Difference between revisions of "Night Warriors: Darkstalkers' Revenge"
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Guarding is done by holding the D-Pad away from the opponent. Characters can guard in midair but cannot air block against normal attacks from an opponent that is standing on the ground and cannot air block after performing an attack in the air. Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. It is also possible to escape grabs in this way. Most characters have one special move, called a guard cancel, that can be performed while guarding to cancel out of the block and immediately counterattack their opponent. | Guarding is done by holding the D-Pad away from the opponent. Characters can guard in midair but cannot air block against normal attacks from an opponent that is standing on the ground and cannot air block after performing an attack in the air. Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. It is also possible to escape grabs in this way. Most characters have one special move, called a guard cancel, that can be performed while guarding to cancel out of the block and immediately counterattack their opponent. | ||
− | The game features a Special meter similar to the Super Combo gauge from ''Super Street Fighter II Turbo'', which fills as characters perform | + | The game features a Special meter similar to the Super Combo gauge from ''Super Street Fighter II Turbo'', which fills as characters perform normal moves (except light attacks) and special moves. When it is full, characters can perform two types of special moves: ES moves ("enhanced special" moves), which are enhanced versions of their special moves that can typically hit more times but sometimes differ drastically, and EX moves ("extra special" moves), which are unique special abilities that are usually more flashy and do more damage. Many characters can cancel chain combos into EX moves. The Special meter can have multiple levels (with no limit), gaining a new level each time it fills, and using an ES or EX move costs a level. The Special meter levels are retained between rounds but not battles. |
Players can choose between Normal and Turbo speed for battles. There are two playing styles that can be selected after choosing a character: Normal and Auto. The character automatically guards against a limited number of attacks in Auto mode and automatically performs chain combos when attacking with normal moves. | Players can choose between Normal and Turbo speed for battles. There are two playing styles that can be selected after choosing a character: Normal and Auto. The character automatically guards against a limited number of attacks in Auto mode and automatically performs chain combos when attacking with normal moves. | ||
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{{MoveListRow | Chaos Flare | {{QCF}} {{punch}} | Demitri throws a fireball across the screen. This move can be performed in midair. ''ES move:'' Demitri throws a fireball that can hit multiple times and throws his opponent into the air on impact.}} | {{MoveListRow | Chaos Flare | {{QCF}} {{punch}} | Demitri throws a fireball across the screen. This move can be performed in midair. ''ES move:'' Demitri throws a fireball that can hit multiple times and throws his opponent into the air on impact.}} | ||
{{MoveListRow | Demon Cradle<br>''(guard counter)'' | {{DPF}} {{punch}} | Demitri ascends vertically while spinning, hitting his opponent with his cape, which takes the form of bat wings, knocking down his opponent on impact. If performed while dashing, Demitri ascends at a diagonal angle. ''ES move:'' Demitri performs a variant of the move that can hit multiple times before knocking his opponent down.}} | {{MoveListRow | Demon Cradle<br>''(guard counter)'' | {{DPF}} {{punch}} | Demitri ascends vertically while spinning, hitting his opponent with his cape, which takes the form of bat wings, knocking down his opponent on impact. If performed while dashing, Demitri ascends at a diagonal angle. ''ES move:'' Demitri performs a variant of the move that can hit multiple times before knocking his opponent down.}} | ||
− | {{MoveListRow | Bat Spin | {{QCB}} {{kick}} | Demitri vanishes, then reappears in the air and dives at a diagonal angle in a spiral, hitting multiple times. This move can be performed in midair. ''ES move:'' Demitri performs a variant of the move that hits more times.}} | + | {{MoveListRow | Bat Spin | {{QCB}} {{kick}} | Demitri vanishes, then reappears in the air and dives at a diagonal angle in a spiral, hitting multiple times. The distance that Demitri reappears depends on the strength of the button used. This move can be performed in midair. ''ES move:'' Demitri performs a variant of the move that hits more times.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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| desc=An English werewolf seeking to lift the curse of his lycanthropy. | | desc=An English werewolf seeking to lift the curse of his lycanthropy. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Beast Cannon (forward) | {{QCF}} {{punch}} | Jon shoots himself through the air straight ahead. He can shoot himself a second time by holding any direction while pressing {{punch}}. ''ES move:'' Jon performs a faster version of the move.}} | + | {{MoveListRow | Beast Cannon (forward) | {{QCF}} {{punch}} | Jon Talbain shoots himself through the air straight ahead. He can shoot himself a second time by holding any direction while pressing {{punch}}. ''ES move:'' Jon Talbain performs a faster version of the move.}} |
− | {{MoveListRow | Beast Cannon (rising)<br>''(guard counter)'' | {{DPF}} {{punch}} | Jon shoots himself through the air diagonally upward. He can shoot himself a second time by holding any direction while pressing {{punch}}. ''ES move:'' Jon performs a faster version of the move.}} | + | {{MoveListRow | Beast Cannon (rising)<br>''(guard counter)'' | {{DPF}} {{punch}} | Jon Talbain shoots himself through the air diagonally upward. He can shoot himself a second time by holding any direction while pressing {{punch}}. ''ES move:'' Jon Talbain performs a faster version of the move.}} |
− | {{MoveListRow | Beast Cannon (diving) | {{up}} {{upright}} {{right}} {{downright}} {{punch}} | Jon shoots himself through the air diagonally downward. He can shoot himself a second time by holding any direction while pressing {{punch}}. ''ES move:'' Jon performs a faster version of the move.}} | + | {{MoveListRow | Beast Cannon (diving) | {{up}} {{upright}} {{right}} {{downright}} {{punch}} | Jon Talbain shoots himself through the air diagonally downward. He can shoot himself a second time by holding any direction while pressing {{punch}}. ''ES move:'' Jon Talbain performs a faster version of the move.}} |
− | {{MoveListRow | Climb Laser | {{down}} {{up}} {{kick}} | Jon jumps upward while kicking, knocking down his opponent on impact. ''ES move:'' Jon performs a variant of the move that can hit multiple times before knocking his opponent down.}} | + | {{MoveListRow | Climb Laser | {{down}} {{up}} {{kick}} | Jon Talbain jumps upward while kicking, knocking down his opponent on impact. ''ES move:'' Jon Talbain performs a variant of the move that can hit multiple times before knocking his opponent down.}} |
− | {{MoveListRow | Million Flicker | {{RDP}} {{punch}} | Jon quickly swipes a set of nunchaku multiple times. ''ES move:'' Jon performs a variant of the move that knocks his opponent over.}} | + | {{MoveListRow | Million Flicker | {{RDP}} {{punch}} | Jon quickly swipes a set of nunchaku multiple times. ''ES move:'' Jon Talbain performs a variant of the move that knocks his opponent over. It can juggle his opponent in the air if cornered.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Dash | {{left}} {{left}} or {{right}} {{right}} | Jon pounces backwards or forwards.}} | + | {{MoveListRow | Dash | {{left}} {{left}} or {{right}} {{right}} | Jon Talbain pounces backwards or forwards.}} |
}} | }} | ||
{{MoveListTable | desc=Command throws | | {{MoveListTable | desc=Command throws | | ||
− | {{MoveListRow | Wild Circular | {{HCB}} {{button|text=MK}} or {{button|text=HK}} (close) | Jon grabs his opponent, jumps into the air with them in a ball, and slams them on the ground. ''ES move:'' Jon performs a variant of the move where he slams his opponent into the ground twice.}} | + | {{MoveListRow | Wild Circular | {{HCB}} {{button|text=MK}} or {{button|text=HK}} (close) | Jon Talbain grabs his opponent, jumps into the air with them in a ball, and slams them on the ground. ''ES move:'' Jon Talbain performs a variant of the move where he slams his opponent into the ground twice.}} |
}} | }} | ||
{{MoveListTable | desc=EX moves | | {{MoveListTable | desc=EX moves | | ||
− | {{MoveListRow | Dragon Cannon | {{HCB}} + two {{punch}} simultaneously | Jon summons a large fire dragon to rush across the screen.}} | + | {{MoveListRow | Dragon Cannon | {{HCB}} + two {{punch}} simultaneously | Jon Talbain summons a large fire dragon to rush across the screen.}} |
− | {{MoveListRow | Mirage Body | {{HCF}} + two {{kick}} simultaneously | Jon howls, creating mirror images of himself that follow him and duplicate his moves for a duration, allowing him to perform long chain combos.}} | + | {{MoveListRow | Mirage Body | {{HCF}} + two {{kick}} simultaneously | Jon Talbain howls, creating mirror images of himself that follow him and duplicate his moves for a duration, allowing him to perform long chain combos.}} |
}} | }} | ||
}} | }} | ||
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{{MoveListRow | Giga Hammer | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Victor charges forward with an electrified fist, knocking down his opponent on impact. ''ES move:'' Victor charges forward three times, stopping each time to perform an electrified uppercut.}} | {{MoveListRow | Giga Hammer | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Victor charges forward with an electrified fist, knocking down his opponent on impact. ''ES move:'' Victor charges forward three times, stopping each time to perform an electrified uppercut.}} | ||
{{MoveListRow | Giga Kick | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Victor charges forward, then does a sweep kick. ''ES move:'' Victor hops in the air and performs three fast kicks.}} | {{MoveListRow | Giga Kick | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Victor charges forward, then does a sweep kick. ''ES move:'' Victor hops in the air and performs three fast kicks.}} | ||
− | {{MoveListRow | Gyro Crush | {{QCB}} {{punch}} | Victor spins around with his fists extended. This move absorbs projectiles without taking damage (unless they come from overhead). ''ES move:'' Victor spins around | + | {{MoveListRow | Gyro Crush | {{QCB}} {{punch}} | Victor spins around with his fists extended. This move absorbs projectiles without taking damage (unless they come from overhead). ''ES move:'' Victor spins around twice with his fists extended, then follows up with a punch forward.}} |
{{MoveListRow | Giga Burn<br>''(guard counter)'' | {{QCB}} {{kick}} | Victor jumps diagonally in the air with his knee out, knocking down his opponent on impact. ''ES move:'' Victor performs a variant of the move that hits multiple times.}} | {{MoveListRow | Giga Burn<br>''(guard counter)'' | {{QCB}} {{kick}} | Victor jumps diagonally in the air with his knee out, knocking down his opponent on impact. ''ES move:'' Victor performs a variant of the move that hits multiple times.}} | ||
}} | }} | ||
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Anki Hou | {{QCF}} {{punch}} | Hsien-Ko tosses an item in the air. The type of item is randomized (examples are axes, shurikens, or boomerangs), and the arc of travel depends on the button used: {{button|text=LP}} for low and downward, {{button|text=MP}} for high, and {{button|text=HP}} for very high. ''ES move:'' Hsien-Ko rolls a spiked ball on the ground three times.}} | {{MoveListRow | Anki Hou | {{QCF}} {{punch}} | Hsien-Ko tosses an item in the air. The type of item is randomized (examples are axes, shurikens, or boomerangs), and the arc of travel depends on the button used: {{button|text=LP}} for low and downward, {{button|text=MP}} for high, and {{button|text=HP}} for very high. ''ES move:'' Hsien-Ko rolls a spiked ball on the ground three times.}} | ||
− | {{MoveListRow | Henkyou Ki | {{QCB}} {{punch}} | Hsien-Ko bangs a gong, which can reflect or absorb other projectiles. The gong emits sound waves that can also damage nearby enemies. This move can be performed in midair. ''ES move:'' Hsien-Ko performs a variant of the move with more sound waves that can hit enemies from | + | {{MoveListRow | Henkyou Ki | {{QCB}} {{punch}} | Hsien-Ko bangs a gong, which can reflect or absorb other projectiles. The gong emits sound waves that can also damage nearby enemies. This move can be performed in midair. ''ES move:'' Hsien-Ko performs a variant of the move with more sound waves that can hit enemies from farther away.}} |
{{MoveListRow | Senpuu Bu<br>''(guard counter)'' | {{DPF}} {{punch}} | Hsien-Ko swings while suspended from a chain, acting as a spinning blade. ''ES move:'' Hsien-Ko performs a variant of the move that hits more times.}} | {{MoveListRow | Senpuu Bu<br>''(guard counter)'' | {{DPF}} {{punch}} | Hsien-Ko swings while suspended from a chain, acting as a spinning blade. ''ES move:'' Hsien-Ko performs a variant of the move that hits more times.}} | ||
}} | }} | ||
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}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Dash | {{left}} {{left}} or {{right}} {{right}} | Morrigan transforms her wings into a jetpack and flies forwards | + | {{MoveListRow | Dash | {{left}} {{left}} or {{right}} {{right}} | Morrigan transforms her wings into a jetpack and flies backwards or forwards. She gains altitude as she flies. She drops back to the ground when the direction is released.}} |
{{MoveListRow | Shell Kick | {{down}}+{{kick}} in midair | Morrigan falls prone while her wings wrap around her legs in a pointed cone.}} | {{MoveListRow | Shell Kick | {{down}}+{{kick}} in midair | Morrigan falls prone while her wings wrap around her legs in a pointed cone.}} | ||
}} | }} | ||
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Plasma Beam | {{QCF}} {{punch}} | Huitzil shoots a laser beam. The angle of the beam depends on the button used: {{button|text=LP}} for a crouching beam forward, {{button|text=MP}} for a standing beam forward, and {{button|text=HP}} for a beam straight above. ''ES move:'' Huitzil shoots a large beam across the screen while hovering.}} | {{MoveListRow | Plasma Beam | {{QCF}} {{punch}} | Huitzil shoots a laser beam. The angle of the beam depends on the button used: {{button|text=LP}} for a crouching beam forward, {{button|text=MP}} for a standing beam forward, and {{button|text=HP}} for a beam straight above. ''ES move:'' Huitzil shoots a large beam across the screen while hovering.}} | ||
− | {{MoveListRow | Might Launcher | {{QCF}} {{kick}} | Huitzil shoots a rocket across the screen, which knocks over opponents. This move can be performed in midair. ''ES move:'' Huitzil shoots a | + | {{MoveListRow | Might Launcher | {{QCF}} {{kick}} | Huitzil shoots a rocket across the screen, which knocks over opponents. This move can be performed in midair. ''ES move:'' Huitzil shoots a larger rocket that does more damage.}} |
{{MoveListRow | Genocide Vulcan | {{RDP}} {{punch}} | Huitzil raises its arm (which can harm nearby opponents) and shoots a laser diagonally into the air. ''ES move:'' Huitzil performs a variant of the move that shoots for longer.}} | {{MoveListRow | Genocide Vulcan | {{RDP}} {{punch}} | Huitzil raises its arm (which can harm nearby opponents) and shoots a laser diagonally into the air. ''ES move:'' Huitzil performs a variant of the move that shoots for longer.}} | ||
{{MoveListRow | Reflect Wall<br>''(guard counter)'' | {{DPF}} {{punch}} while blocking | Huitzil generates a barrier to shield him, then pushes it (and the opponent with it) away from him. This move can be performed in midair.}} | {{MoveListRow | Reflect Wall<br>''(guard counter)'' | {{DPF}} {{punch}} while blocking | Huitzil generates a barrier to shield him, then pushes it (and the opponent with it) away from him. This move can be performed in midair.}} | ||
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{{gallery|widths=200|screens=yes| | {{gallery|widths=200|screens=yes| | ||
{{gitem|Night Warriors, Stages, Demitri.png|Demitri Maximoff}} | {{gitem|Night Warriors, Stages, Demitri.png|Demitri Maximoff}} | ||
− | {{gitem|Night Warriors, Stages, Jon Talbain.png| | + | {{gitem|Night Warriors, Stages, Jon Talbain.png|Jon Talbain}} |
{{gitem|Night Warriors, Stages, Victor.png|Victor von Gerdenheim}} | {{gitem|Night Warriors, Stages, Victor.png|Victor von Gerdenheim}} | ||
{{gitem|Night Warriors, Stages, Hsien-Ko.png|Hsien-Ko}} | {{gitem|Night Warriors, Stages, Hsien-Ko.png|Hsien-Ko}} |
Revision as of 01:51, 15 August 2023
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Night Warriors: Darkstalkers' Revenge | ||||||||||||||||||||||||||||||||||||||||
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System(s): Sega Saturn | ||||||||||||||||||||||||||||||||||||||||
Publisher: Capcom (Japan, US), Virgin Interactive Entertainment (Europe) | ||||||||||||||||||||||||||||||||||||||||
Developer: Capcom | ||||||||||||||||||||||||||||||||||||||||
Original system(s): Capcom CPS-2 | ||||||||||||||||||||||||||||||||||||||||
Sound driver: SCSP (1 track) | ||||||||||||||||||||||||||||||||||||||||
Genre: Action[1][2] | ||||||||||||||||||||||||||||||||||||||||
Number of players: 1-2 | ||||||||||||||||||||||||||||||||||||||||
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Night Warriors: Darkstalkers' Revenge, known as Vampire Hunter: Darkstalkers' Revenge (ヴァンパイア ハンター) in Japan, is a versus fighting game released for the Sega Saturn by Capcom. It is the second game in the Darkstalkers series. It was followed by Vampire Savior: The Lord of Vampire.
Contents
Story
The powerful alien demon Pyron invades Earth to add to his collection of planets that he has devoured. The world's most fearsome monsters are the last defense of mankind.
Gameplay
The game is a fighting game similar to the Street Fighter series, but it is set in a gothic horror universe with characters based on monsters from folklore. The series has been celebrated for its bizarre aesthetics and lively, exaggerated animation, featuring a cast of outlandish characters who often change in size and form while performing their moves. New gameplay features include air blocking, air throws, and chain combos. In each battle, two characters fight to drain each other's vitality gauges. The winner of the best of three rounds wins the match. Each round has a 99-second timer; if time runs out, the fighter with the most life left wins.
There is a single-player mode where the player chooses any character and fights eight opponents before facing the bosses Huitzil and Pyron. A second player can challenge the first at any point by pressing START on a second control pad, with the winner of the match moving on to the next opponent. There are eight different difficulty levels for the computer-controlled combatants. There is also a two-player versus mode where each player can choose any character, a handicap, and any stage.
Characters move with and and dash with and . They jump upward with and jump behind and ahead with and . They crouch with . Punches are done with (light), (medium), and (hard) and kicks are done with (light), (medium), and (hard). Light attacks are faster and hard attacks deal more damage. Chain combos can be performed by linking attacks from lightest to hardest and from punches to kicks, canceling the recovery of a normal move by starting another. Special moves for each character are done by pairing specific directional combinations with an attack button. Projectile attacks move slowly through each other, with the stronger projectile dissipating the other (depending on the strength of the attack button used and which was launched first) rather than canceling each other out as in most fighting games (unless they were launched at the same time with the same strength). ES moves are done by pressing the same directional combinations but holding two attack buttons of the same type (punches or kicks).
Throws and grabs are done by holding or when next to an opponent and pressing a medium or hard punch or kick button. Different characters have different throws available to them, and most characters can throw in midair. Characters can reduce the damage taken from a throw (except command throws) by pressing the medium or hard punch button after being thrown. Characters can pursue knocked down opponents by holding with the medium or hard kick button simultaneously. Knocked down characters can recover and leap away by holding or and pressing any attack button.
Guarding is done by holding the D-Pad away from the opponent. Characters can guard in midair but cannot air block against normal attacks from an opponent that is standing on the ground and cannot air block after performing an attack in the air. Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. It is also possible to escape grabs in this way. Most characters have one special move, called a guard cancel, that can be performed while guarding to cancel out of the block and immediately counterattack their opponent.
The game features a Special meter similar to the Super Combo gauge from Super Street Fighter II Turbo, which fills as characters perform normal moves (except light attacks) and special moves. When it is full, characters can perform two types of special moves: ES moves ("enhanced special" moves), which are enhanced versions of their special moves that can typically hit more times but sometimes differ drastically, and EX moves ("extra special" moves), which are unique special abilities that are usually more flashy and do more damage. Many characters can cancel chain combos into EX moves. The Special meter can have multiple levels (with no limit), gaining a new level each time it fills, and using an ES or EX move costs a level. The Special meter levels are retained between rounds but not battles.
Players can choose between Normal and Turbo speed for battles. There are two playing styles that can be selected after choosing a character: Normal and Auto. The character automatically guards against a limited number of attacks in Auto mode and automatically performs chain combos when attacking with normal moves.
Characters
Move lists assume the player is facing right. If facing left, and should be reversed. P refers to any of the punch buttons, while K refers to any of the kick buttons.
All special moves can be performed as ES moves if two P or K buttons are used instead of one, with the exception of teleports and some command throws.
Donovan Baine and Hsien-Ko are new characters. Huitzil and Pyron, the two bosses from the first game, are now playable. Anakaris is the only character without a guard counter or any throws.
Stages
Each character has his or her own stage where matches are hosted. The stage can be manually chosen in the two-player mode. Every stage has an alternate color scheme.
History
Development
Night Warriors can be considered an upgrade to the original Darkstalkers rather than a sequel, since it revisits the same story and reuses many of the same assets, while refining the mechanics and adding new characters, moves, animations, and stages (similar to the relationship between Street Fighter Alpha and Street Fighter Alpha 2). There is a cheat code that unlocks the old backgrounds, music, and character palettes.
The original game had about 128 MB of character animations, while the sequel has about 256 MB, amounting to approximately 500 additional patterns per character.[9] While the original game was ported to the PlayStation by Psygnosis, Night Warriors was ported to the Saturn by Capcom themselves. However, because of difficulties encountered when producing the PlayStation version, the Saturn port of Night Warriors was released in Japan and North America about a month before the PlayStation port of its prequel.[10]
Though uncredited in-game, music porting for the Sega Saturn version was handled to some extent by Sega's own Teruhiko Nakagawa, with Tatsuya Kouzaki handling miscellaneous data porting.
Legacy
The game was included in the Darkstalkers series compilation release Vampire: Darkstalkers Collection for the PlayStation 2 in 2005. It was remastered as part of Darkstalkers Resurrection for the PlayStation 3 and Xbox 360 in 2013. It was re-released as part of the Capcom Fighting Collection compilation for the PlayStation 4, Xbox One, Nintendo Switch, and Windows PCs in 2022.
Versions
The Saturn version of Night Warriors is a close match to its arcade counterpart, but uses slightly fewer frames of animation during normal play. The full set of graphics do exist on the disc, however, and will be utilised if a hidden "animation mode" is set to "full". The catch is that the missing frames will only be rendered if the player and opponent are using the same character.
Loading screens are also introduced on the Saturn due to its use of disc-based media, and the game is more susceptible to slowdown in busy scenes.
Due to the differences in screen resolution between the two systems (384x224 in the arcades versus 352x224 on the Saturn), all of the Saturn's graphics are stretched slightly in the horizontal axis, and borders are added at the top and bottom. Perhaps the biggest side effect of this change is the titles and menus, where the logo does not fully fit on the screen.
Localised names
Language | Localised Name | English Translation |
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English | Night Warriors: Darkstalkers' Revenge | Night Warriors: Darkstalkers' Revenge |
English (US) | Night Warriors: Darkstalkers' Revenge | Night Warriors: Darkstalkers' Revenge |
Japanese | ヴァンパイア ハンター | Vampire Hunter: Darkstalkers' Revenge |
Magazine articles
- Main article: Night Warriors: Darkstalkers' Revenge/Magazine articles.
Promotional material
also published in:
- Electronic Gaming Monthly (US) #82: "May 1996" (1996-xx-xx)[11]
- Next Generation (US) #18: "June 1996" (1996-05-21)[12]
- GamePro (US) #93: "June 1996" (1996-xx-xx)[13]
Artwork
Physical scans
Sega Retro Average | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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86 | |
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Based on 34 reviews |
Technical information
- Main article: Night Warriors: Darkstalkers' Revenge/Technical information.
External links
- Sega of America webpage: Saturn
References
- ↑ File:NightWarriors Saturn JP Box Back.jpg
- ↑ 2.0 2.1 https://sega.jp/fb/segahard/ss/soft_licensee2.html (Wayback Machine: 2020-03-20 23:05)
- ↑ htt (Wayback Machine: 1997-06-06 05:51)
- ↑ https://groups.google.com/g/rec.games.video.sega/c/Vj-KUuDXwto/m/_AMq34nsvk4J
- ↑ 5.0 5.1 GamePro, "May 1996" (US; 1996-xx-xx), page 66
- ↑ Computer & Video Games, "October 1996" (UK; 1996-09-09), page 53
- ↑ 7.0 7.1 Computer & Video Games, "June 1996" (UK; 1996-05-09), page 62
- ↑ http://www.tectoy.com.br/releases/index.htm (Wayback Machine: 1998-06-25 19:48)
- ↑ Mean Machines Sega, "February 1996" (UK; 1995-12-xx), page 18
- ↑ Mean Machines Sega, "February 1996" (UK; 1995-12-xx), page 19
- ↑ Electronic Gaming Monthly, "May 1996" (US; 1996-xx-xx), page 48
- ↑ Next Generation, "June 1996" (US; 1996-05-21), page 6
- ↑ GamePro, "June 1996" (US; 1996-xx-xx), page 30
- ↑ 576 KByte, "Október 1996" (HU; 1996-xx-xx), page 34
- ↑ Consoles +, "Mai 1996" (FR; 1996-0x-xx), page 102
- ↑ Edge, "May 1996" (UK; 1996-04-05), page 68
- ↑ Electronic Gaming Monthly, "May 1996" (US; 1996-xx-xx), page 31
- ↑ Famitsu, "1996-03-08" (JP; 1996-02-23), page 1
- ↑ Fun Generation, "05/96" (DE; 1996-04-10), page 56
- ↑ GameFan, "Volume 4, Issue 4: April 1996" (US; 1996-xx-xx), page 14
- ↑ Game Players, "Vol. 9 No. 5 May 1996" (US; 1996-04-xx), page 62
- ↑ Game Informer, "May 1996" (US; 1996-0x-xx), page 41
- ↑ Hobby Consolas, "Noviembre 1996" (ES; 1996-xx-xx), page 84
- ↑ Intelligent Gamer's Fusion, "Volume 2, Number 8: April 1996" (US; 1996-02-27), page 82
- ↑ Joypad, "Mai 1996" (FR; 1996-0x-xx), page 56
- ↑ LeveL, "Únor 1997" (CZ; 1997-02-01), page 83
- ↑ MAN!AC, "04/96" (DE; 1996-03-13), page 44
- ↑ MAN!AC, "06/96" (DE; 1996-05-08), page 60
- ↑ Maximum, "May 1996" (UK; 1996-05-30), page 124
- ↑ Mega Force, "Mai 1996" (FR; 1996-0x-xx), page 60
- ↑ Mega Fun, "05/96" (DE; 1996-04-xx), page 41
- ↑ Mean Machines Sega, "June 1996" (UK; 1996-05-03), page 66
- ↑ Mean Machines Sega, "August 1996" (UK; 1996-07-05), page 75
- ↑ Next Generation, "June 1996" (US; 1996-05-21), page 119
- ↑ neXt Level, "Mai 1996" (DE; 1996-0x-xx), page 64
- ↑ Player One, "Mai 1996" (FR; 1996-0x-xx), page 102
- ↑ Saturn Fan, "1996 No. 8" (JP; 1996-03-29), page 54
- ↑ Sega Power, "July 1996" (UK; 1996-05-09), page 44
- ↑ Sega Saturn Magazine, "May 1996" (UK; 1996-04-24), page 76
- ↑ Sega Saturn Magazine, "1996-04 (1996-03-08)" (JP; 1996-02-23), page 225
- ↑ Sega Saturn Magazine, "Readers rating final data" (JP; 2000-03), page 11
- ↑ Total Saturn, "Volume One Issue Three" (UK; 1996-11-29), page 48
- ↑ Total Saturn, "Volume One Issue Four" (UK; 1996-12-29), page 39
- ↑ Video Games, "4/96" (DE; 1996-03-20), page 90
- ↑ VideoGames, "June 1996" (US; 1996-05-21), page 60
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