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Darkstalkers: The Night Warriors (Arcade)

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Title Screen

Darkstalkers: The Night Warriors

Also known as: Vampire: The Night Warriors (JP)
Developer: Capcom
Publisher: Capcom
Platform: Arcade (CPSII)
Released internationally: July 1994

CharacterIcon.png This game has unused playable characters.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
Sgf2-unusedicon1.png This game has unused abilities.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.

And you were just a scroll away from being fired too...
Oh dear, I do believe I have the vapors.
This page contains content that is not safe for work or other locations with the potential for personal embarrassment.
Such as: Succubus sideboob.

Darkstalkers was Capcom's next fighting game venture after the success of Street Fighter II. Featuring a Hollywood monster theme, eye-popping animation, and gameplay mechanics that would eventually become genre standards, it can be considered a milestone in the history of Capcom fighters.

To do:
  • Ground explosion sprite and associated Might Launcher behavior.
  • Split Debug Menu stuff into a sub-page and consolidate with Night Warriors.
  • Check if all the frames of Morrigan's select screen portrait used in the PS1 version are present in arcade ROM.




Boss Showdown.

The characters Huitzil and Pyron are unplayable bosses in this first iteration of the series. However, there is ample evidence that they were intended to be playable at some point in the game's development.

By setting character select addresses FF8729 (for player 1) or FF8B29 (for player 2) to either 0B (for Huitzil) or 0C (for Pyron), both characters can be selected. The game will reset after the opponent's win quote if you lose a battle as Huitzil - therefore not allowing you to continue - and will freeze when attempting to load the map demo prior to the Pyron boss fight if you are playing as Pyron, but aside from this they are nearly perfectly playable, with all moves able to be performed (albeit some with different commands than would be used in later games in the series).

Player 2 Colors

P2 Huitzil P2 Pyron P2 Huitzil Portrait P2 Pyron Portrait

Both characters also have functional alternate color schemes for same-character matches, despite this being impossible in the game proper. Huitzil's alternate color scheme accidentally loads the palette for his lower body while jumping and one of his effect palettes into each other's slots, causing a rather strange look.

P2 Huitzil P2 Huitzil - Fixed
Glitched Palette Fixed Palette

When he became legitimately playable in the PlayStation 2 Darkstalkers Collecton, this palette issue was fixed.


Upon completing the Pyron boss fight, both characters even have endings that will play, the same ones that would be seen in the sequel Night Warriors where they became playable characters. These endings lack music, and although the Japanese release has the proper text, the international releases simply display garbage strings of "AAAAAAAAAA".

Huitzil Ending. Pyron Ending.

Pyron Graphics

Group Shot Pyron.

Pyron has an unused graphic for appearing in the group shot of the game's intro. Interestingly, Huitzil is actually present in this shot. It's likely that he wasn't removed because he and Victor are actually drawn into the backdrop rather than being sprites as the rest of the characters in the shot are. Thus removing him would require actually redrawing the backdrop.

Huitzil as part of the intro's backdrop tilemap.

Demonic facepalm.

He also has unused defeat graphics, as would be seen after a stage. As mentioned, he is not officially playable and the game goes directly to the ending sequence after he is beaten. However, if you use the described hack to play as him, they will appear after you lose a battle.

Debug Menu

To do:
Further investigate and document these menus and their controls.


A developer menu primarily involved with character animation data can be accessed by setting RAM address FF8000 to 12BF while at the normal test menu. Submenus can be selected with the Player 1 joystick and entered by pressing Player 1 Start. Pressing Player 1 Start within a submenu will return to this menu.

Note: The character often starts offscreen and the controls for positioning them are seemingly buggy. To place them in the center of the grid, set RAM addresses FF8398 and FF839C to 0110 and 0148 respectively.

(Discovery: N.)

Move Chara


A simple character animation viewer.


P1 Joystick: Move character (buggy).
P1 Light Punch: Hold down to play back current animation sequence in real time.
P1 Medium Punch: Advance to the next frame of animation within the current sequence.
P1 Hard Punch: Reset current animation sequence to its beginning.
P1 Light Kick + P1 Joystick Left/Right: Increment animation sequence.
P1 Light Kick + P1 Joystick Up/Down: Increment character.
P1 Medium Kick: Toggle character sprite flip flags.


NAME: Character number and placeholder name.
KIND: Animation sequence number and label.
No.: Animation frame number out of total number of frames in sequence.
COUNT: Game time in frames (1/60 second) to display this animation frame.
POS-X, POS-Y: Position of character on the screen.
REL-X, REL-Y: Relative position of Player 2 character to Player 1 character.
H-FLIP, V-FLIP: Sprite flip flags.
CHAR TP: Behavior flags.
PRIO NO: Sprite drawing priority.
KAGE NO: ID of shadow sprite.
ST: Miscellaneous flags; A = Attack, S = Crouching, G = Blocking, D = Hitstun, B = Falling/Knocked down, d = Dash, T = Throw attempt

Nage Hosei

Vampire on vampire violence.

Checks sprite selection and positioning for characters grabbed by throw attacks. Controls are as follows:
P1 Joystick Left/Right: Increment animation sequence.
P1 Joystick Up/Down: Increment attacker character.
P1 Light Punch: Hold down to play back current animation sequence in real time.
P1 Medium Punch: Advance to the next frame of animation within the current sequence.
P1 Hard Punch: Reset current animation sequence to its beginning.
P2 Joystick: Move victim (buggy).
P2 Hard Punch: Toggle victim sprite flip flags.

Atari Edit

Presumably for viewing and editing hitboxes, but the game crashes and resets upon attempting to enter it.

Okuri Jikan

Timing is the thing, it's true. Good timing brought me to you.

An animation timing editor. Largely the same as the Move Chara menu, but with the ability to change the amount of time each particular frame of animation is displayed on screen via the P2 joystick. However this actually has no effect, as the default timing values are always read straight from the ROM.

Serifu Disp

When you hear "QSound", think of that jingle.

The name indicates that at one point this might have pointed to a menu for checking winquotes and other such pieces of text, but it actually currently points to an advanced sound test.

Iro Kaeru

Green is not a creative color.

Changes the color of the backdrop grid. Controls are as follows:
P1 Light Punch/Medium Punch: Increment base color.
P1 Hard Punch: Toggle grid lines.
P1 Light Kick/Medium Kick: Increment brightness.
P1 Hard Kick: Reset color to default.

Unused Moves

Huitzil Standing Light Kick

Standing Light Kick

Despite the CPU never using it, a fully-functional standing light kick exists for Huitzil that can be performed while playing as him. It has a unique animation that would never resurface in any of the following games, although its slow startup and short range don't make it very useful. It can't be cancelled into specials, nor does it have rapid-fire capability.

Huitzil EX Beam

Unfinished Huitzil EX.

When playing as Huitzil, it's possible to perform an unfinished EX move by pressing Down, Down-Forward, Forward, then all 3 punch buttons simultaneously. In addition to having misaligned effects and incorrect colors, this move's incapable of actually hitting the opponent. The animation freezes after the beam is fired, meaning that Huitzil will become frozen in place, uncontrollable, until he is hit by the opponent.

Huiztil w/ Lighting. Swirling Electricity Effect.

Some further graphics exist for this move, including an electricity effect and a Huitzil sprite with lighting similar to that seen in his Plasma Beam special.


Had the move been successfully realized, it might have looked something like this.

P3-P8 Labels

Player 3 Player 4 Player 5 Player 6 Player 7 Player 8
Player 3 Player 4 Player 5 Player 6 Player 7 Player 8

Labels for up to 8 players exist within the graphic data. This is highly reminiscent of the Tournament Battle variant of Super Street Fighter II, a special version that networked 4 cabinets together to allow for 8 player elimination tournaments. It's likely that a similar mode was planned for Darkstalkers but never realized.

Unused General Effect Graphics

Misc. Sparks

Effect 1 Effect 2 Effect 3

Three unused effect sprites that seem to have no associated animation data.

Star Sparks

Small Star Spark. Large Star Spark.

A pair of starburst-shaped hitsparks, in small and large varieties.

Cone Spark

Cone Spark.

A conical hitspark that expands outwards.

Blood Pool

Blood Pool.

A pool of blood spreading out on the ground. Maybe it was intended for opponents who had been chopped in half on K.O.?

Water Effects

Rikuo's stage places the fighters in a shallow rainforest stream and accordingly replaces the characters' standard ground shadow sprites with special water effect sprites. In the finished game, only two types are used: a ripple effect for characters on the ground and a wavy shadow for characters in the air. However, several other unused effects exist:

Small Splash 1 Small Splash 2

Small splashes, possibly for characters' footsteps.

Large Splash 1 Large Splash 2

Large splashes, possibly for when a character lands from a jump or is knocked down.


A dissipating ripple and upward spray, possibly for when a character jumps or otherwise leaves the ground.

Ground Effects

Small Ground Spark 1 Medium Ground Spark 1 Large Ground Spark 1
Small Ground Spark 2 Medium Ground Spark 2 Large Ground Spark 2

Two types of ground spark effects, each with 3 different sizes. Possibly intended for characters landing from jumps and hitting the ground after being knocked down. The 3 sizes might correspond to the 3 weight classes the characters are divided into.

Dust Clouds

Small Dust Cloud. Medium GDust Cloud. Large Dust Cloud.

A set of dust clouds in 3 different sizes, similar to those used when characters are sliding back from a hit in many other Capcom fighters. Again it's possible that the 3 sizes were to correspond to the 3 character weight classes.

Dust Trail

Dust Trail.

A dust trail animation exists unused, similar to but smaller and less elaborate than two other dust trail animations actually used in the finished game.



A strange flashing, undulating orb.

Unused Character Graphics

Demitri Chaos Flare Effects

Unused Frames.

The effect sprites used around Demitri's hands when he fires a Chaos Flare disappear early, leaving these two spark-like frames unused.


This is what it might have looked like if the effect animation was used in full.

From Gamest Vol. 129. Presumably drawn by Akemi Kurihara, Demitri's animator.

Interestingly, the original animatic for the move seems to show a similar effect. The effect would eventually be used in full in a slightly edited form in Capcom Fighting Evolution.

Pyron Projectile

Horizontal Projectile Horizontal Projectile Impact Diagonal Projectile Diagonal Projectile Impact

Pyron's spriteset contains a pair of spiraling projectiles, one horizontal, one diagonal, complete with impact animations. Their intended purpose is unknown.

Pyron Unused Normal Attacks

Forward + Medium PunchJumping Hard Punch

Two normal attack animations for Pyron seem almost finished and ready to use, but go unused for reasons unknown. They are what would come to be used for his standing Forward + Medium Punch and Jumping Hard Punch in subsequent games. In this game his Forward + Medium Punch uses the same animation as his Forward + Light Punch, and his Jumping Hard Punch uses the same animation as his Jumping Medium Punch.

Orbiter Blaze Dissipation Effect

Orbiter Blaze Effect.

Many of Pyron's attacks spawn graphics separate from his primary character sprite as he returns to his idle state, allowing the various flares and blasts he manifests to have a few extra frames of animated dissipation. One such graphic intended for his Orbiter Blaze special exists unused. It possibly went unused because this special stays actively spinning indefinitely until Pyron reaches the ground.

Huitzil Music Notes

Music Note 1 Music Note 2 Music Note 3 Music Note 4 Music Note 5 Music Note 6 Music Note 7 Music Note 8 Music Note 9 Music Note 10 Music Note 11

A set of stylized music symbols exists in Huitzil's spriteset. The graphics are located near those for his one-man band winpose (in which he produces several musical instruments and begins to play them in unison), so they were likely intended to be used with it.

Huitzil Spotlight

The club can't even handle him.

Also stored near said one man band winpose is a spotlight or floor light-like effect that presumably would have materialized under his feet during the winpose.

Huitzil Catapult


This small object with 3 frames of animation exists among Huitzil's parts. No fully-assembled frame uses it. A developer interview in All About Vampire mentions a scrapped move involving a catapult on Huitzil's back, which seems to fit this object's appearance and range of motion.

Huitzil Separated Parts

In this game, Huitzil is sprited in such a way that he is made of many separate body parts that are layered together to create a whole sprite. However, a separate sprite index containing each of these separate parts as individual sprites exists, likely for developer reference purposes. Included within these are rough draft versions of a few of the weapons used in his attacks:

Standing Hard Kick Wheel Rough Crouching Medium Punch Drill Rough Crouching Hard Punch Drill Rough Crouching Medium Kick Drill Rough

Huitzil Close Standing Medium Kick Legs

Leg Closer to Camera. Leg Farther from Camera.

These particular leg parts intended for Huitzil's close standing medium kick go unused.

Huitzil Crouching Light Punch Drill

Huitzil Crouching Light Punch w/ Spinning Drill.

Additional frames for the fully-extended pose of Huitzil's crouching light punch exist that allow the drill to spin.

Huitzil Jumping Medium Punch Spikes

A couple frames of Hutzil's jumping medium punch are missing a spike on the ball his arm has transformed into. However, his raw tileset and index of separated parts contain a couple unused spike sprites that seem to fill those gaps.

Huitzil J. MP Huitzil J. MP - Fixed

Huitzil Close Standing Hard Punch Arm

An alternate arm part intended for a frame of Huitzil's close standing hard punch exists unused. It makes the transformation of the arm a bit smoother.

Huitzil CS. HP Huitzil CS. HP - Alternate

Huitzil Standing Hard Kick

The weapon part used in Huitzil's standing hard kick is a rough mockup. A finished version can be made by combining other parts.

Huitzil S. HK Huitzil S. HK - Fixed

Huitzil Recovery Landing

More legs to break your fall.

A special animation intended for Huitzil landing after being hit in midair exists unused. Although his midair recovery animation actually does show his quadruped legs deploying, upon landing he plays the same animation he uses for landing from a jump.

Huitzil Slice Recovery

Slice Recovery Frame 1Slice Recovery Frame 2

This unused two-frame sequence was intended for Huitzil recovering from a standing sliced-in-half animation.

Slice Animation Including Unused Recovery Frames.

Here's how it would have looked in context.

Huitzil Intro

Making an entrance.

Despite seemingly being complete, Huitzil's intro animation goes unused, making him the only character in the game to lack one. It would eventually get used in the sequel.

Huitzil Smoke

Certified within EPA standards.Smokin'

Sprites for two small bursts of smoke, one diagonal and one horizontal, exist unused in Huitzil's sprite set. The horizontal one would see use in a slightly modified form in the sequel.

Huitzil Unused Bit In-Between Frame


An unused frame of Huitzil's orbiting attack bits exists, seemingly a transition frame to either the mace used in his diagonal jumping light and medium kicks, or perhaps the spiked saucers used in his vertical jumping medium kick.

Huitzil FX Palette Oddities


Huitzil loads a turquoise and steel blue palette seemingly intended for his personal effect sprites into memory when active, but most of the sprites this palette was seemingly intended for don't end up using it.

In-Game With FX Palette

The electricity effects in his throw animations use his main body's palette, rendering them grey with a few stray red pixels. Assigning this FX palette gives them the more fitting steel blue with no stray colors.

In-Game With FX Palette
Ds-huitzil-beampal1.gif Ds-huitzil-beampal2.gif

The beam from his Plasma Beam special flashes rapidly between the yellow global effect palette and the palette used for Huitzil's lower body when jumping, the latter of which does not seem to fit the sprite at all. However the turquoise section of this personal effect palette seems to fit perfectly.

Huitzil Plasma Beam Unused Frames

Frame 1Frame 2Frame 4Frame 6
Frame 8Frame 10Frame 12

Several frames of animation of the charge up and muzzle flash effect for Huitzil's Plasma Beam are omitted in-game, likely for timing reasons.

In-Game With All Frames
Ds-huitzil-beamfx-ingame.gif Ds-huitzil-beamfx-full.gif

Demitri Bite Grab

Om Nom Nom.

Demitri has unused sprites and animation data for what would seem to be a second normal throw, similar to the one he would later become able to use in the third game in the series.

Demitri Bat

Like a bat out of Hell, this sprite is gone gone gone.

This bat animation exists unused in Demitri's spriteset. Judging from the angle and the similarity to the bat sprites used in his intro, this might have been intended for a home stage CPU character intro (as some other characters in the game display) which would have involved the bat flying from the background.

Rikuo Alternate Back Dash


Rikuo has an unused back dash animation that has similar features to his forward dash (arms becoming long fins, legs liquefying). In the finished game, his back dash is a repeating backflip.

ES Sonic Wave

Good, Good, Good, Good Vibrations.

A version of Rikuo's Sonic Wave projectile that expands to a larger size than the regular one exists unused. This was presumably intended for an unrealized ES version of the move. Once he became able to use an ES version in the sequel, its normal size was reduced and the ES version's size became equal to this game's normal size. Thus this large variant remained unused.

Morrigan Intro Graphic

What are you looking at?

Morrigan's graphic in the intro sequence extends a bit beyond the bottom of the visible screen, revealing that she is in fact not wearing anything.

Name Labels


Franken Frankenstein

A pair of unused name labels, one for under the lifebar during play and the other for the character select and VS screens exists. The former reads "Franken", the latter "Frankenstein". These are likely abandoned names for Victor, the Frankenstein's monster-based character.


Demitri is a Bird

Demitri's lifebar name graphic is actually misspelled as "Demitori" (a direct romanization of the Japanese phonetics). Apparently there was no time to actually fix the graphic, as the finished game employs a slapdash fix: the tiles are overlapped in such a way as to hide the "o". The misspelled name was shown as is in some pre-release promotional screenshots:

Gamefan August 1994 issue

The graphic was given a proper fix in the sequel.

Unused Sounds


A honking horn in 2 different pitches, intended for Huitzil's one man band winpose. It wouldn't actually get used until Vampire Hunter 2, albeit at a higher pitch than either of these.

Mooing Cow

The sound of a cow mooing, intended for Bishamon's stage. According to a developer interview in Gamest, this ended up getting removed because it was annoying.

Guitar Sample

An instrument sample of a guitar exists, unused by any of the game's music.


A looping, laser-like sound effect. Although it has instrument data defined, no sound effect code seems to use it.

Regional Differences


Japan International
Ds-title-j.png Ds-title.png

The game, as well as the series in general, is titled "Vampire" in Japan, and "Darkstalkers" everywhere else. The subtitle "The Night Warriors" applies to both versions of this first game, which often leads to confusion given that the international title of the sequel was also Night Warriors.

Character Names

Four characters have different names in Japan. According to developer interviews, the international names are actually the originals.

Japan International

The kung fu werewolf is known as Gallon in Japan (a pun on a Japanese word meaning "hungry wolf"), Jon Talbain everywhere else.

Japan International

The rocker zombie is called Zabel Zarock in Japan, and Lord Raptor everywhere else.

Japan International

The curiously attractive fishman goes by Aulbath in Japan, Rikuo everywhere else. Certainly it is based on the name of one of the actors who played the creature from black lagoon (1954), Ricou Browning.

Japan International

And finally, the Mayan killer robot is called Phobos in Japan, and Huitzil everywhere else.

Japan International
Ds-zombie.png Ds-ghoul.png

Furthermore, Raptor/Zabel's monster type varies between regions. He's classified as a Zombie in Japan, and a Ghoul internationally.


Japan International
Ds-winquote-j.png Ds-winquote.png

The Japanese version's winquote screen contains a decorative border graphic around the quote. The international version's quotes take up too much space to fit within this border, so it was removed.

Furthermore, the Japanese version contains a total of 18 winquotes for each character, as opposed to the international version's 4 per character.


In non-Japanese versions of the game, most Japanese voices were removed except for grunts and cannot be enabled by normal means, and there does not seem to be a way to reinstate the voices via the test menu.

Revision Differences

In the 940630 build, Rikuo's crouching hard punch cannot be blocked while crouching, which is extremely awkward given the attack's look and other properties. In subsequent builds it was made able to be blocked while either standing or crouching.