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Straw Hat Samurai 2

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The Straw Hat Samurai is back with new moves, air-combos, new enemies, new bosses... and more slashing and blood!

Finally got permission from the sponsor to release on Newgrounds. Enjoy! =)

v1.2: Streamlined levels, longer shunpo mode duration, score doesn't reset when selecting continue, removed penalty for falling off platforms

1) Headshots are instant kills.
2) Your line needs to start below the enemy if you want to launch him for air-combos.
3) In level 2, you need to draw a line from one platform to the next in order to jump from one platform to another. Your jump begins ONLY at the start of the line and ends at the endpoint of the line so start your line at the current position of the Samurai for best results.
4) Activate shunpo mode when enemies are vulnerable to perform more damage. Especially for bosses.
5) It is inefficient to attack armoured enemies by spamming slashes. Look out for their openings/weaknesses and use the special moves.
6) Projectiles can be deflected by slashing them.
7) When you are launched, activate shunpo mode to give yourself time to counter.


woot #1 ^.^ (jubba)

fun game, but it does seem a little spammable


will this be on kongregate with badges?

It lost something

This is still a good game, but it lost something from the original. The fights felt more chaotic and button mashing than the more strategic predecessor. I like all of the new game mechanics and that does help the replayability a great deal, but I don't think they were introduced properly. I have a list of ideas that I feel would improve the game and could potentially be used for a part 3.

#1 Explain to the player that headshot executions are one-hit kills. I knew from the previous game, but I think without that move the game would be MUCH more difficult.

#2 The new enemies are good, but Shield and Spear enemies are still the most strategic. Especially the flying enemies lend themselves more to button mashing and I wouldn't mind seeing a reduction in their numbers.

#3 Mixing enemy types can be great and adds to the strategy, but throwing in every enemy type like that just leads to chaos. IMO, you should carefully balance different parts of the game with mixtures of 2-3 enemy types. For example, having a section where you fought lots of archers and spearmen with little else mixed in would be interesting. Having a section with tons of big robot guys mixed with shield enemies would be interesting. Etc etc. I think it's far more strategic to figure out a few enemies at a time and master their interactions rather than just spam attack vs hordes of enemies because they never let up long enough for you to figure their patterns out.

#4 Fire was bad. It's a novel concept, but the execution was terrible. It was difficult to see because of the tall grass, it had far too much hit area, if you fell into it you took drastic damage, it took too long to fade, and it got spammed terribly. In the end, most of my deaths were caused by the majority of the floor being covered by fire and being unable to walk around without getting pwned by it. Please make it more visible and greatly limit how much it is used.

#5 Bring back the gameboard and add upgrades and stuff. Exploring the game map in the overworld and finding "secrets" was fun. It also has a reasonable strategic aspect. Upgrades to learn new moves or increase you hp/attack would probably be good in moderation as well.

#6 KISS. Keep it simple stupid. The original game had great replayability and impressive levels of strategy. New aspects are awesome when they are introduced individually, but too many all at once makes the game lose something.

#7 Zoom out the camera a bit please. Enemies killing me from off-screen was not fun and you can't slash what you can't see.

#8 The bottomless pit part was iffy. Continually re-slashing in the air has bad hit detection and there were a lot of cheap moments caused by the pit. Either improve the air slashing game mechanic or don't have pit segments please. (Or make the pit much smaller so you have actual area to land on.)

#9 More gameplay. When you bring back the strategic board game part, add a lot more levels. With the new diversity in enemies, it would be easy to make TONS of diverse levels that have interesting and unique experiences. Give the player an objective and then let him explore with the option to skip battles he doesn't want by going around.

#10 Because of the button mashyness and the chaos the game got a bit hard. You seemed to try and put a bandaid on this by having instant revival with no penalty. IMO, that is an incorrect solution. There should be two checkpoints in every long level. (Half way, and the start of the boss fight.) The player restarts at the latest checkpoint or the beginning when they die. On shorter levels and/or levels without a boss you might have 1 or 0 checkpoints.

I think that you can do a lot of different things with the new mechanics you have introduced and I'm a bit disappointed the originality was so low. Please make another one and instead of introducing new things, re-combine old things in new ways.

Lots of people find this review helpful!

Way too buggy

Nothing quite like having the game get stuck two times in the status screen at the end of the first level to take all the fun out of the game.

I'm somehow doubting it took me over 99 minutes to beat, doubt I got the highest possible score, and that I somehow got a 1000 of everything.

Fix, and it'd be a fun game like the first one. As it is now, can't really give a good score to a game that doesn't work.

I loved the first game

But this game puts me on the stage select and show "Area 1 Forest" then the screen goes black and then it comes back to stage screen and goes black over and over again.

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Credits & Info

4.32 / 5.00

Feb 12, 2010
11:28 AM EST
Action - Other