Difference between revisions of "Night Warriors: Darkstalkers' Revenge"
From Sega Retro
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Characters move with {{left}} and {{right}} and dash with {{left}} {{left}} and {{right}} {{right}}. They jump upward with {{up}} and jump behind and ahead with {{upleft}} and {{upright}}. They crouch with {{down}}. Punches are done with {{X}} (light), {{Y}} (medium), and {{Z}} (hard) and kicks are done with {{A}} (light), {{B}} (medium), and {{C}} (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). | Characters move with {{left}} and {{right}} and dash with {{left}} {{left}} and {{right}} {{right}}. They jump upward with {{up}} and jump behind and ahead with {{upleft}} and {{upright}}. They crouch with {{down}}. Punches are done with {{X}} (light), {{Y}} (medium), and {{Z}} (hard) and kicks are done with {{A}} (light), {{B}} (medium), and {{C}} (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 {{left}} or {{right}} 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 | + | Throws and grabs are done by holding {{left}} or {{right}} 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 have special pursuit moves where they can attack knocked down opponents by holding {{up}} with a kick button simultaneously. Knocked down characters can recover and leap away by holding {{left}} or {{right}} 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. | 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. | + | 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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All special moves can be performed as ES moves if two {{punch}} or {{kick}} buttons are used instead of one, with the exception of teleports and some command throws. | All special moves can be performed as ES moves if two {{punch}} or {{kick}} 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 | + | 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 cancel or any throws. |
{{InfoTable| | {{InfoTable| | ||
{{InfoRow| | {{InfoRow| | ||
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{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 | + | {{MoveListRow | Demon Cradle<br>''(guard cancel)'' | {{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. 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.}} | {{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.}} | ||
+ | {{MoveListRow | Hell Ride<br>''(pursuit)'' | {{up}}+{{kick}} near downed opponent | Demitri jumps onto his opponent with a dive kick. ''ES move:'' Demitri follows up the dive kick by transforming into his monstrous true form and kicking his opponent more, then takes a bow.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{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 (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 | + | {{MoveListRow | Beast Cannon (rising)<br>''(guard cancel)'' | {{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 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 | 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 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 | 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 Talbain performs a variant of the move that knocks his opponent over. It can juggle his opponent in the air if cornered.}} | + | {{MoveListRow | Million Flicker | {{RDP}} {{punch}} | Jon Talbain 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.}} |
+ | {{MoveListRow | Strike Wolf<br>''(pursuit)'' | {{up}}+{{kick}} near downed opponent | Jon Talbain dives onto his opponent with a vicious bite. ''ES move:'' Jon Talbain follows up the bite with an additional strike.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow | Dash | {{left}} {{left}} or {{right}} {{right}} | Jon Talbain pounces backwards or forwards.}} | + | {{MoveListRow | Dash | {{left}} {{left}} or {{right}} {{right}} | Jon Talbain pounces backwards or forwards. He can pounce through his opponent if close.}} |
}} | }} | ||
{{MoveListTable | desc=Command throws | | {{MoveListTable | desc=Command throws | | ||
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{{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 twice with his fists extended, then follows up with a punch forward.}} | {{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 | + | {{MoveListRow | Giga Burn<br>''(guard cancel)'' | {{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 | Victor Finger<br>''(pursuit)'' | {{up}}+{{kick}} near downed opponent | Victor punches down at his opponent with two enlarged hands. ''ES move:'' Victor punches twice with his enlarged hands.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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{{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 farther away.}} | {{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 | + | {{MoveListRow | Senpuu Bu<br>''(guard cancel)'' | {{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 | Zanpa (<br>''(pursuit)'' | {{up}}+{{kick}} near downed opponent | Hsien-Ko spins around on her opponent, dicing them with her claws. ''ES move:'' Hsien-Ko performs a variant of the move that hits more times.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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| desc=A zombie rock star from Australia. He is accompanied by his pet monster Le Malta. | | desc=A zombie rock star from Australia. He is accompanied by his pet monster Le Malta. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Death Hurricane<br>''(guard | + | {{MoveListRow | Death Hurricane<br>''(guard cancel)'' | {{QCB}} {{kick}} | Lord Raptor spins his body like a top diagonally upward, knocking down his opponent on impact. This move can be performed in midair. ''ES move:'' Lord Raptor performs a variant of the move that can hit multiple times before knocking his opponent over.}} |
{{MoveListRow | Skull Sting | {{down}} {{up}} {{kick}} | Lord Raptor jumps in the air, then dives down with a sawblade on his leg, which can hit multiple times. This move can be performed in midair. ''ES move:'' Lord Raptor performs a variant of the move that hits more times.}} | {{MoveListRow | Skull Sting | {{down}} {{up}} {{kick}} | Lord Raptor jumps in the air, then dives down with a sawblade on his leg, which can hit multiple times. This move can be performed in midair. ''ES move:'' Lord Raptor performs a variant of the move that hits more times.}} | ||
{{MoveListRow | Hell's Gate | {{HCF}} {{kick}} | Le Malta pops out of the ground and swallows Lord Raptor, then spits him out somewhere depending on the button used: {{button|text=LK}} spits him out in the same location, {{button|text=MK}} spits him out a half-screen away, and {{button|text=HK}} spits him out a full screen away.}} | {{MoveListRow | Hell's Gate | {{HCF}} {{kick}} | Le Malta pops out of the ground and swallows Lord Raptor, then spits him out somewhere depending on the button used: {{button|text=LK}} spits him out in the same location, {{button|text=MK}} spits him out a half-screen away, and {{button|text=HK}} spits him out a full screen away.}} | ||
+ | {{MoveListRow | Skull Javelin<br>''(pursuit)'' | {{up}}+{{kick}} near downed opponent | Lord Raptor dances on top of his opponent with a few kicks. ''ES move:'' Lord Raptor performs a variant of the move that hits more times.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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{{MoveListRow | Soul Fist | {{QCF}} {{punch}} | Morrigan shoots a flying bat projectile across the screen. ''ES move:'' Morrigan shoots a larger and faster projectile that hits multiple times.}} | {{MoveListRow | Soul Fist | {{QCF}} {{punch}} | Morrigan shoots a flying bat projectile across the screen. ''ES move:'' Morrigan shoots a larger and faster projectile that hits multiple times.}} | ||
{{MoveListRow | Soul Fist (aerial) | {{up}} {{upright}} {{right}} {{punch}} in midair | Morrigan shoots a flying bat projectile at a diagonal angle in the air. ''ES move:'' Morrigan shoots a larger and faster projectile that hits multiple times.}} | {{MoveListRow | Soul Fist (aerial) | {{up}} {{upright}} {{right}} {{punch}} in midair | Morrigan shoots a flying bat projectile at a diagonal angle in the air. ''ES move:'' Morrigan shoots a larger and faster projectile that hits multiple times.}} | ||
− | {{MoveListRow | Shadow Blade<br>''(guard | + | {{MoveListRow | Shadow Blade<br>''(guard cancel)'' | {{DPF}} {{punch}} | Morrigan rises into the air while uppercutting her opponent by using one of her wings as a blade, knocking down her opponent on impact. ''ES move:'' Morrigan performs a variant of the move that hits multiple times before knocking her opponent over.}} |
+ | {{MoveListRow | Shell Pierce<br>''(pursuit)'' | {{up}}+{{kick}} near downed opponent | Morrigan dives straight down onto her opponent with her wings wrapped around her legs in a pointed cone. ''ES move:'' Morrigan performs a variant of the move that hits more times.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Hitsugi no Mai | {{punch}} and {{kick}} of the same strength | Anakaris drops a sarcophagus on his opponent. Stronger buttons drop the sarcophagus further away from him. This move can be performed in midair. ''ES move:'' Anakaris drops eight sarcophagi at varying distances in a barrage.}} | {{MoveListRow | Hitsugi no Mai | {{punch}} and {{kick}} of the same strength | Anakaris drops a sarcophagus on his opponent. Stronger buttons drop the sarcophagus further away from him. This move can be performed in midair. ''ES move:'' Anakaris drops eight sarcophagi at varying distances in a barrage.}} | ||
− | {{MoveListRow | Ouke no Sabaki | {{QCF}} {{punch}} in midair | Anakaris blows out ghosts that curse his opponent, temporarily transforming them into a helpless version of themselves. ''ES move:'' Anakaris | + | {{MoveListRow | Ouke no Sabaki | {{QCF}} {{punch}} in midair | Anakaris blows out ghosts that curse his opponent, temporarily transforming them into a helpless version of themselves. ''ES move:'' Anakaris blows out more ghosts, covering a larger area.}} |
{{MoveListRow | Kotodama Gaeshi (inhale) | {{QCB}} {{kick}} | Anakaris swallows a projectile with his body. This move can be performed in midair.}} | {{MoveListRow | Kotodama Gaeshi (inhale) | {{QCB}} {{kick}} | Anakaris swallows a projectile with his body. This move can be performed in midair.}} | ||
{{MoveListRow | Kotodama Gaeshi (exhale) | {{QCF}} {{kick}} | Anakaris launches a projectile after swallowing it. This move can be performed in midair. ''ES move:'' Anakaris exhales the ES version of the swallowed projectile.}} | {{MoveListRow | Kotodama Gaeshi (exhale) | {{QCF}} {{kick}} | Anakaris launches a projectile after swallowing it. This move can be performed in midair. ''ES move:'' Anakaris exhales the ES version of the swallowed projectile.}} | ||
{{MoveListRow | Cobra Blow | {{left}} {{right}} {{punch}} | Anakaris turns his arms into a long cobra and punches with them. ''ES move:'' Anakaris performs a variant of the move that can hit more times.}} | {{MoveListRow | Cobra Blow | {{left}} {{right}} {{punch}} | Anakaris turns his arms into a long cobra and punches with them. ''ES move:'' Anakaris performs a variant of the move that can hit more times.}} | ||
+ | {{MoveListRow | Imashime no Bohi<br>''(pursuit)'' | {{up}}+{{kick}} near downed opponent | Anakaris drops over his opponent with the bottom of his body transformed into a pyramid. ''ES move:'' Anakaris performs a variant of the move where he catches a giant sarcophagus that drops onto him, driving the pyramid further into his opponent.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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| desc=A cheerful catwoman from the United States. | | desc=A cheerful catwoman from the United States. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Rolling Buckler | {{QCF}} {{punch}} | Felicia rolls along the ground in a ball. She damages and bounces off her opponent on collision. She can follow up this move with an uppercut by pressing {{punch}}. ''ES move:'' Felicia | + | {{MoveListRow | Rolling Buckler | {{QCF}} {{punch}} | Felicia rolls along the ground in a ball. She damages and bounces off her opponent on collision. She can follow up this move with an uppercut by pressing {{punch}}. ''ES move:'' Felicia continues rolling into her opponent rather than bouncing off. If followed up with {{punch}}, her uppercut hits more times.}} |
{{MoveListRow | Rolling Scratch | {{QCB}} {{punch}} | Felicia rolls into a ball and bounces on the ground while moving forward. She damages and bounces off her opponent on collision. If she lands on her opponent from above, she can follow up this move with scratches by pressing {{punch}}. ''ES move:'' Felicia performs a variant of the move that continues rolling into her opponent rather than bouncing off.}} | {{MoveListRow | Rolling Scratch | {{QCB}} {{punch}} | Felicia rolls into a ball and bounces on the ground while moving forward. She damages and bounces off her opponent on collision. If she lands on her opponent from above, she can follow up this move with scratches by pressing {{punch}}. ''ES move:'' Felicia performs a variant of the move that continues rolling into her opponent rather than bouncing off.}} | ||
{{MoveListRow | Sand Splash | {{QCF}} {{kick}} | Felicia kicks dirt off the ground at her opponent. ''ES move:'' Felicia performs a variant of the move that can hit twice.}} | {{MoveListRow | Sand Splash | {{QCF}} {{kick}} | Felicia kicks dirt off the ground at her opponent. ''ES move:'' Felicia performs a variant of the move that can hit twice.}} | ||
− | {{MoveListRow | Delta Kick<br>''(guard | + | {{MoveListRow | Delta Kick<br>''(guard cancel)'' | {{RDP}} {{kick}} | Felicia jumps into the air, attacking with her knee, then dives diagonally downward with her clawed foot first. ''ES move:'' Felicia performs a variant of the move that can hit more times.}} |
+ | {{MoveListRow | Toy Touch<br>''(pursuit)'' | {{up}}+{{kick}} near downed opponent | Felicia rolls into a ball and bounces off her opponent. ''ES move:'' Felicia follows up the bounce attack with multiple claw scratches.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
{{MoveListRow | Wall Jump | Hold {{right}} when jumping onto the edge of the screen | Felicia can jump off the side of the screen.}} | {{MoveListRow | Wall Jump | Hold {{right}} when jumping onto the edge of the screen | Felicia can jump off the side of the screen.}} | ||
− | {{MoveListRow | Dash | {{left}} {{left}} or {{right}} {{right}} | Felicia pounces backwards or forwards.}} | + | {{MoveListRow | Dash | {{left}} {{left}} or {{right}} {{right}} | Felicia pounces backwards or forwards. She can pounce through her opponent if close.}} |
{{MoveListRow | EX Charge | {{down}} {{down}} + two {{kick}} simultaneously | Felicia increases her Special meter for as long as the {{kick}} buttons are held, though she is vulnerable to attack while doing this.}} | {{MoveListRow | EX Charge | {{down}} {{down}} + two {{kick}} simultaneously | Felicia increases her Special meter for as long as the {{kick}} buttons are held, though she is vulnerable to attack while doing this.}} | ||
}} | }} | ||
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{{MoveListRow | Kaeshi Ha | {{left}}+{{punch}} after Hane Ha | After performing the Hane Ha, while the sword is in his opponent, Bishamon can pull both the sword and the opponent back towards him with {{left}}+{{punch}} or he can dash forward, pull the sword out, and dash back with {{QCF}} {{punch}}.}} | {{MoveListRow | Kaeshi Ha | {{left}}+{{punch}} after Hane Ha | After performing the Hane Ha, while the sword is in his opponent, Bishamon can pull both the sword and the opponent back towards him with {{left}}+{{punch}} or he can dash forward, pull the sword out, and dash back with {{QCF}} {{punch}}.}} | ||
{{MoveListRow | Tsuji Hayate | {{QCF}} {{punch}} after Hane Ha | After performing the Hane Ha, while the sword is in his opponent, Bishamon can dash forward, pull the sword out, and dash back.}} | {{MoveListRow | Tsuji Hayate | {{QCF}} {{punch}} after Hane Ha | After performing the Hane Ha, while the sword is in his opponent, Bishamon can dash forward, pull the sword out, and dash back.}} | ||
− | {{MoveListRow | Kien Zan<br>''(guard | + | {{MoveListRow | Kien Zan<br>''(guard cancel)'' | {{DPF}} {{punch}} while blocking | Bishamon jumps high while uppercutting with his sword. This move can only be performed as a reversal or after performing the Kaeshi Ha. ''ES move:'' Bishamon performs a variant of the move that does more damage.}} |
+ | {{MoveListRow | Shikabanenui<br>''(pursuit)'' | {{up}}+{{kick}} near downed opponent | Bishamon somersaults into the air, then dives onto his opponent with a sword stab. ''ES move:'' Bishamon performs a variant of the move where he stabs the opponent multiple times.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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| desc=A merman living in Brazil's Amazon River and the sole survivor of a colossal earthquake that demolished his underwater empire. | | desc=A merman living in Brazil's Amazon River and the sole survivor of a colossal earthquake that demolished his underwater empire. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Sonic Wave<br>''(guard | + | {{MoveListRow | Sonic Wave<br>''(guard cancel)'' | {{QCF}} {{punch}} | Rikuo emits damaging sound waves about half the width of the screen, which does a light amount of damage but momentarily stuns his opponent. ''ES move:'' Rikuo emits larger sound waves that travel the full width of the screen and do more damage.}} |
{{MoveListRow | Poison Breath | {{QCF}} {{kick}} | Rikuo releases a poison gas, which does a light amount of damage but momentarily stuns his opponent. ''ES move:'' Rikuo performs a variant of the move where the poison gas cloud moves across the screen rather than dissipating in place.}} | {{MoveListRow | Poison Breath | {{QCF}} {{kick}} | Rikuo releases a poison gas, which does a light amount of damage but momentarily stuns his opponent. ''ES move:'' Rikuo performs a variant of the move where the poison gas cloud moves across the screen rather than dissipating in place.}} | ||
{{MoveListRow | Screw Shot | {{left}} {{right}} {{punch}} | Rikuo shoots himself at his opponent like a torpedo. ''ES move:'' Rikuo performs a variant of the move that hits more times.}} | {{MoveListRow | Screw Shot | {{left}} {{right}} {{punch}} | Rikuo shoots himself at his opponent like a torpedo. ''ES move:'' Rikuo performs a variant of the move that hits more times.}} | ||
{{MoveListRow | Trick Fish | {{left}} {{left}} {{kick}} | Rikuo jumps diagonally into the air feet first from a retreating dash, which knocks his opponent over on impact. ''ES move:'' Rikuo performs a variant of the move that hits multiple times before knocking his opponent over.}} | {{MoveListRow | Trick Fish | {{left}} {{left}} {{kick}} | Rikuo jumps diagonally into the air feet first from a retreating dash, which knocks his opponent over on impact. ''ES move:'' Rikuo performs a variant of the move that hits multiple times before knocking his opponent over.}} | ||
+ | {{MoveListRow | Riverside Drop<br>''(pursuit)'' | {{up}}+{{kick}} near downed opponent | Rikuo rolls into a ball and bounces off his opponent. ''ES move:'' Rikuo performs a variant of the move where he bounces three times on his opponent.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
Line 315: | Line 325: | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Killshread | {{punch}} and {{kick}} of the same strength | Donovan plants his sword into the ground. While the sword is planted, he can summon it back to him by again pressing a {{punch}} and {{kick}} of the same strength (which can be done in midair), causing it to attack opponents on the ground as it returns. Donovan's standing normal punches are changed and he cannot perform any moves that use his sword until he summons it back to him. ''ES move:'' The sword hits more times when it is summoned back.}} | {{MoveListRow | Killshread | {{punch}} and {{kick}} of the same strength | Donovan plants his sword into the ground. While the sword is planted, he can summon it back to him by again pressing a {{punch}} and {{kick}} of the same strength (which can be done in midair), causing it to attack opponents on the ground as it returns. Donovan's standing normal punches are changed and he cannot perform any moves that use his sword until he summons it back to him. ''ES move:'' The sword hits more times when it is summoned back.}} | ||
− | {{MoveListRow | Ifrit Sword<br>''(guard | + | {{MoveListRow | Ifrit Sword<br>''(guard cancel)'' | {{DPF}} {{punch}} | Donovan summons a fire spirit, which slashes a fiery sword upward. ''ES move:'' The fire spirit slashes its sword twice.}} |
{{MoveListRow | Blizzard Sword | {{HCF}} {{punch}} | Donovan summons an ice spirit, which tosses a large snowflake downward. ''ES move:'' The ice spirit tosses multiple snowflakes downward.}} | {{MoveListRow | Blizzard Sword | {{HCF}} {{punch}} | Donovan summons an ice spirit, which tosses a large snowflake downward. ''ES move:'' The ice spirit tosses multiple snowflakes downward.}} | ||
{{MoveListRow | Lightning Sword | {{RDP}} {{punch}} | Donovan summons a lightning spirit, which shoots electricity in front of him. ''ES move:'' The lightning spirit does slightly more damage.}} | {{MoveListRow | Lightning Sword | {{RDP}} {{punch}} | Donovan summons a lightning spirit, which shoots electricity in front of him. ''ES move:'' The lightning spirit does slightly more damage.}} | ||
+ | {{MoveListRow | Foot Stab<br>''(pursuit)'' | {{up}}+{{kick}} near downed opponent | Donovan jumps onto his opponent with a foot stab. ''ES move:'' Donovan follows up the foot stab with a diving palm strike.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
Line 341: | Line 352: | ||
{{MoveListRow | Big Towers | {{down}} {{down}} {{punch}} | Sasquatch surrounds himself in sharp ice towers. ''ES move:'' Sasquatch summons multiple ice shards that pierce out of the ground, moving outward from him.}} | {{MoveListRow | Big Towers | {{down}} {{down}} {{punch}} | Sasquatch surrounds himself in sharp ice towers. ''ES move:'' Sasquatch summons multiple ice shards that pierce out of the ground, moving outward from him.}} | ||
{{MoveListRow | Big Cyclone | {{QCB}} {{kick}} | Sasquatch spins through the air with his legs extended, knocking down his opponent on impact. ''ES move:'' Sasquatch performs a variant of the move that can hit multiple times before knocking his opponent over.}} | {{MoveListRow | Big Cyclone | {{QCB}} {{kick}} | Sasquatch spins through the air with his legs extended, knocking down his opponent on impact. ''ES move:'' Sasquatch performs a variant of the move that can hit multiple times before knocking his opponent over.}} | ||
− | {{MoveListRow | Big Typhoon<br>''(guard | + | {{MoveListRow | Big Typhoon<br>''(guard cancel)'' | {{DPF}} {{kick}} | Sasquatch kicks ahead with his foot, which twists around and grows in size. ''ES move:'' Sasquatch performs a variant of the move that freezes and knocks over his opponent.}} |
+ | {{MoveListRow | Big Wheel<br>''(pursuit)'' | {{up}}+{{kick}} near downed opponent | Sasquatch rolls into a ball and bounces off his opponent. ''ES move:'' Sasquatch follows up the bounce by falling and sitting on his opponent.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
Line 363: | Line 375: | ||
{{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 | 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 | + | {{MoveListRow | Reflect Wall<br>''(guard cancel)'' | {{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 | Drill Dive<br>''(pursuit)'' | {{up}}+{{kick}} near downed opponent | Huitzil stomps its opponent with two bladed legs. ''ES move:'' Huitzil performs a variant of the move that hits more times.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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{{MoveListRow | Sol Smasher | {{QCF}} {{punch}} | Pyron hurls a large fireball. The angle of the throw depends on the button used: {{button|text=LP}} for straight ahead, {{button|text=MP}} for a middle angle, and {{button|text=HP}} for a high angle. ''ES move:'' Pyron throws a large fireball forwards that hits multiple times.}} | {{MoveListRow | Sol Smasher | {{QCF}} {{punch}} | Pyron hurls a large fireball. The angle of the throw depends on the button used: {{button|text=LP}} for straight ahead, {{button|text=MP}} for a middle angle, and {{button|text=HP}} for a high angle. ''ES move:'' Pyron throws a large fireball forwards that hits multiple times.}} | ||
{{MoveListRow | Sol Smasher (aerial) | {{up}} {{upright}} {{right}} {{punch}} in midair | Pyron throws a large fireball diagonally downward. ''ES move:'' Pyron throws a large fireball diagonally downward that hits multiple times.}} | {{MoveListRow | Sol Smasher (aerial) | {{up}} {{upright}} {{right}} {{punch}} in midair | Pyron throws a large fireball diagonally downward. ''ES move:'' Pyron throws a large fireball diagonally downward that hits multiple times.}} | ||
− | {{MoveListRow | Zodiac Fire<br>''(guard | + | {{MoveListRow | Zodiac Fire<br>''(guard cancel)'' | {{DPF}} {{punch}} | Pyron rolls across the ground like a wheel, which knocks over opponents on impact. ''ES move:'' Pyron performs a variant of the move that can hit multiple times before knocking his opponent over.}} |
{{MoveListRow | Orbital Blaze | {{QCB}} {{kick}} in midair | Pyron spins downward as fireballs revolve around him, which knocks over opponents on impact. ''ES move:'' Pyron performs a variant of the move that can hit multiple times before knocking his opponent over.}} | {{MoveListRow | Orbital Blaze | {{QCB}} {{kick}} in midair | Pyron spins downward as fireballs revolve around him, which knocks over opponents on impact. ''ES move:'' Pyron performs a variant of the move that can hit multiple times before knocking his opponent over.}} | ||
{{MoveListRow | Galaxy Trip (air) | {{RDP}} {{punch}} | Pyron disappears and reappears in the air. His horizontal location depends on the button used: {{button|text=LP}} for the left side of the screen, {{button|text=MP}} for the middle, and {{button|text=HP}} for the right side of the screen.}} | {{MoveListRow | Galaxy Trip (air) | {{RDP}} {{punch}} | Pyron disappears and reappears in the air. His horizontal location depends on the button used: {{button|text=LP}} for the left side of the screen, {{button|text=MP}} for the middle, and {{button|text=HP}} for the right side of the screen.}} | ||
{{MoveListRow | Galaxy Trip (ground) | {{RDP}} {{kick}} | Pyron disappears and reappears on the ground. His horizontal location depends on the button used: {{button|text=LK}} for the left side of the screen, {{button|text=MK}} for the middle, and {{button|text=HK}} for the right side of the screen.}} | {{MoveListRow | Galaxy Trip (ground) | {{RDP}} {{kick}} | Pyron disappears and reappears on the ground. His horizontal location depends on the button used: {{button|text=LK}} for the left side of the screen, {{button|text=MK}} for the middle, and {{button|text=HK}} for the right side of the screen.}} | ||
+ | {{MoveListRow | Flame Cone<br>''(pursuit)'' | {{up}}+{{kick}} near downed opponent | Pyron falls onto his opponent in a statuesque pose with his body wrapped in pointed flames. ''ES move:'' Pyron performs a variant of the move that hits more times.}} | ||
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | |
Revision as of 20:16, 19 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 have special pursuit moves where they can attack knocked down opponents by holding with a 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 cancel 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 |
---|---|---|
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
Night Warriors: Darkstalkers' Revenge | |
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Main page | Comparisons | Hidden content | Magazine articles | Reception | Technical information
Demos: Vampire Hunter: Darkstalkers' Revenge Sample (?) |
Darkstalkers/Vampire games for Sega systems | |
---|---|
Night Warriors: Darkstalkers' Revenge (1996) | Vampire Savior: The Lord of Vampire (1998) | Vampire Chronicle for Matching Service (2000) | |
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Super Puzzle Fighter II Turbo (1996) | Pocket Fighter (1998) |
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