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Mini Dragon Group (ages 6-7)

Público·5 membros

Oni(Black White) 32x

AudioGenerator sounds are no longer muffled to those Repairing it.Reworked how Survivors scream when getting Hooked to make it sound more natural.Fixed an issue where, if ending a Trial as The Cenobite while in the Gateway, playing the next Trial as The Cenobite would cause the Killer's sounds to be muffled.CharactersUpdated The Nurse's Power description.The Dredge no longer becomes invisible when teleporting into a Locker at the same time a Survivor enters it.The Dredge no longer retains Bloodlust when teleporting to Lockers.The Dredge's Power, The Gloaming, can no longer be incorrectly cancelled while charging.Killer Instinct is no longer revealed on Survivors in Lockers from which The Dredge had previously teleported.Fixed an issue that cause injured female Survivor body to clips through The Wraith when being grabbed from a locker while he's cloaked.Fixed a rare crash after teleporting to a Portal as the Demogorgon.The Trickster can no longer see the impact effects of thrown blades when BlindedThe Oni's Demon Dash progress bar no longer remains white when the Scalped Topknot Add-On is equipped.The Torment Trail is no longer applied to Survivors grabbed by The Executioner while doing another action.After vaulting but without moving as The Knight, Guardia Compagnia is no longer disabled until the Killer moves.After Summoning a Guard for an Order, The Knight's Guardia Compagnia Patrol Path now fades out in its entirety.The Knight's Guards are no longer spawning in mid-air in certain areas, such as near door framesDuring The Knight's Guardia Compagnia, it is no longer possible to see the Killer's Red Stain or Idle Crows spawned while in Guard Summon modeThe Knight's Guards no longer trigger the hidden corpse jumpscare event when patrolling in the Midwich Locker Room.PerksThe perk Deja Vu is no longer activated after the last Generator is completed.The perk Coup de Grace now correctly extends the distance of the first lunge when a token has been gainedThe Knight's Guardia Compagnia can now be cancelled by the perk Head-On.MapsThe Killer shack loop in the Garden of Joy Map is no longer disrupted by debris. The Haddonfield Porch Lights will now operate as intended when the Generator is complete. The Killer will no longer be able to climb on top of (or get trapped in) the Eyrie of Crows Killer Shack Pallet. Pallets in the Decimated Borgo no longer fail to shake when kicked.Killers can no longer become desynched when standing in certain tiles in the Eyrie of Crows Killer Shack.UIKiller can now consistently open the character info menu while in the lobby. Corrected wrong character swap button prompts in the Lobby and the Store.MiscPlayers affected by a disconnection penalty should now see it correctly when returning to the lobby after a Match.Fixed a few cases where subtitles for voiceover lines would linger longer than the audio itself.Players are no longer stuck in an infinite loop when matchmaking fails while queueing for a Custom Match.The wiggle Skill Check check no longer becomes partly incompletable when picked up from a Generator.A Survivor self-Unhooking and running away no longer experiences a small rubber-banding issue.Generators blocked by the Entity no longer continue regressing and losing progress.The Exposed status effect no longer incorrectly displays a timed icon when the player is permanently Exposed.All Perks can now be bound to, and triggered by a mouse scrollInput bindings changed while being displayed by a button prompt no longer stay permanently displayed.PatchNotesDivider.pngKnown IssuesThe Drone's scan lines can be seen through some Breakable Walls.The Autohaven Wreckers map "Azarov's Resting Place" is Kill Switched due to a placeholder bug.The Perk "Blood Warden" is Kill Switched due to a bug.

Oni(Black White) 32x


The Super Nintendo Entertainment System (SNES) port was developed by Sculptured Software. This particular port has a secret intro (in which a scene between Shao Kahn and Kintaro will take place during the Acclaim logo) and a hidden special team mode. Also in this port is the use of the Super Nintendo's Mode 7, a graphics mode that allows the scaling and rotation of a single background on a scanline-by-scanline basis, during the overhead fall on the Pit II's Stage Fatality.[note 5] However, the game plays with some slowdown[1] and the sprites look like they have been painted rather than photographed due to the image distortion resulted from the downscaling required to match the console's 256x224 display resolution. The SNES has a larger color palette than most other ports of the game and the music is more downbeat and faded in contrast to the Genesis/Mega Drive's upbeat version.[3] John Tobias favored this version over the Genesis version, and added that "I would go so far as to say that the Super NES version is one of the best arcade-to-home conversions I've seen."[4] Because of poor sales of the censored SNES version of the original game, Nintendo decided to allow depictions of blood and Fatalities this time around.[5] Because the industry-wide rating system was not expected to be in effect until November 1994 at the earliest, this version had no formal rating; instead, a warning label was put on the game's box in order to inform prospective buyers about the game's mature content.[6] The Japanese version, however, is censored to a degree, with green blood for all fighters,[7] as well as the screen colors turning black-and-white for all character-specific lethal Fatalities.[8] North America had two different editions released. The second release fixes some major bugs (such as enabling the player to reach Noob Saibot after 50 wins), shows a new company logo at startup, runs an arcade-style attract mode if the game is left alone long enough, and has Johnny Cage's "Shadow Kick" randomly leave a red trail rather than the usual green.[3]

The Sega Saturn port features synthesized music as substitution for the original soundtrack and is missing some sound effects.[note 10] It allows players to preload certain morphs for Shang Tsung, reducing loading lag time but causing a glitch allowing the player to morph between the palette-swap ninja characters.[note 11] The game lags any time a special move is pulled off for the first time in a match (the move is loaded into the system RAM). Unlike the arcade version, the characters' shadow sprites are present in the Goro's Lair stage, while Jade has white skin (in the arcade original she has tanned skin).

  • Arcade Games The first two Dragon's Lair games each have a Director's Cut in most recent ports. Most notable is the sequel, Time Warp, in which a special brief scene plays the first time you grab each one of the treasures; and once you collect all of the treasures, it triggers a short, alternate Level 7 in which, after Dirk throws the sword at Mordroc as the wizard places the Death Ring on Daphne's finger, instead of being turned into a monster like in the original, she suddenly falls in a deathly faint and vanishes, leaving the ring lying on the floor; and you suddenly find her lying on her bed after defeating him. This kinda counts as either Fridge Brilliance or Fridge Logic.

  • Deliberately planned with the Arcade Game After Burner. The developers were unable to add a few features since they were forced to release the game under a certain deadline. The lead designer agreed to release the game, but only under the condition that he would be allow to make an upgrade kit later on. The upgrade kit was released as After Burner II and as a result most of the original cabinets ended up being converted. The same thing happened with Galaxy Force, another Super Scaler arcade game.

  • Batsugun had a Special Version that enhanced the game in a number of ways, including but not limited to adding loops with increasing difficulty, providing players with a Single-Use Shield, increasing the power of bombs, and having many enemies release suicide bullets. The Sega Saturn port included both this version and the original one.

  • Capcom's fighting games are notorious for this. The re-releases are mostly anticipated by the hardcore fans (i.e., the tournament scene) because typically the updated re-releases usually make changes that make the game more interesting and long lasting for Tournament Play. The first edition of a Capcom fighting game tends to have several extreme Game-Breaker characters or strategies, but by the last revision, Capcom has improved the game to the point that most of the cast is viable (although Character Tiers are still apparent) and strategy is much more diverse. There's a reason Super Street Fighter II Turbo, the butt of jokes among mainstream gamers, is so beloved by the tournament scene - four games worth of improvements produced a game where even the weakest character can win with the right strategy. After the original Street Fighter II, we got Champion Edition, Hyper Fighting, Super, and Super Turbo. All in a span of three years. And that's not even counting The Anniversary Edition that was released years later for the arcades. Or the various platform-specific variations like Super Turbo Revival for the Game Boy Advance or HD Remix for PlayStation Network and Xbox Live Arcade or Ultra for the Nintendo Switch.

  • The Alpha/Zero series wasn't much better. After the first two Alpha games, there was a Street Fighter Zero 2 Alpha for the arcade, but that came out only in Japan and Asia (the PlayStation and Saturn port got released as Street Fighter Alpha 2 Gold, which added Cammy to the roster). For Street Fighter Alpha 3, Capcom simply added whatever extra character they wanted to add to the subsequent ports. The PS, Saturn, and Dreamcast versions all added Guile, Dee Jay, Fei Long and T. Hawk, as well as storylines and endings for Juni, Juli, and Balrog. Alpha 3 was then re-released for the arcades in Japan as Street Fighter Zero 3 Upper with all the console extras and from there it got ported to the GBA (with Maki, Eagle, and Yun from Capcom vs. SNK 2 added to the roster), PSP (with Ingrid from Capcom Fighting Evolution added as well) and PS2 (as a bonus game in Alpha Anthology, minus the extra characters in the handheld versions).

  • And then when Street Fighter III did come around, they gave us 2nd Impact and 3rd Strike.

  • The tradition continues with Street Fighter IV. It has gotten two updates: Super Street Fighter IV and Super Street Fighter IV: Arcade Edition. A third one, Ultra Street Fighter IV, came out soon afterward.

  • Vampire Savior, the third game in Capcom's Darkstalkers series, received not one, but two upgraded re-releases for the arcades in Japan only months after the original game: Vampire Savior 2 and Vampire Hunter 2. Both re-releases essentially bring back Donovan, Huitzil, and Pyron, the three characters from Night Warriors missing in Vampire Savior, but does so by substituting characters from the original Vampire Savior: J. Talbain, Rikuo, and Sasquatch in Vampire Savior 2; and the four new characters from Vampire Savior in Vampire Hunter 2. Thankfully, for the Sega Saturn and PlayStation versions of the game, Capcom simply included all the characters from the three versions.

  • Many shooters developed by Cave fall under this, often retitled as "[original game name] [color] Label." DoDonPachi got an update in DoDonPachi Campaign Version. Unfortunately, only one PCB of it has ever been released, given to the world record high score holder. All other copies of the game remain in Cave's possession.note Cave currently claims they only made that one PCB and then lost every copy of the source code. However, Cave had two copies of the game on display at the 2006 Cave Matsuri; this likely means the source code and remaining PCBs are simply a closely-guarded secret.

  • DoDonPachi dai ou jou to DoDonPachi dai ou jou Black Label.

  • Mushihime-sama to Mushihime-sama Black Label.

  • Mushihime-sama Futari was re-released not once, but three times: a version 1.5 re-release with rebalanced stages and scoring system, a version 1.01 re-release that has 1.0's stages with 1.5's mechanics, and a Black Label re-release with new shot types, more changes to scoring, and a new Harder Than Hard mode called God mode (which has nothing to do with God Modding) that replaces Ultra mode and offers a new True Final Boss. Versions 1.5 and 1.01 as well as Black Label are available on the region-free Xbox 360 port...but you need a code card that shipped with random copies of the port to get Version 1.01, and you need to buy Black Label off of the Xbox Live Marketplace.

  • DoDonPachi Dai-Fukkatsu also had Black Label edition.

  • Daytona USA 2 got an upgrade kit called Daytona USA 2: Power Edition. It changed the announcer's voice, replaced the really nice looking Beginner track with a more generic and NASCAR-like Beginner track, added a new Challenge track that had you go through all 3 courses, and added the Hornet car from the original Daytona USA. The opponents are tweaked to be more aggressive and challenging, making Power Edition the hardest game in Daytona USA series.

  • Ex Zeus had an updated version released on mobile platforms as ExZeus Arcade, which improved on the visuals, added difficulty levels, and added online leaderboards. Its sequel had an updated version in 2017 that allowed the game to be playable on non-Windows 8 PCs. Both games would later get an updated compilation re-release in 2021 as the ExZeus: The Complete Collection for PC, PlayStation 4, Xbox One, and Switch.

  • Fatal Fury Special was a heavily revised version of Fatal Fury 2 with more characters. However, Real Bout Fatal Fury Special does not have a similar relationship to Real Bout Fatal Fury.

  • Gauntlet: Dark Legacy was an updated version of Gauntlet Legends, adding four new characters, new areas, and Combos.

  • GHOST Squad Evolution adds nothing new to the version that uses cards, but grants you access to everything that a fully-leveled up card has, without needing a card. If you're coming from the watered-down version that has only four mission levels and four weapons, however, Evolution is a HUGE update.

  • And then there's Guilty Gear XX and its updates, Guilty Gear XX #Reload (balance tweaks and making Robo-Ky playable from the start), Slash (more balance tweaks, the introduction of A.B.A. from Isuka and Order Sol, and two new stages), Accent Core (introduction of the Force Break, Slashbacks and throw breaks, two new music tracks, and more balance tweaks, but the removal of Story Mode, Kliff and Justice), Accent Core Plus (introduction of a new Story Mode, reintroduction of Kliff and Justice, and a new survival mode) and finally Accent Core Plus R (rebalancing Kliff and Justice into proper tournament-viable characters as well as adding the Korean soundtrack to the Switch version).

  • The King of Fighters '98: Ultimate Match features every character from '94 to '97, online play, a color edit mode, a custom mode where players could set any combination of super meter and subsystems, and arranged soundtrack. Unlike most updated re-releases, which are released shortly after the original, Ultimate Match was released in 2008, a decade after the original. This was followed by The King of Fighters 2002: Unlimited Match, which is to 2002 what '98 UM was to '98. It's a Video Game Remake, actually. All the fighters from 1999 to 2002 (except K9999, who is now replaced with an original character called "Nameless") are present here in the game.

  • Predating both of these is The King of Fighters '94: Re-Bout, which included remastered sprites, new 3D backgrounds full of ever-changing cameos, the addition of a team edit function (the original game had fixed teams), rewritten gameplay rules to balance the game, and the inclusion of Saisyu Kusanagi (a character not introduced until 1995). This was released in 2004, also a decade following its first release. It's also a Video Game Remake.

  • The King of Fighters XIII had a few balance adjustments made when it was released on consoles. The arcade version later obtained these adjustments (in addition to the previously console-exclusive DLC characters NESTS Kyo, Iori with the Power of Flames, and Mr. Karate) as part of an update entitled The King of Fighters XIII Climax.

  • Mortal Kombat 3 removed all of the Palette Swap ninjas from the previous two games with the exception of a now unmasked Sub-Zero and the robot version of Smoke. Midway attempted to compensate for this by releasing Ultimate Mortal Kombat 3, which brought back Scorpion, Kitana, Mileena, Jade, Reptile, Classic Sub-Zero, and Classic Smoke from Mortal Kombat II, while introducing a previously fake one named Ermac to the series. The SNES and Genesis home console versions goes even further with the addition of Rain (a Red Herring fake character who was only seen in the Attract Mode of the original arcade version) and Noob Saibot (who was previously a hidden unplayable opponent in both the original and ultimate versions of 3. Mortal Kombat Trilogy, the final unique iteration of Mortal Kombat 3, brings back Johnny Cage, Raiden, Baraka, and Kintaro, who were last seen in II (mainly because Cage, Baraka, and Kintaro were DEAD around the time of 3 while Raiden himself couldn't get involved during Shao Kahn's invasion of Earthrealm via having no power in the Outworld-merged Earth) and Goro, who was supposed to have been Killed Off for Real at the end of the original Mortal Kombat in addition to a handful of battlezones from the first game and ALL the battlezones from the second game. In addition to this, they included alternate versions of Raiden and Kano, coming from the first game, and Jax and Kung Lao, coming from the second. Additionally, they also introduced the super-secret All Your Colors Combined grey male and female ninjas Chameleon and Kahmeleon.

  • Pac-Man Plus featured the same characters and same maze as the original Pac-Man, but changed the fruits and gave the power pellets some new random effects.

  • G.rev's Senko no Ronde was re-released twice in arcades; the first time with Senko no Ronde NEW Ver. to address many of the problems with the initial release of the game concerning gameplay balance and whatnot, and the second time with Senko no Ronde SP that adds an Overdrive feature that boosts power in exchange for armor and further balancing. Senko no Ronde SP served as the basis for the Xbox 360 version.

  • Ikaruga was ported to Xbox 360 via Xbox LIVE Arcade in 2008 as an update of the GameCube (and in Japan, Dreamcast) version. The XBLA re-release boasts HD visuals, online multi-player, leaderboards, and the ability to share replays. It was later re-released on Steam in 2014, based on the Xbox 360 port with a new Dual-Play mode where one player can Double Play the game with one controller.

  • The RAY Series: The Saturn version of RayForce touched up some of the game's visuals and enhanced the game's music thanks to the extra storage capabilities of the CD format.

  • RayStorm was remastered in HD for the PlayStation 3 and Xbox 360 as RayStorm HD, featuring the PlayStation's content (an Extra Mode with an arranged soundtrack, and a 13 Ship Mode) with online leaderboards, sharable replays, and two new unlockable ships.

The series received ports on mobile platforms (iOS, Android, and Amazon's Fire OS) which updated them with high resolution visuals and UI, touch controls and traditional controller support (post-patch), and a remix track for each of these games' first stage (as well as the second stage for the Amazon version). This is also the first time that RayCrisis got a faithful arcade port, retaining the seemless playthrough and co-op multiplayer feature from that version had yet also brought over the Special Mode t


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