Difference between revisions of "Street Fighter Alpha: Warriors' Dreams"
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The single-player mode consists of seven random computer-controlled opponents and a final opponent whose identity depends on the storyline of the player's selected character. M. Bison is the final boss for half of the characters. There are also two hidden characters: Akuma, who returns from ''Super Turbo'' as an alternate final boss only after certain in-game requirements are met, and a new character named Dan, who challenges the player during the course of the game if certain requirements are met. The game also features a secret two-on-one Dramatic Battle mode in which two players as Ryu and Ken fight against a computer-controlled M. Bison (mirroring the battle in ''[[wikipedia:Street Fighter II: The Animated Movie|Street Fighter II: The Animated Movie]]''). The console ports added an optional arranged soundtrack, a dedicated two-player Versus Mode (where two players can fight each other), and a Training Mode (where a single player can practice against a non-hostile character). The game saves high scores to the console's internal memory. | The single-player mode consists of seven random computer-controlled opponents and a final opponent whose identity depends on the storyline of the player's selected character. M. Bison is the final boss for half of the characters. There are also two hidden characters: Akuma, who returns from ''Super Turbo'' as an alternate final boss only after certain in-game requirements are met, and a new character named Dan, who challenges the player during the course of the game if certain requirements are met. The game also features a secret two-on-one Dramatic Battle mode in which two players as Ryu and Ken fight against a computer-controlled M. Bison (mirroring the battle in ''[[wikipedia:Street Fighter II: The Animated Movie|Street Fighter II: The Animated Movie]]''). The console ports added an optional arranged soundtrack, a dedicated two-player Versus Mode (where two players can fight each other), and a Training Mode (where a single player can practice against a non-hostile character). The game saves high scores to the console's internal memory. | ||
− | Characters move with {{left}} and {{right}} and flip back and forth with {{upleft}} and {{upright}}. They crouch with {{down}}. Punches are done with {{X}} (jab), {{Y}} (medium), and {{Z}} (fierce) and | + | Characters move with {{left}} and {{right}} and flip back and forth with {{upleft}} and {{upright}}. They crouch with {{down}}. Punches are done with {{X}} (jab), {{Y}} (medium), and {{Z}} (fierce), and {{L}} is equivalent to holding all three punch buttons at once. Kicks are done with {{A}} (short), {{B}} (medium), and {{C}} (roundhouse), and {{R}} is equivalent to holding all three kick buttons at once. Light attacks are faster and hard attacks deal more damage. Special moves for each character are done by pairing specific directional combinations with an attack button. Characters can perform a taunt once per round with {{L}}+{{R}}, which is a short animation during which the character is vulnerable to attack. |
Throws and grabs are done by holding the D-Pad toward an opponent and pressing a medium or hard punch or kick button. Different characters have different throws available to them, and some characters can throw in midair. Throws cannot be blocked, but a player can reduce the damage taken from a fall by likewise holding the D-Pad in the direction of the opponent and pressing a medium or hard punch or kick button. It is also possible to roll on the ground after falling from a throw or other attack by pressing {{QCB}} {{punch}} (or {{QCF}} {{punch}} if facing left). | Throws and grabs are done by holding the D-Pad toward an opponent and pressing a medium or hard punch or kick button. Different characters have different throws available to them, and some characters can throw in midair. Throws cannot be blocked, but a player can reduce the damage taken from a fall by likewise holding the D-Pad in the direction of the opponent and pressing a medium or hard punch or kick button. It is also possible to roll on the ground after falling from a throw or other attack by pressing {{QCB}} {{punch}} (or {{QCF}} {{punch}} if facing left). | ||
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Blocking is done by holding the D-Pad away from the opponent and can also be done in midair. 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. In addition, characters can perform a special counterattacking technique called an Alpha Counter (Zero Counter in the Japanese version) after blocking an opponent's attack, which consumes a level of the Super Combo gauge. There is a new combo system called Chain Combos (also known as Alpha Combos, or Zero Combos in Japan), which are combos that are performed by interrupting the animation of one basic move by performing another of equal or greater strength. | Blocking is done by holding the D-Pad away from the opponent and can also be done in midair. 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. In addition, characters can perform a special counterattacking technique called an Alpha Counter (Zero Counter in the Japanese version) after blocking an opponent's attack, which consumes a level of the Super Combo gauge. There is a new combo system called Chain Combos (also known as Alpha Combos, or Zero Combos in Japan), which are combos that are performed by interrupting the animation of one basic move by performing another of equal or greater strength. | ||
− | The game expands the Super Combo system introduced in ''Super Street Fighter II Turbo'' with a three-level Super Combo gauge. Like in ''Super Turbo'', the Super Combo gauge fills as the player performs regular and special techniques. When the gauge reaches level 1 or higher, the player can perform a Super Combo technique, which is a more powerful version of a special attack, using a button combination that is slightly more complex than those used by special moves. The number of punch or kick buttons pressed simultaneously when performing a Super Combo determines the strength of the attack and thus the number of levels that are consumed | + | The game expands the Super Combo system introduced in ''Super Street Fighter II Turbo'' with a three-level Super Combo gauge. Like in ''Super Turbo'', the Super Combo gauge fills as the player performs regular and special techniques. When the gauge reaches level 1 or higher, the player can perform a Super Combo technique, which is a more powerful version of a special attack, using a button combination that is slightly more complex than those used by special moves. The number of punch or kick buttons pressed simultaneously when performing a Super Combo determines the strength of the attack and thus the number of levels that are consumed. The Super Combo gauge carries over between rounds (but not between battles). |
There are two playing styles that can be selected after choosing a character: Normal and Auto. Auto differs from Normal in that the character automatically guards against a limited number of attacks (provided the character is not in the middle of performing an attack). Auto also allows the player to perform an instant Super Combo by pressing a punch and kick button of the same strength simultaneously, but at the expense of reducing the maximum level of the Super Combo gauge to one. | There are two playing styles that can be selected after choosing a character: Normal and Auto. Auto differs from Normal in that the character automatically guards against a limited number of attacks (provided the character is not in the middle of performing an attack). Auto also allows the player to perform an instant Super Combo by pressing a punch and kick button of the same strength simultaneously, but at the expense of reducing the maximum level of the Super Combo gauge to one. | ||
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| name=Ryu | | name=Ryu | ||
| portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=0 | crop_y=0}} | | portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=0 | crop_y=0}} | ||
− | | sprite={{sprite | Ryu | + | | sprite={{sprite | Street Fighter Alpha 2, Sprites, Ryu.gif}} |
| info1name=Originally appeared in | | info1name=Originally appeared in | ||
| info1=''Street Fighter'' | | info1=''Street Fighter'' | ||
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| name=Chun-Li | | name=Chun-Li | ||
| portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=128 | crop_y=0}} | | portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=128 | crop_y=0}} | ||
− | | sprite={{sprite | | + | | sprite={{sprite | Street Fighter Alpha 2, Sprites, Chun-Li.gif}} |
| info1name=Originally appeared in | | info1name=Originally appeared in | ||
| info1=''Street Fighter II'' | | info1=''Street Fighter II'' | ||
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| name=Charlie (Nash) | | name=Charlie (Nash) | ||
| portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=256 | crop_y=0}} | | portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=256 | crop_y=0}} | ||
− | | sprite={{sprite | | + | | sprite={{sprite | Street Fighter Alpha 2, Sprites, Charlie.gif}} |
| info1name=Originally appeared in | | info1name=Originally appeared in | ||
| info1=''Street Fighter Alpha'' | | info1=''Street Fighter Alpha'' | ||
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| name=Ken | | name=Ken | ||
| portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=384 | crop_y=0}} | | portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=384 | crop_y=0}} | ||
− | | sprite={{sprite | | + | | sprite={{sprite | Street Fighter Alpha 2, Sprites, Ken.gif}} |
| info1name=Originally appeared in | | info1name=Originally appeared in | ||
| info1=''Street Fighter'' | | info1=''Street Fighter'' | ||
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{{MoveListRow | Dragon Punch | {{DPF}} {{punch}} | Ken rises off the ground while punching upwards. When performed with {{button|text=HP}}, Ken has a flaming fist and can hit his opponent up to three times.}} | {{MoveListRow | Dragon Punch | {{DPF}} {{punch}} | Ken rises off the ground while punching upwards. When performed with {{button|text=HP}}, Ken has a flaming fist and can hit his opponent up to three times.}} | ||
{{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | Ken jumps into the air and spins around an axis with his leg extended, potentially hitting his opponent up to five times if performed with {{button|text=HK}}. This move can be performed in midair.}} | {{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | Ken jumps into the air and spins around an axis with his leg extended, potentially hitting his opponent up to five times if performed with {{button|text=HK}}. This move can be performed in midair.}} | ||
− | {{MoveListRow | Zenpou Tenshin | {{QCB}} | + | {{MoveListRow | Zenpou Tenshin | {{QCB}} {{punch}} | Ken rolls forward, the distance depending on the strength of the punch used.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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| name=Guy | | name=Guy | ||
| portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=512 | crop_y=0}} | | portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=512 | crop_y=0}} | ||
− | | sprite={{sprite | Guy | + | | sprite={{sprite | Street Fighter Alpha 2, Sprites, Guy.gif}} |
| info1name=Originally appeared in | | info1name=Originally appeared in | ||
| info1=''Final Fight'' | | info1=''Final Fight'' | ||
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| name=Birdie | | name=Birdie | ||
| portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=640 | crop_y=0}} | | portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=640 | crop_y=0}} | ||
− | | sprite={{sprite | | + | | sprite={{sprite | Street Fighter Alpha 2, Sprites, Birdie.gif}} |
| info1name=Originally appeared in | | info1name=Originally appeared in | ||
| info1=''Street Fighter'' | | info1=''Street Fighter'' | ||
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| name=Sodom | | name=Sodom | ||
| portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=768 | crop_y=0}} | | portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=768 | crop_y=0}} | ||
− | | sprite={{sprite | | + | | sprite={{sprite | Street Fighter Alpha 2, Sprites, Sodom.gif}} |
| info1name=Originally appeared in | | info1name=Originally appeared in | ||
| info1=''Final Fight'' | | info1=''Final Fight'' | ||
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Jitte Strike | {{DPF}} {{punch}} | Sodom charges forward and performs a strike with his jitte. The strike performed depends on the strength of the punch used.}} | {{MoveListRow | Jitte Strike | {{DPF}} {{punch}} | Sodom charges forward and performs a strike with his jitte. The strike performed depends on the strength of the punch used.}} | ||
− | {{MoveListRow | Power Slam | D-Pad in a 360° rotation, then {{punch}} | Sodom grabs his opponent, jumps into the air, and slams them into the ground.}} | + | {{MoveListRow | Power Slam | D-Pad in a 360° rotation, then {{punch}} (close) | Sodom grabs his opponent, jumps into the air, and slams them into the ground.}} |
− | {{MoveListRow | Spine Grinder | D-Pad in a 360° rotation, then {{kick}} | Sodom impales his opponent with his jitte and runs across the screen while dragging them into the ground.}} | + | {{MoveListRow | Spine Grinder | D-Pad in a 360° rotation, then {{kick}} (close) | Sodom impales his opponent with his jitte and runs across the screen while dragging them into the ground.}} |
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
{{MoveListRow | Meido no Miyage | {{QCF}} {{QCF}} {{punch}} | Sodom performs a series of Jitte Strikes in succession, with multiple hits.}} | {{MoveListRow | Meido no Miyage | {{QCF}} {{QCF}} {{punch}} | Sodom performs a series of Jitte Strikes in succession, with multiple hits.}} | ||
− | {{MoveListRow | Tenchuu Satsu | D-Pad in a 360° rotation twice, then {{punch}} | Sodom grabs his opponent, jumps into the air, and slams them into the ground twice.}} | + | {{MoveListRow | Tenchuu Satsu | D-Pad in a 360° rotation twice, then {{punch}} (close) | Sodom grabs his opponent, jumps into the air, and slams them into the ground twice.}} |
{{MoveListRow | Alpha Counter | {{left}} {{downleft}} {{down}} {{punch}} while blocking}} | {{MoveListRow | Alpha Counter | {{left}} {{downleft}} {{down}} {{punch}} while blocking}} | ||
}} | }} | ||
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| name=Adon | | name=Adon | ||
| portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=896 | crop_y=0}} | | portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=896 | crop_y=0}} | ||
− | | sprite={{sprite | | + | | sprite={{sprite | Street Fighter Alpha 2, Sprites, Adon.gif}} |
| info1name=Originally appeared in | | info1name=Originally appeared in | ||
| info1=''Street Fighter'' | | info1=''Street Fighter'' | ||
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| name=Rose | | name=Rose | ||
| portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=1024 | crop_y=0}} | | portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=1024 | crop_y=0}} | ||
− | | sprite={{sprite | Rose | + | | sprite={{sprite | Street Fighter Alpha 2, Sprites, Rose.gif}} |
| info1name=Originally appeared in | | info1name=Originally appeared in | ||
| info1=''Street Fighter Alpha'' | | info1=''Street Fighter Alpha'' | ||
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| name=Sagat | | name=Sagat | ||
| portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=1152 | crop_y=0}} | | portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=1152 | crop_y=0}} | ||
− | | sprite={{sprite | Sagat | + | | sprite={{sprite | Street Fighter Alpha 2, Sprites, Sagat.gif}} |
| info1name=Originally appeared in | | info1name=Originally appeared in | ||
| info1=''Street Fighter'' | | info1=''Street Fighter'' | ||
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| name=Akuma (Gouki) | | name=Akuma (Gouki) | ||
| portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=1280 | crop_y=0}} | | portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=1280 | crop_y=0}} | ||
− | | sprite={{sprite | | + | | sprite={{sprite | Street Fighter Alpha 2, Sprites, Akuma.gif}} |
| info1name=Originally appeared in | | info1name=Originally appeared in | ||
| info1=''Super Street Fighter II Turbo'' | | info1=''Super Street Fighter II Turbo'' | ||
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{{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | Akuma jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair.}} | {{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | Akuma jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair.}} | ||
{{MoveListRow | Hyakki Shuu | {{QCF}} {{upright}} {{punch}} | Akuma somersaults forward. He performs a sliding sweep when he lands. Alternatively, the move can be followed up with {{punch}} for a palm strike or {{kick}} for a falling kick.}} | {{MoveListRow | Hyakki Shuu | {{QCF}} {{upright}} {{punch}} | Akuma somersaults forward. He performs a sliding sweep when he lands. Alternatively, the move can be followed up with {{punch}} for a palm strike or {{kick}} for a falling kick.}} | ||
− | {{MoveListRow | Zenpou Tenshin | {{QCB}} | + | {{MoveListRow | Zenpou Tenshin | {{QCB}} {{punch}} | Akuma jumps forward, then rolls along the ground.}} |
{{MoveListRow | Ashura Senkuu Forward | {{DPF}} + all three {{punch}} or {{kick}} simultaneously | Akuma glides forward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}} | {{MoveListRow | Ashura Senkuu Forward | {{DPF}} + all three {{punch}} or {{kick}} simultaneously | Akuma glides forward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}} | ||
{{MoveListRow | Ashura Senkuu Backward | {{RDP}} + all three {{punch}} or {{kick}} simultaneously | Akuma glides backward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}} | {{MoveListRow | Ashura Senkuu Backward | {{RDP}} + all three {{punch}} or {{kick}} simultaneously | Akuma glides backward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}} | ||
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| name=Dan | | name=Dan | ||
| portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=1408 | crop_y=0}} | | portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=1408 | crop_y=0}} | ||
− | | sprite={{sprite | Dan | + | | sprite={{sprite | Street Fighter Alpha 2, Sprites, Dan.gif}} |
| info1name=Originally appeared in | | info1name=Originally appeared in | ||
| info1=''Street Fighter Alpha'' | | info1=''Street Fighter Alpha'' | ||
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| name=M. Bison (Vega) | | name=M. Bison (Vega) | ||
| portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=1536 | crop_y=0}} | | portrait={{sprite | Street Fighter Alpha, Characters.png | 1.5 | crop_width=128 | crop_height=112 | crop_x=1536 | crop_y=0}} | ||
− | | sprite={{sprite | | + | | sprite={{sprite | Street Fighter Alpha 2, Sprites, M. Bison.gif}} |
| info1name=Originally appeared in | | info1name=Originally appeared in | ||
| info1=''Street Fighter II'' | | info1=''Street Fighter II'' |
Revision as of 02:17, 14 July 2023
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Street Fighter Alpha: Warriors' Dreams | ||||||||||||||||||||||||||||||||||||||||||||||||||
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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/CD-DA (49 tracks) | ||||||||||||||||||||||||||||||||||||||||||||||||||
Genre: Fighting, Action[1][2] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Number of players: 1-2 | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Street Fighter Alpha: Warriors' Dreams, known as Street Fighter Zero (ストリートファイターZERO) in Japan, is an entry to the Street Fighter series, developed and published by Capcom. The three entries in the Street Fighter Alpha series take place before the events of Street Fighter II but after the events of the original Street Fighter.
Contents
Story
The plot is set after the original Street Fighter but before Street Fighter II. Thus, the game features younger versions of established characters, as well as characters from the original Street Fighter and Final Fight (which was originally developed as a sequel to Street Fighter) and a few who are new to the series. Rather than a tournament bringing the characters together, the characters are on their own personal journeys that cross paths with each other.
Gameplay
The game is a one-on-one fighting game that evolves the gameplay from Super Street Fighter II Turbo. The game introduces several new features, with graphics drawn in a similar art style to Darkstalkers and X-Men: Children of the Atom.
The single-player mode consists of seven random computer-controlled opponents and a final opponent whose identity depends on the storyline of the player's selected character. M. Bison is the final boss for half of the characters. There are also two hidden characters: Akuma, who returns from Super Turbo as an alternate final boss only after certain in-game requirements are met, and a new character named Dan, who challenges the player during the course of the game if certain requirements are met. The game also features a secret two-on-one Dramatic Battle mode in which two players as Ryu and Ken fight against a computer-controlled M. Bison (mirroring the battle in Street Fighter II: The Animated Movie). The console ports added an optional arranged soundtrack, a dedicated two-player Versus Mode (where two players can fight each other), and a Training Mode (where a single player can practice against a non-hostile character). The game saves high scores to the console's internal memory.
Characters move with and and flip back and forth with and . They crouch with . Punches are done with (jab), (medium), and (fierce), and is equivalent to holding all three punch buttons at once. Kicks are done with (short), (medium), and (roundhouse), and is equivalent to holding all three kick buttons at once. Light attacks are faster and hard attacks deal more damage. Special moves for each character are done by pairing specific directional combinations with an attack button. Characters can perform a taunt once per round with +, which is a short animation during which the character is vulnerable to attack.
Throws and grabs are done by holding the D-Pad toward an opponent and pressing a medium or hard punch or kick button. Different characters have different throws available to them, and some characters can throw in midair. Throws cannot be blocked, but a player can reduce the damage taken from a fall by likewise holding the D-Pad in the direction of the opponent and pressing a medium or hard punch or kick button. It is also possible to roll on the ground after falling from a throw or other attack by pressing P (or P if facing left).
Blocking is done by holding the D-Pad away from the opponent and can also be done in midair. 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. In addition, characters can perform a special counterattacking technique called an Alpha Counter (Zero Counter in the Japanese version) after blocking an opponent's attack, which consumes a level of the Super Combo gauge. There is a new combo system called Chain Combos (also known as Alpha Combos, or Zero Combos in Japan), which are combos that are performed by interrupting the animation of one basic move by performing another of equal or greater strength.
The game expands the Super Combo system introduced in Super Street Fighter II Turbo with a three-level Super Combo gauge. Like in Super Turbo, the Super Combo gauge fills as the player performs regular and special techniques. When the gauge reaches level 1 or higher, the player can perform a Super Combo technique, which is a more powerful version of a special attack, using a button combination that is slightly more complex than those used by special moves. The number of punch or kick buttons pressed simultaneously when performing a Super Combo determines the strength of the attack and thus the number of levels that are consumed. The Super Combo gauge carries over between rounds (but not between battles).
There are two playing styles that can be selected after choosing a character: Normal and Auto. Auto differs from Normal in that the character automatically guards against a limited number of attacks (provided the character is not in the middle of performing an attack). Auto also allows the player to perform an instant Super Combo by pressing a punch and kick button of the same strength simultaneously, but at the expense of reducing the maximum level of the Super Combo gauge to one.
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.
Ryu, Ken, Chun-Li and Sagat return from Street Fighter II, along with Birdie and Adon (Sagat's former apprentice) from the original Street Fighter, who make their first appearances as playable characters. Guy, one of the main playable characters from Final Fight, appears along with Sodom, a boss character from the same game. New to the series are Charlie, Guile's combat buddy who fights with similar techniques, and Rose, an Italian fortune teller who uses an energy known as "Soul Power."
Hidden
- Main article: Street Fighter Alpha: Warriors' Dreams/Hidden content.
In addition to the ten regular characters, there are also three hidden characters, selectable only by inputting cheat codes. M. Bison appears as the final boss for certain characters, while Akuma, returning from his appearance as a hidden boss character in Super Street Fighter II Turbo, and Dan, a parody of Ryo Sakazaki and Robert Garcia from the Art of Fighting series by SNK, can be fought by fulfilling certain conditions.
Originally appeared in: Super Street Fighter II Turbo
Final battle: M. Bison
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Akuma (Gouki) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Akuma sees the very fists that killed his own master and mutters to him, "Is this the proof of my strength?" The answer lies in the midst of battle. He is seeking someone else in this world also obsessed with true strength.
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Originally appeared in: Street Fighter Alpha
Final battle: Sagat
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Dan | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Dan pursued his martial arts training in order to avenge the death of his father at the hands of Sagat. But when rumors spread that Sagat was defeated by a mysterious martial artist, Dan flew to Thailand to verify. Feeling that only he can defeat Sagat, this time he will not be denied his revenge.
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Originally appeared in: Street Fighter II
Final battle: Rose
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M. Bison (Vega) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Evil is the only absolute power. With that belief, M. Bison created his ultimate technique known as the Psycho Crusher, the manifestation of his Psycho Power. With that, M. Bison begins his plan to gather strong warriors and make Shadaloo greater. The devil's eyes shine as the day of world domination draws near.
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Stages
Each character has his or her own stage where matches are hosted in single-player games. The stage can be manually chosen in the two-player mode.
There are only seven unique stage backdrops, with some characters sharing stages (but having their own variations).
History
Development
The working titles for the game were Street Fighter Classic and Street Fighter Legends. The development team was only given a three-month deadline, which ended up being extended to six months.[10] Because of the rushed development process, the game has some incomplete aspects, such as only including seven unique stage backdrops.
Legacy
The game was followed by Street Fighter Alpha 2, also ported to the Saturn in 1996, and Street Fighter Alpha 3, ported to the Saturn in 1999 and to the Dreamcast in 2000.
Versions
The original arcade game was developed for Capcom's CPS-2 arcade board. A slightly downgraded version was also released for their older CPS-1 board. The Saturn port is faithful to the arcade version. The main difference is the video mode, which is 384x224 in the arcade version but 352x224 in the Saturn version. Because of this, some sprites (notably the characters) appear slightly wider. Also, because of memory constraints, some frames of animation had to be removed from the home ports. Both home ports have a new arranged soundtrack (with the original soundtrack still available as an option), along with extra modes.
Localised names
Language | Localised Name | English Translation |
---|---|---|
English | Street Fighter Alpha: Warriors' Dreams | Street Fighter Alpha: Warriors' Dreams |
English (US) | Street Fighter Alpha: Warriors' Dreams | Street Fighter Alpha: Warriors' Dreams |
Japanese | ストリートファイターZERO | Street Fighter Zero |
Production credits
- Planner: Noritaka Funamizu (POO), Mucchi, H.Itsuno -Tomoshibi-
- Programmer: Cham Cho Choy, EGW, "Tege Killer" Jyaian, Knight Rider Giu, CGT_DM, PON, Arikichi, Hard.Yas -Gouki-, Hamachan, Hyper Shinchan, Super "Vega" Sailor, Matsushita -Adon- Masakazu
- Scroll Design: Konomi, Buppo, Kayoko Shibata, Akiko Matsunaga, Daisuke Nakagawa, Megumi Maeno, Isono, SM, Mago, Mr.Oranda
- Object Design: "Dokkim"Eripyon, Yatsunonawa"D", Jun Matsumura 27, Makoto Ishii Chama(C), Gonta, Ari Inukichi, Seigo"Ushi"Kawakami, M."Kotatutoneko"Nakatani, Alien Pole, Kuriotoko, Chimorin Syogun, Takechan, Masaaki, Dway Nishimura, Norihide = Fnyako.F, Shin-Ya.M, Super-8, "Noriko"M.Tsujimoto, R, Sagata, Takayuki Kosaka
- Music compose: Abe "Oyaji" Isao, Syun "Kobekko" Nishigaki, Yamamoto "Purple" Setsuo, Kadota "Pop'N" Yuko, Kuru-Kuru Chance Iwami, Mizuta "Groovy" Naoshi
- Sound design: Hiroaki "X68K" Kondo, Ryoji
- Voice Actor: Tomomichi Nishimura, Toshiyuki Morikawa, Wataru Takagi, Tetsuya Iwanaga, Yuko Miyamura, Shinichiro Miki
- Producer: Iyono Pon
- Special Thanks: Takuya Shiraiwa, Hattari, Capcom All Staff
- Consumer Staff: T.Fujiwara, M.Akahori, Hisashi Kuramoto, Kazuhiro Tsuchiya, Hiroaki Matsumoto, Yasuhiro Yanagi, Takayuki Umezu, Yasuhito Okada, Masaki Kataoka, Taro Takeda, Tatsuji Yataka, Atsushi Manobe, Hideki Tada, Takashi Nao, Hiroaki Watanabe, S.Ikuta, Shimitan, M.Sakano, H.Ando, Hiroki Bandoh, Y.Kawano, S.Murata, Y.Kanemori, M.Yasuma, H.Kaji, T.Yoshikawa, H.Katagiri, K.Toda, C.Ryugo, S.Okamura
- Sound design: Toshio"T.Kjn"Kajino (1970.2.25.B), More Rich, DJ★Wada Hiroyuki, Tomoyuki"T.K,Ny"Kawakami, Command+Z"Mac", Shinji"Amayan"Amagishi
- Music compose: Mizuta "Groovy" Naoshi, Kuru-Kuru Chance Iwami, Akari.K -Lemon-
- Guitars & Acoustic Piano: Masato Kohda
- Presented by: Capcom
Magazine articles
- Main article: Street Fighter Alpha: Warriors' Dreams/Magazine articles.
Promotional material
Artwork
Physical scans
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89 | |
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Based on 30 reviews |
Technical information
- Main article: Street Fighter Alpha: Warriors' Dreams/Technical information.
External links
- Sega of America webpage: Saturn
References
- ↑ File:SFA 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)
- ↑ https://groups.google.com/g/rec.games.video.sega/c/6FKYYVSQAGE/m/XCrYEkyY2w0J
- ↑ https://groups.google.com/g/rec.games.video.sega/c/QEJfyZmRM3A/m/1yf-YQPuNNMJ
- ↑ https://groups.google.com/g/rec.games.video.sega/c/pN77cESHcUg/m/mR50tcI-8c4J
- ↑ Computer & Video Games, "June 1996" (UK; 1996-05-09), page 61
- ↑ 7.0 7.1 Computer & Video Games, "April 1996" (UK; 1996-03-14), page 34
- ↑ 8.0 8.1 Sega Saturn Magazine, "April 1996" (UK; 1996-03-23), page 74
- ↑ 9.0 9.1 http://www.tectoy.com.br/releases/index.htm (Wayback Machine: 1998-06-25 19:48)
- ↑ https://www.polygon.com/2020/11/23/21579064/street-fighter-alpha-an-oral-history
- ↑ File:SFZ Saturn JP SSEnding.pdf
- ↑ 576 KByte, "Július-Augusztus 1996" (HU; 1996-xx-xx), page 11
- ↑ Consoles +, "Mai 1996" (FR; 1996-0x-xx), page 91
- ↑ Famitsu, "1996-02-02" (JP; 1996-01-19), page 1
- ↑ Freak, "3/96" (IL; 1996-xx-xx), page 1
- ↑ Fun Generation, "05/96" (DE; 1996-04-10), page 58
- ↑ Gambler, "9/1996" (PL; 1996-xx-xx), page 1
- ↑ GameFan, "Volume 4, Issue 3: March 1996" (US; 1996-xx-xx), page 13
- ↑ GamePro, "April 1996" (US; 1996-xx-xx), page 76
- ↑ Game Informer, "March 1996" (US; 1996-0x-xx), page 50
- ↑ Joypad, "Mars 1996 (Joypad International supplement)" (FR; 1996-0x-xx), page 23
- ↑ Joypad, "Mai 1996" (FR; 1996-0x-xx), page 59
- ↑ MAN!AC, "03/96" (DE; 1996-02-14), page 40
- ↑ MAN!AC, "07/96" (DE; 1996-06-12), page 68
- ↑ Maximum, "March 1996" (UK; 1996-03-29), page 146
- ↑ Mega Force, "Mai 1996" (FR; 1996-0x-xx), page 34
- ↑ Mega Fun, "04/96" (DE; 1996-03-20), page 70
- ↑ Mean Machines Sega, "May 1996" (UK; 1996-04-04), page 74
- ↑ Player One, "Mai 1996" (FR; 1996-0x-xx), page 86
- ↑ Saturn Fan, "1996 No. 6" (JP; 1996-03-01), page 120
- ↑ Saturn+, "Easter/April 1996" (UK; 1996-03-07), page 40
- ↑ Sega Magazin, "April 1996" (DE; 1996-03-13), page 68
- ↑ Sega Power, "June 1996" (UK; 1996-04-11), page 48
- ↑ Sega Pro, "September 1996" (UK; 1996-07-xx), page 26
- ↑ Sega Saturn Magazine, "1996-02 (1996-02-09)" (JP; 1996-01-26), page 235
- ↑ Sega Saturn Magazine, "Readers rating final data" (JP; 2000-03), page 12
- ↑ Total Saturn, "Volume One Issue Four" (UK; 1996-12-29), page 53
- ↑ Ultimate Future Games, "May 1996" (UK; 1996-03-29), page 58
- ↑ Video Games, "4/96" (DE; 1996-03-20), page 88
Street Fighter Alpha: Warriors' Dreams | |
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Main page | Comparisons | Hidden content | Magazine articles | Video coverage | Reception | Technical information
|
Street Fighter games for Sega systems | |
---|---|
Street Fighter II': Champion Edition (unreleased) | Street Fighter II': Special Champion Edition (1993) | Super Street Fighter II: The New Challengers (1994) | |
Street Fighter: The Movie (1995) | Street Fighter Alpha: Warriors' Dreams (1996) | Street Fighter II Movie (1996) | Street Fighter Alpha 2 (Dash) (1996) | Super Puzzle Fighter II Turbo (1996) | Street Fighter Collection (1997) | X-Men vs. Street Fighter (1997) | Pocket Fighter (1998) | Marvel Super Heroes vs. Street Fighter (1998) | Capcom Generation: Dai 5 Shuu Kakutouka-tachi (1998) | Street Fighter Zero 3 (1999) | |
Street Fighter II' (1997) | |
Street Fighter Alpha 3 (1999) | Street Fighter III: Double Impact (1999) | Street Fighter III: 3rd Strike (2000) | Super Street Fighter II X for Matching Service (2000) | Street Fighter Zero 3 for Matching Service (2001) | Super Puzzle Fighter II X for Matching Service (2001) | |
Street Fighter Zero 3 Upper (2001) | |
Sampler discs | |
Street Fighter Zero 2 Taikenban (199x) | Street Fighter Collection Taikenban (1997) | |
Street Fighter Zero 3 Tentou Taikenban (199x) | |
Unlicensed Street Fighter games for Sega systems | |
Jang Pung II (1993) | |
X-Men vs. Street Fighter (Mega Drive) (1998) |
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