Samurai Showdown 5 Special

Index

Game Specific Info

Game IDsamsh5sp
Original ROM Namesamsh5sp.zip
SHA256 Checksumadf33d8a02f3d900b4aa95e62fb21d9278fb920b179665b12a489bd39a6c103d
Search KeywordsSAMURAI SHODOWN V SPECIAL, samurai-shodown-v-special, 100347, wowroms
Game Resolution
(H X W X C)
224px X 320px X 3
Number of Moves and Attack Actions
(Without Buttons Combination)
9, 11 (5)
Moves (0-8): No-Move, Left, Left+Up, Up, Up+Right, Right, Right+Down, Down, Down+Left
Attacks (0-10): (No-Attack, Weak Slash, Medium Slash, Kick, Meditation), Weak Slash + Medium Slash (Strong Slash), Medium Slash + Kick (Surprise Attack), Weak Slash + Kick, Kick + Meditation, Weak Slash + Medium Slash + Kick (Rage), Medium Slash + Kick + Meditation
Max Difficulty (1P Mode)8
Number of Characters (Selectable)28 (28)
Max Number of Outfits4
Number of Stages (1P Mode)7

Game Specific Settings

KeyTypeDefault Value(s)Value Range
difficultyint6[1, 8]
charactersstr or tuple of maximum three strRandomKyoshiro, Jubei, Hanzo, Enja, Amakusa, Suija, Galford, Charlotte, Kusare, Sogetsu, Gaira, Ukyo, Yoshitora, Gaoh, Haohmaru, Genjuro, Shizumaru, Kazuki, Tamtam, Rasetsumaru, Rimururu, Mina, Zankuro, Nakoruru, Rera, Yunfei, Basara, Mizuki
char_outfitsint1[1, 4]

characters and char_outfits need to be provided as tuples of two elements (the first for P1 and the second for P2) when using this environment in two players mode.

Action Spaces

TypeAttack Buttons
Combination
Space Size (Number of Actions)
DiscreteNot active9 (moves) + 5 (attacks) - 1 (no-action counted twice) = 13
DiscreteActive9 (moves) + 11 (attacks) - 1 (no-action counted twice) = 19
MultiDiscreteNot active9 (moves) X 5 (attacks) = 45
MultiDiscreteActive9 (moves) X 11 (attacks) = 99

Observation Space

Some examples of Samurai Showdown 5 Special RAM states

Global

KeyTypeValueDescription
frameBox[0, 255] X [224 X 320 X 3]Latest game frame (RGB pixel screen)
stageBox[1, 7]Current stage of the game

Player specific

KeyTypeValueDescription
ownSide/oppSideDiscrete (Binary)[0, 1]Side of the stage where the player is
0: Left, 1: Right
ownWins/oppWinsBox[0, 3]Number of rounds won by the player
ownChar/oppCharDiscrete[0, 27]Index of character in use
0: Kyoshiro, 1: Jubei, 2: Hanzo, 3: Enja, 4: Amakusa, 5: Suija , 6: Galford, 7: Charlotte, 8: Kusare, 9: Sogetsu, 10: Gaira, 11: Ukyo, 12: Yoshitora, 13: Gaoh, 14: Haohmaru, 15: Genjuro, 16: Shizumaru, 17: Kazuki, 18: Tamtam, 19: Rasetsumaru, 20: Rimururu, 21: Mina, 22: Zankuro, 23: Nakoruru, 24: Rera, 25: Yunfei, 26: Basara, 27: Mizuki
ownHealth/oppHealthBox[0, 125]Health bar value
actions+moveDiscrete[0, 8]Index of latest move action performed (no-move, left, left+up, up, etc.)
actions+attackDiscrete[0, 7] or [0, 3]Index of latest attack action performed (no-attack, hold, punch, etc.) with, respectively, attack buttons combination active or not
ownRageOn/oppRageOnDiscrete (Binary)[0, 1]Rage on for the player
0: False, 1: True
ownRageUsed/oppRageUsedDiscrete (Binary)[0, 1]Rage used by the player
0: False, 1: True
ownWeaponLost/oppWeaponLostDiscrete (Binary)[0, 1]Weapon lost by the player
0: False, 1: True
ownWeaponFight/oppWeaponFightDiscrete (Binary)[0, 1]Weapon fight condition triggered
0: False, 1: True
ownRageBar/oppRageBarBox[0, 164096]Rage bar value
ownWeaponBar/oppWeaponBarBox[0, 120]Weapon bar value
ownPowerBar/oppPowerBarBox[0, 64]Power bar value