprise an opponent innured to close-up brawling. Just watch it. Overextension is very easy with the Naginata. Mikado: Change up T-T-T and T-T-O. Middle Thrust when close with ruthless timing. Prediction of incoming attacks is critical to effective fighting here. Mikado: The combo with a jump should be abused. Low Two hit combos from this stance can knock off a hasty opponent. Close fighting is easiest here. Knock opponents into thrust range for rapid disposal with triple jabs (four for Mikado). Against: Overload deflection with fast combos and harass with running strikes. Get in closer than you think possible by sidestepping and then advancing with an attack. Hammer Stance Ratio: 50-15-35 Fighting with a weapon like the Hammer depends on first strikes. So play easy. Tease your opponents. Deceive them into believing your assault is over. Then show them who's boss. High The hammer flurry is half your strength. Move close, and let 'em have it. If you miss, go for a longer range single move. Always be ready to whack unsuspecting opponents with low hits, because the mentality is, "High stance! Get ready for a pounding!" Middle The Advance Stance. Show opponents how fast you can crack their noggins. Or let opponents advance, and punish them with quick combos. Low When opponents get in your face, Hammerspin till you barf. There is also a unique X-T attack that changes levels, for confusing opponents used to the big head swings. Kannuki players, use this stance more often than High Stance, since you have the four strikes from Hammerspin. Against: Time attacks so that they will collide with the Hammer. What you don't need is a Hammer blocking attacks. That's the Hammer that comes crashing down on your head. And keep your fighting short and sweet. The Hammer has good deflection. Either fight or flee. Nodachi Stance Ratio: 35-25-40 You MUST take the intitative. Your weapon is lethargic in close. Plan on taking your range and leveraging it for the battle pace. Fighting with a Saber in close should not be a priority. Make a fight a series of trading blows. Stance changes should be premeditated to give yourself time. Consider running and then changing strategy. You, however, need to also see to it that runners going for you be punished for their follies. One last note: Conserve your energy. Don't try to make the other person pay for every mistake. You'll just make one of your own. High From this stance, catch close opponents in different strikes and combos, hopefully leading up to the Triple T strikes. Diffuse sidesteppers from this stance. Middle Make a quick blow every so often at the beginning of the fight. It pays dividends in a cautious opponent who will fall easily to a brutal onslaught from a long range later in the fight, even if the first strike fails. O-O-T should not be left aside. It can make mincemeat of even a cautious opponent in a bad position. Low This stance pulls its weight in its O-O slashes against dashing attackers. Coupled with the high-low capability of the high stance, the offensive capabilities of this stance extend your attacks to the entire opponent. Be on the lookout for a close attacker. Not only are you in a bad defensive position, your slow attacks make you an easy target. It's doubly important to use this stance cautiously. Utsusemi: See Katana, Low Stance. Against: Trying to block this thing is a lost cause. Get your opponent first. Even if you miss, you've probably got better position. Turn that into an inconvenient strike to the body or knees. Long Sword Stance Ratio: 10-30-60 Use sparingly. That's the mantra for the Long Sword. Most attacks are short range. The ones that aren't become abused because they are easy avenues to a kill. One important aspect is to lure your opponent in. How? By using quick strikes to provoke a hasty strike or lunge. Sidestep or back away, and now a swift end is near. Only the Saber can fight with a Long Sword in close, so making use of your speed is essential. High I will admit, some of the attacks here rock. But the moves are not too dissimilar from Middle Stance. For almost all intents and purposes, the loss of lower defense and the time taken shifting stance are not justified by tactical advantage. Purely a surprise stance. Middle The top says it all. Low The confusing three hit combo makes this a superior stance. Against: Block. Then show what a nuisance you can be with knee attacks and sidestepping hits. Saber Stance Ratio: 30-30-40 This sword, unlike the Long Sword, has the diversity and the speed to take the fight to the opponent. From every stance, advancing and fast combo moves give the Saber a wider scope. But the range is still a problem. Instead of focusing on yourself, one must look at the adversary for victory. Mistakes are just cause for retaliation. You are a pirhana, and the opponents are meat. Chop them up. High Tatsumi, Red Shadow & Mikado: Work those combos! Tatsumi & Kokuren: The five thrusts are finishers, not lead-ins. When you can see the whites of their eyes, let this one loose. Middle Advance, then make opponents lunch from their body parts. Low T-T is a really tricky move. If you have it lined up, no one can stop it. But if you miss, pray that your opponent is as freaked as you. Perform advancing strikes when your opponent is ready for them. If your adversary is going for an attack, it's more than likely that attack will give you an unwelcome haircut. Your recovery time will probably be fast enough to start another attack that your opponent will not be ready for. Against: Block it, but don't hit right away, especially if you have an unwieldy weapon. Instead, maneuver for better position and fight on your own terms. Broad Sword Stance Ratio: Who cares? Let's put it this way: The broad sword just does one thing: it cuts right through prepared defenses. High strikes to rival the Hammer, Middle slashes to knock off heads, and a thoroughly brutal Low X move give any fighter power to kill. The sidestep is your biggest enemy. Alternate your moves, and the fight is yours. All the stances are effective. Don't be afraid to shift. Against: Sidestep like a top. Nearly all the moves are vertical. The ones that aren't, can be easily outrun with a dash. --------------------------------------------------------------------------------- 6. Stance Defensive Properties This is not intended to point out specifics of each stance for each weapon, but rather to raise some general points about the majority of stances. When one starts the fight in Middle Stance, most general attacks are blocked, by nature that the weapon is stuck out in front of you. Is that a good thing? The extended weapon serves as easy prey for quick deflections and death. Putting your weapon out for your opponent to manipulate must therefore hand over the intiative and possibly the fight. What are your alternatives? High Stance? High Stance puts your weapon in the middle of your head. Now all of your front leg protection is gone, and all that stands between your leg and your opponent's weapon are your reflexes and the mercies of collision detection. That puts you, in a bad way, out of the fight. The pluses? More head and body protection. Low Stance. When you stick your weapon down here, you either have it in front or back. If you have it in front, it guards against crippling, but most of the weapons have it in back, providing little protection against anything! Of course, the moves of each stance have to be considered to paint a complete picture of which stances are proper to assume, but this is just a little thought exercise. --------------------------------------------------------------------------------- 7. Crippled/Ground Fighting (In Chronological Order) 1.Knee Hit 2.Face-Up These are the considerations: a) Is my opponent crippled? (Let's assume no for the time being.) b) Where is my opponent? Possiblities 1. Medium or Long range a) Roll back. 1. Distance closes. *Starting Position A* b) Get up. 1. Distance closes. *Starting Position A* c) Lay down/roll around and get dirty. 1. Wait for the opponent to get close. 1. What are you thinking? 2. Suicidal. 2. Short range, In Front Of Legs a) X press. Fall over. This is a bad position because if the strike is blocked, you are dead. b) Roll back. 1. You escape. 1. You attack. *Starting Position B* 2. You sit. *Starting Position A* 2. You get hit. 1. Fatal. 2. Minor. 1. Back to #2. c) Roll over. 1. Increases your chances of escaping. 2. Roll until your opponent is on your side. 1. Refer to #3. 3. Short range, On Side a) Roll away/back. 1. Escape. 1. Attack. *Starting Position B* 2. Sit. *Starting Position A* 2. Do nothing. *Lying Position* 4. Short range, Head At Opponent's Feet a) Roll back/forward. 1. You get hit. 1. Fatal. 2. Minor. 2. Escape. 1.Turn around. *Starting Position A* b) Roll over. 1. Increases your chances of escaping. 2. Roll until your opponent is on your side. 1.Refer to #3. *Lying Position* Now, you've decided to fight your opponent while on the ground. There are certain criteria for this, that IMHO, need to be met before a lying attack is made. 1. Is your opponent lined up? 2. Where is the weapon? If your attack will just hit the weapon, it's more than likely that your opponent will recover fast enough to make you a grave man. 3. What happens if it does hit? The attack, if sucessful, will either cripple or knock your opponent away. Most of the time, it will be to your advantage to roll back and set yourself for the next attack. Be ready to fight when you get up and not a second before. *Starting Position A* Your opponent is now in front of you. How does one fight this adversary? Unless you have a quick weapon, blocking is probably not going to be a stellar choice because your adversary has the edge on you in almost anything. Strike first, and a little luck might win you the day. Throwing your sidearm and then striking often proves an effective move, but a tad predictable. One can fall down, but there are risks in that, as outlined above. Not every strategy will work against every opponent. Be prepared to lose, and don't freak about it, either. It happens. *Starting Position B* Same as above, but blocking takes on more urgency, because an attack will almost unfailingly come from the ruffled opponent. If you have a slow weapon, it might not be such a good idea to end up here as opposed to A. When fighting a crippled opponent from one's knee, the same rules apply, but the speed and consequences often vary. For instance, a miss on a dashing strike might not prove as fatal as it would if one's opponent were standing. All that changes here are one's odds. ---------------------------------------------------------------------------------- 8. Stages Here is outlined some basic stage strategy as well as specific stuff. Basic In every stage, there are walls. So? You can get your opponent next to a wall, but how does that help? Well, obviously, your opponent's strikes will be limited from a wall, reducing the possible attacks. What that means to an experienced player is that, more often than not, an opponent will try a thrust or a short attack. From that viewpoint, a sidestep or moving backward will put you in a great kill position. Now, there are some considerations to be made. Try to make opponents come to you, rather than attacking them on the wall. That's because, with the exception of thrusting, the barrier will deflect your hits too. Don't use the wall as your weapon. Use it to move your opponent. How does one, then, get people to the wall to perform all this fancy-schmancy mumbo-jumbo? Well, the quickest way is simply to run to the wall, not too close, and also not with the wall to one's back. The purpose in this is to get the opponent not to think "Hey, I'm not going there!" but rather to get your opponent fighting so that then your opponent will not actively avoid the wall, but focus on killing you, and thus fall into easy patterns and traps. When a stage has different levels, this aids a smart person with a long range weapon or one who is quick and exacting. Why? The different levels offer outs for a person who is in a bad spot and needs somewhere to regroup without getting one's opponent in one's face. When moving to low ground, run and jump off as far away from the wall as possible. When moving to high ground, jump onto the wall rather than climbing. Then pursue one's opponent ruthlessly ,not letting one's opponent onto your level, and attack only when the strike is sure to kill. Don't needlessly squander a height advantage with wild swings. On obstacles, practice on your own finding attacks and combos that will bypass the obstacle and still score a hit. Any obstacle in the game can and should be used for a sort of wall effect, whereby your opponent may feel trapped against it and attack rashly, to your advantage. To the best of my knowledge, the bamboo is the only thing that can be chopped down (consequently, the only effects it has are visual). Here are some I like: Trees: Thrust in any way possible. Running near one of these is a great way to stop a relentless runner, by sidestepping around the tree and attacking. Running around the tree yourself can change the camera movement so fast that a human opponent may feel discomfort, at which point you strike. This strategy has also been known to reset one's Playstation. Tombstones and Tablets: Higher slashes work, as well as strikes, but your opponent must be very close to the stone to die. Try sidestepping around and slashing to move your opponent away from the stone in a direction better suited to your weapon (such as in Yahiro Road, try getting your opponent trapped behind the tombstones, then jump over and thrust). Yahiro Road: For most weapons, fighting in the default area usually works. But if you're using a slower weapon, try moving the fight over to the trees. This allows you to retreat to the trees if the fight gets too rough. Now, onto running. If you're playing with a fast runner, or a skilled one, try running in between the trees and the walls to gain better position. For laughs, you might try to get your opponent to run very close to you, at which point you enter the tombstone corridor and turn out of them very quickly. At that point, a human opponent might lose sense of their position due to the camera movement and bump into the tombstones. Bridge and Ledge: Just like fighting on a concrete block. No barriers. Just fighting. If you like to gamble, jump off the bridge and try to hit your opponent while your opponent is falling off. If you fall off, use the bridge supports as though they were trees. Long Passage to Ledge (Right way from facing Yahiro Road): Nothing of note here. Waterfall Passage to Bamboo: Nothing of note here either that hasn't been said before, save the fact that one's opponent can be driven more easily to the wall if you move them in a pattern around the frozen pool. Ledge Passage to Bamboo Forest: Try putting yourself behind the panels protruding from the castle and thrusting when your opponent comes past. Bamboo Forest: Nothing of note. Castle Front: Jump into the mud pit once, just for fun. Cherry Blossoms: Jump up into the trees if you feel threatend as per Yahiro Road. Dozaemon Moat: Use the levels to your advantage. Jump back and forth. Don't get too close to the tree. It can often cause more harm than good. Steps to Yagura Point: Jump, never climb up steps. Yagura Point: Only a fool dares step into the pit. A person can jump and kill a person inside there very easily, much more than usual. Construction Yard: One may jump in the well, but take note of the visual obstructions. Climbing onto the small platform is a good idea. Grotto: Nothing of note. Helipad: Run around Katze (the Gunman) until he loses all his bullets (10, to be precise), then hit him. Executioner's Cove: The sea is not a wall. I repeat, the sea is not a wall. Trying to treat it as such limits your thinking. With the sea, you may do any move, but so can your opponent. Trying to pen opponents back there is a needless waste of time. The rock just keeps one's shorter attacks from connecting. Most attacks still work, so don't be complacent and don't strike without cause. Graveyard: Nothing of note. Meikyokan: The two pillars may be treated as the trees in Yahiro Road, but don't let yourself be pushed to the corners. The shrine should not even be approached. The deflection makes it as it if a wall. ??? I haven't gotten this far yet. Contributions are more than welcome. ---------------------------------------------------------------------------------- 9. Totally Subjective Observations That tree in the Dozaemon Moat is a paradox. Most of the time it works for whoever is defending it, but the attacker always seems to hit the tree. Jumping and attacking is not really that much good at all. It can be sidestepped, amd most of the time it doesn't even hit. It takes lots of practice and a good dose of humor to use that attack (as you will be hit many times). Kannuki always kicks in the Character Select Screen, but he can't kick in a real fight. Odd, while you could just go inside the castle through the window, that doesn't seem to be an option. There's no sake for weary warriors! ---------------------------------------------------------------------------------- 10. Hints for Hunting More often than not, a flurry of attacks will work, even against a blocking fighter. Look for ways to knock your opponent's weapon away, such as the Katana middle stance O-O. It's easier to fight and win consistently when you know the outcome. Block. It works a lot more than you think. Not against Hammer T-T-T-T, but against cheap stuff that turns into nasty hits. Also, blocking gives you an speed edge. Thrusting is consistently fatal. If you have to abuse a move, use this one. Honor is no virtue in VS Mode. Hit 'em in the back!!! Throwing dirt is a good way to make your opponent frustrated. It doesn't help your position, however. --------------------------------------------------------------------------------- 11. Slash (Chambara) Mode Fight 100 ninjas, geishas, and old men with only a Katana. What fun. The characters come ten at a time, each with their own attack that they do for no apparent reason. When you kill nine stock enemies, you fight a boss and move on to the next level. Now, here's the deal. All the enemies will come at you, probably running. Let them run around. Sidestep or block if they get too close. When they are not too far from you, they start doing the attack shown in the chart below. It's up to you to kill them, using anything (I prefer a Thrust). Don't get in too close. Enemies start really fighting up close. No damage is healed, ever. The bosses are unpredictable. It's better to just kill them than figure out their strategy du jour. Most of the time (that is to say, when you're not close) the enemies will assume middle stance. Enemy Numbers and Attacks 01-09:T 10:Boss 11-19:O 20:Boss 21-29:X 30:Boss 31-39:b-f+T 40:Boss 41-49:f-f+O 50:Boss 51-59:f-f+T 60:Boss 61-69:f-f+X 70:Boss 71-79:O,O 80:Boss 81-89:T,O,O 90:Boss 91-97:Anything goes. 98-100:Boss You're done! -------------------------------------------------------------------------------- 12. Secrets and Other Stuff To summarize what I know and have heard: 1st ending: Beat the game without being disgraced. 2nd ending: Run to the well as described above, then injure your opponent's leg, and fight all the other opponents (save the last last one) without an injury of any sort. Enable Katze (the Gunman) in VS Mode: After doing the first two secrets, Beat the Slash (Chambara) Mode fighters honorably and without receiving a scratch and Katze will be next to Kannuki on the right of the selection bar. Physical Insults Standing next to your dead opponent in VS mode so that, when you strike a pose, you will stick your weapon into them, spurting fountains of blood. Hitting a dead opponent until the replay starts. Throw your weapon at a kneeling opponent. Running into and knocking over your opponent. Verbal Insults I couldn't think of anything funny for this section. Sorry. --------------------------------------------------------------------------------- 13. Credits for all Involved Parties I hereby give credit to: All the people, institutions, and other stuff I have ever heard about in my life: And more relevantly: Square, Lightweight, all those people for making this game Whoever is posting this (hopefully, this will be accurate in Version 2) At this time, I hope the list will include: Andrews Vestal and Kaufmann at Square Net ashe.mckee@ukonline.co.uk (The Bushido Codes) Draco (Draco's Bushido Blade Page) Al Amaloo (http://gamewinners.netgate.net/PSX/BushidoBlade.htm) The Game Masta (Bushido Blade HQ) The Krazy Elf All those FAQ writers (in the order that I typed their names) DrBlasfemy-drblasfemy@aol.com Andy Chien-ranmas@netcom.com Mike Lee-mikelee@icomsim.com ZyXx-jockej@kuai.se Mark Blanco-mark.blanco@comm.hq.af.mil My Playtesters, Steven and Mike You, for reading this ---------------------------------------------------------------------------------- 14. Disclaimer I do solemnly swear, that the purpose of this Guide is to inform. It is not to deride, nor is it to defame. It is not intended to make money. All trademarks, names, etc. mentioned are probably protected by various legal devices and are property of their respective owners. Thanks for not suing me. Your cooperation is appreciated (seriously). All rights reserved. This Guide has been a total waste of time. And most of all: NO OFFENSE INTENDED!!! ---------------------------------------------------------------------------------- 15. Guide Questions and Feedback HWPOWERS@prodigy.net Latest version will hopefully be found at pages.prodigy.net/hwpowers I would greatly appreciate any comments, diatribes, info, typo reports, bad diction, something that you think would be great in here, etc. that you have regarding this game or my Guide. In other words, PLEASE e-mail me. If I don't get 2 e-mails in the next two years, my truncated sentences will explode. You can make this Guide better. Yes, you! However, please read the following FAQ. If you ask me something that's in here, expect...the expected (Discworld). Q: Where can I get the move lists? A: Try GameFAQs for most of them. I don't know where Drblasfemy's Katana FAQ is, though. Q: Is there going to be a Bushido Blade 2? A: Indeedy do! Go to http://www.square.net for more info. Q: Where can I learn more about Bushido Blade? A: There are plenty of Bushido Blade sites on the WWW. Some are: http://web.ukonline.co.uk/ashe.mckee/BushidoBlade http://www.geocities.com/Tokyo/Ginza/9525 http://gamewinners.netgate.net/PSX/BushidoBlade.htm http://www.geocities.com/TimesSquare/Realm/4356 http://www.angelfire.com/ca/krazyelf/bushidoblade.html Try those. There's also the afore-mentioned http://www.square.net. Q: What's New Horizons? A: Go to http://www.koei.com to find out more. Q: Is your real name Ivan Hoe? A: Yes, it is. ---------------------------------------------------------------------------------- 16. Now that you've read that, the good stuff... Environmentalist (AD&D version) This game is simple. Choose any two characters, one with a bladed weapon and the other with a hammer. The person with a hammer is the Druid, and the other is the Necromancer. Choose the Bamboo Thicket Stage. The object of the game, for the Necromancer, is to kill all the bamboo. Howvever, no one may attack until the Necromancer kills one bamboo tree. Then it is the Druid's job to kill the Necromancer. The Necromancer may not kill the Druid. If he does, the Druid wins. If the Necromancer hits the Druid in the leg, the Druid may surrender and the Druid will win. Good luck! And its sequel, Moral Relativism... Pick any two characters with bladed weapons. Choose the Bamboo Thicket stage and commence battle. However, if Character 1 chops down one bamboo, then he may no longer attack, and Character 2 may chase him around with the goal of killing C1. But, if C2 then chops down a tree, then C1 and C2 are equal, and they can both hit each other. If C2 chops down one after that, C1 must now chop down 2 bamboo trees for C2 to be equal. If C1 then chops down a bamboo, C2 must chop down 4 bamboo trees for C1 to be able to fight again. The penalties stop at 4 bamboo trees per 1 bamboo. Players who may not fight their opponents may still chop down bamboo. If players are not dead by the time all the bamboo is gone, the person who cannot fight or the person who chopped last is the loser. My Wish List (in vain hopes that the developers will listen) for BB2: 1. Thunderclap or something to tell you when you are disgraced 2. Kicks n' Grabs 3. More stuff (like boards or lamps) to interact with (i.e. throw and destroy) 4. Two player vs. in the Story Mode and Slash Modes 5. More expansive practice options 6. Ability to set in Options to be killed more than once (as a VS handicap) Well, that's just about it. Thanks. Leif Powers *************************END of DOCUMENT****************************************************