Streets of Rage (Genesis)

Pub: Sega | Dev: Sega AM7 | August 1991
Pub: Sega | Dev: Sega AM7 | August 1991

Although I started RVGFanatic nearly 12 years ago with the main goal of reviewing SNES games, I’ve always wanted to highlight a select handful of Genesis games that have resonated with me over the years. I finally reviewed my first Genesis game last month, Sonic the Hedgehog (appropriately so). It only took me over 11 and a half years but hey, this now makes two! Streets of Rage is a dear personal favorite of mine, especially when it comes to beat ‘em ups and Genesis games. Released in Japan on August 2, 1991, this month marks the 27th anniversary of Streets of Rage. And with the Streets of Rage 4 announcement made just a few days ago, I can’t think of a better time to pay homage to this game than right now.

The stuff legends are made of
The stuff legends are made of

By the way, there’s just something magical about those early Sega Genesis boxes. Many of them are incredibly nostalgic to me. Every little detail, from the white grid adorning the black background on the clamshell box to the cheesy but charming early ’90s art style, all add up to some wonderful memories of a special time in our young lives when video games were video games. By that I mean when games came fully packaged. Don’t get me wrong, there are some great benefits to the digital medium, but nothing will ever beat out physical copies complete with badass art and good old instruction manuals. All those vintage memories of sitting in the backseat of your dad’s car, eagerly scanning every tiny screenshot a hundred times over and devouring the manual front to back on the ride home… those times will never be replicated.

IT CAME FROM JAPAN…

Its known as Bare Knuckle over in Japan
It’s known as Bare Knuckle over in Japan
Ah, nothing like admiring those import covers
Ah, nothing like admiring those import covers

In a rare case, both the Japanese and North American names for this game absolutely rock. Bare Knuckle sounds cool as hell, but then so does Streets of Rage. In fact, I’ll give the slight edge to Streets of Rage. Not just for familiarity and nostalgia but how can you beat the name STREETS OF RAGE? I mean, that’s badassery personified.

Whether you refer to it as this...
Whether you refer to it as this…
... or this, the game flat out rocks
… or this, the game flat out rocks

MEET THE CREW

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THE STORY GOES…

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ROUND ONE: CITY STREET

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Although graphically it may not seem like much today, I can’t emphasize how much the visuals blew me away some 27 years ago. The first level sets the perfect tone, with the Pine Pot diner being a memorable standout. Although this first stage is full of bright lights and color, it’s also full of danger. There’s a certain grit to it and it has an impeccable late ’80s vibe. It almost feels like a Michael Jackson music video could break out at any moment!

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Nothing like a good ol’ leaping knee to the mush.

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Remember how those mini garage doors would open dramatically, revealing a bad guy inside? A classic trope of the genre that never gets old, no matter how many iterations appear.

Blaze with the vicious throw
Blaze with the vicious throw
And a German Suplex to make Brock Lesnar jealous
“SUPLEX CITY, BITCH!”
Tell em, Blaze Brock!
Tell ‘em, Blaze Brock!
Ah, who could ever forget this?
Ah, who could ever forget this?

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Perhaps the coolest and most memorable “ass saving special” in beat ‘em up history. I don’t know of many cooler than calling on your cop buddy who comes barreling in only to launch an all-out fiery assault. It’s things like this that makes video games so damn fun.

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The sprites in this game are smaller than I would like, but the bosses are usually significantly bigger. Just look at Boomer, f’rinstance. He was an intimidating sight back in the day, for sure, with his oversized boomerang and towering physique.

ROUND TWO: INNER CITY

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I’m tellin’ ya, it’s a Michael Jackson music video just waiting to happen.

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I remember this clown being the first regular enemy that gave me some trouble.

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Wolverine’s claws but Sabretooth’s body. Lucky you, eh?

Credit Jey2K for this beautiful artwork
Credit Jey2K for this beautiful artwork

ROUND THREE: BEACHFRONT

A nice beach stroll this wont be
A nice beach stroll this won’t be
Talk about memories...
Talk about memories…

When my best friend Nelson and I first saw this, we both had to pick up our jaws off the floor. Sure, it’s not as memorable as the rain in Legend of Zelda: A Link to the Past, but this was definitely a cool moment. And one that sticks out in my mind even 27 years later.

"ITS THE ULLLLL-TIMATE WARRIOR!!!!"
“IT’S THE ULLLLL-TIMATE WARRIOR!!!!”
Blatantly so, but hey, it was good shit
Blatantly so, but hey, it was good shit ;)

ROUND FOUR: BRIDGE

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What’s a beat ‘em up without a level where there’s some kind of opening to throw bad guys into?

Looks like an interesting night...
Looks like an interesting night…
Where have I seen that enemy before?
Where have I seen that enemy before?
Hmmm
Hmmm. Naaaaah…

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Big Ben is yet another classic genre trope. It’s the fat bald guy who ironically likes to run.

ROUND FIVE: “SHIP HAPPENS!”

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One of the cool things about Streets of Rage is how crowded the screen can get. Most SNES beat ‘em ups, for comparison sake, would often max out at three bad guys onscreen. Not the case here!

Even more enemies here!
Even more enemies here!

I love the SNES (you might have noticed that…) but there’s definitely nothing like THAT on the Super Nintendo.

Double trouble!
Double trouble!
Chun-Lis long lost twin sisters
Chun-Li’s long lost twin sisters

ROUND SIX: FACTORY

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If you’re not careful on this level, your brains will get crushed. But it’s fair game, so lure the enemies in if you can. No bonuses, but it’s just plain irresistible!

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Another classic genre trope: previous bosses becoming “regular” enemies. The actual boss for this stage admittedly reeks of laziness: it’s just the stage two boss, only this time there’s two of him to contend with.

Not these assholes again...
Not these assholes again…

ROUND SEVEN: FREIGHT ELEVATOR

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No boss is featured here, it’s just a straight shot up to the final stage. My best friend Nelson and I always got a kick out of using our special attack here. There was something ridiculously amusing about watching our cop buddy send a blast high and deep into the night sky from ground level.

FINAL ROUND: SYNDICATE HEADQUARTERS

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By far the hardest stage of the game. This is due to a couple reasons. Namely, being indoors, your special attack is rendered useless. The second thing is you’ll face enemies (and former bosses) galore! In fact, the ever lovable (or not) beat ‘em up trope of a “boss rush” or “boss gauntlet” is in full (annoying) effect here.

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When you finally make your way to the top, Mr. X will offer you the chance to be his top crony. If you select yes, you’ll be sent back to level six and forced to play through to the end of the game. This also applies to when both players say yes. However, if one of you says yes and the other says no, you’ll be pitted in a duel to the death. Only by selecting no (both players have to select no in the 2-player mode) do you immediately fight Mr. X. This was pretty cool, especially back then when things were very cut and dry. This at least gave you the option to rebel and presents a bit of a moral dilemma. It’s nothing crazy but for 1991, it was a nice subtle touch.

There was even a bad ending
There was even a bad ending

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My brother and I always held this final boss fight in high regard. That’s because Mr. X was the spitting image of my brother’s best friend’s dad. Yep, Kerwyn’s dad was Mr. X in the flesh. So whenever we went to Kerwyn’s house and saw his dad, we couldn’t help but stupidly grin at each other behind his dad’s back. Ah, to be kids, eh?

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Mr. X’s lethal gun is no joke though, that’s for damn sure.

Shades of Belger's building...
Shades of Belger’s building…
Hmmm
Hmmm
"Sorry I couldn't help y'all in there..."
“Sorry I couldn’t help y’all in there…”
"All good. I get all the credit at least..."
“Eh. You won’t be back for the sequel!”
Classic
Classic stuff

TEAM WORK MAKES THE DREAM WORK

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One of the many neat things about Streets of Rage is the ability to work with your friend and perform some sweet tag team attacks.

Always so damn satisfying
Always so damn satisfying
But careful -- you can also hurt your partner!
Careful — you can also hurt your pal!

STREETS OF RAGE 2

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Released just mere days before Christmas of 1992, Streets of Rage 2 is often considered the best beat ‘em up not only on the Sega Genesis but of all time.

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I definitely dig it too but I don’t know. Call me an overly nostalgic fool but I honestly tend to prefer the original game.

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In terms of gameplay, Streets of Rage 2 is objectively the more polished product. But similar to Donkey Kong Country and Donkey Kong Country 2: Diddy’s Kong Quest, despite being the slightly inferior game, I actually prefer the first one. I know I’m in the minority but oh well. You like what you like!

STREETS OF RAGE 4

It's finally happening
It’s finally happening

For years decades, gamers have been clamoring for a Streets of Rage 4. There were rumors nearly 20 years ago that such a sequel might appear on the Dreamcast but that dream was shattered in short order. However, just a few days ago on August 27, 2018, the announcement was made official… Streets of Rage 4 is finally happening after all these years! A teaser trailer was released and fan reaction is a mixed bag. Personally, I’m not a fan of the art style but I’m going to keep an open mind and wait to play it until I cast judgment. One thing is for sure, it’s just nice to see Streets of Rage 4 happening at long last. Here’s hoping it does the franchise proud like Sonic Mania did for Sonic the Hedgehog!

WHAT THE CRITICS SAID

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Streets of Rage was well received for its time. It was seen by many as not only a very competent Final Fight clone, but some even viewed it as superior, especially when you compare the Genesis game to the SNES port of Final Fight (which was butchered without question). However, some gamers feel Streets of Rage doesn’t hold up quite as well today as it did in 1991. I can see this perspective but I still get a kick out of this game whenever I play it.

CLOSING THOUGHTS

SoRTwoZam

One of my favorite Genesis games back in the day was Streets of Rage, and I still have a soft spot for it 27 years later. Playing it back in 1991 transported my best friend Nelson and I, two young regular 8 year old boys, into the baddest ass kicking warriors this side of town. In fact, one of my fondest memories that Christmas season was playing Streets of Rage at Nelson’s house while his family was hosting a party. I remember Nelson’s uncles were there; I used to look up to them because I thought they were so cool. That night we fired up Streets of Rage on the ol’ Genny and I remember all the uncles in the living room stopped what they were doing to watch us play. They too were entranced by the simple beauty that was Streets of Rage.

SoRGenBG

And I still remember to this day feeling so high and alive. Feeling that Nelson and I, along with Streets of Rage, became the smash hit of the party. It was the coolest feeling an 8 year old kid could experience at that point in his young life. It’s a feeling I wish I could bottle up because Nelson and I were floating on cloud 9 that night kicking ass and taking names, all as Nelly’s uncles watched on. There was something special about playing beat ‘em ups with your best pal growing up. And there was something extra special about playing a beat ‘em up the caliber of Streets of Rage with your best friend back in 1991. It was a moment in time that you just had to be there in order to grasp the full effect. The gritty visuals, the epic electronic dance music and just the overall feel of the game… Streets of Rage was and forever will be a special Genesis game.

Award4Overall: 9.0
Gold Award

Thanks for the memories!
Thanks for the memories!

Run Saber (SNES)

Pub: Atlus | Dev: Horisoft | June 1993 | 8 MEGS
Pub: Atlus | Dev: Horisoft | June 1993 | 8 MEGS

One of my sore disappointments when it comes to the SNES is the fact that we never got a Strider game. Whether a port of the 1989 arcade classic or a kick ass sequel, it just wasn’t meant to be. I mean, how ridiculously sick would Super Strider have been? We’re talking BADASSERY on a grand scale! But thankfully, a little company by the name of Horisoft offered Super Nintendo owners a small consolation prize in the form of Run Saber. Although it’s no Strider, it’s definitely the closest thing to it on the SNES. And it sports a 2-player co-op mode. Not bad for a company that only has one title to its name!

Strider was such a cool game
Strider was such a cool game
Run Saber has a lot of similarities
Run Saber has a lot of similarities
Good times
Good times

MEET THE CREW

Nintendo Power was the best with their descriptions
Nintendo Power was the best with their descriptions

Fun Useless Fact 1: I had a huge crush on a girl named Sheena back in the 8th grade.

Fun Useless Fact 2: I got her number one day and it took me an hour just to muster up the courage to call her. It was just like that one Wonder Years episode!

THE STORY GOES…

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Futuristic Earth is not a pretty sight. The year is 2998 and Earth is hopelessly polluted.

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Mankind’s last chance for a clean planet rests in the hands of Captain Planet Dr. Bruford. He has devised a plan to use radiation to trigger a change. Unfortunately, the experiment went horribly wrong and Dr. Bruford was mutated. Now he and his army of the unholy are looking to conquer Earth!

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Fortunately, not all hope is lost. Enter the Run Sabers. Cybernetically advanced humans with the raw power to level cities, Allen and Sheena stand as Earth’s defenders and the last true bastion of hope.

STAGE ONE: TAJ BASE

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Enhance your slash range by picking up the appropriate power-up. Allen’s slash looks just like Strider Hiryu’s… hmmm…

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Scaling walls and causing tons of debris to fly everywhere is just another day at the office.

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Another power-up allows you to perform a killer spinning attack. I love how you can cling to various scaffolds and lift yourself up.

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Speaking of clinging, you’ll be doing lots of that!

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Expansive and mysterious, eh? I wonder what will come out…

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Excuse me for being slightly disappointed, I was just expecting something more than that. But what isn’t disappointing is Allen’s picture perfect jump kick.

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Multiple tiers and platforms allow you to play a game of cat and mouse with this mini boss. Gotta love the explosions. Classic ’90s SNES stuff.

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Peculiar enemies litter this once defunct command center that is now fully operational. It’s hard to miss but make sure you don’t rush to the exit — handy items could be lying nearby…

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Horisoft had quite the sick imagination. Like something out of a nightmare, these weird and wicked female ghouls come bursting out of the wall with homing missiles ready to greet you.

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Sliding to avoid the missiles by the hair of your chinny chin chin is way too cool. Speaking of cool, strike a pose whenever you beat a (mini) boss.

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Interesting choice of colors here. Why do I suddenly feel like brushing my teeth? It’s moments like this that sometimes makes Run Saber feel rushed or incomplete.

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Motion sickness be damned! This fighter jet takes you up, down and all around before revealing the evil that lurks within.

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Enemies start popping up from the tail and mid-section of the jet. They’re easily subdued with a single slash.

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Destroy the last one near the nose and enjoy the flying debris.

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Hideous and tormented, this mechanical brain-like boss doesn’t put up much of a fight. In fact, most of the bosses in this game sadly don’t.

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Brownie points though for the neat setting. Shades of Contra III.

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Experience the gnarly power of MODE 7! :D

STAGE TWO: TONG CITY

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Without a doubt the best looking stage in this game, Tong City is flat out gorgeous. But beware of the statues — some will spring to life and try to send you to the afterlife!

Reminiscent of Run Saber. I hope they don't come alive!
Illusion of Gaia had a similar scene, hmmm…

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Fortunately, you can break incoming spears. Be careful not to get fried!

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Sliding is mandatory here. Watch out for evil Mr. Clean.

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Graphical glitches do crop up here and there, as seen above. The night life in Tong City is so beautiful that you can’t resist going back there.

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Unfortunately for you, the locals aren’t so friendly. I love slashing the spear men in half. Shocking that Nintendo of America didn’t censor that.

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Recurring mid-boss, that one. It’s Proto Man Kurtz, your cyborg predecessor. He retreats once defeated and it’s back to the teeming night life you go.

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Strider flashbacks, anyone? That spinning ball of destruction never gets old.

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Patience is key… as is holding on!

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Another mini boss of sorts, this rock monster slightly resembles Godzilla. And in typical action movie style, our hero leaps out of harm’s way just in the nick of time. Actually, those explosions can’t hurt you but it’s a lot more fun pretending they can!

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Atmospheric!

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Coolest looking boss in the game is hands down the Wicked Witch. That’s Konami or Capcom level of creativity and intrigue!

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Beware of the lasers that fire out of her fingertips. Unleash your ultimate special attack to put the bitch down!

STAGE THREE: JOD VALLEY

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Things start off fast with a mini boss fight in the form of a vicious giant hawk. From the night time city to the open wilderness you go! Swing from the vines like Tarzan. Chest beating optional.

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Elongated beasts will try to ambush you from the walls. And is it just me or does that enemy walking around there look like a cheesy bad kaiju suit from the ’60s? :P

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Claustrophobics need not apply! That armored beast is yet another, you guessed it, mini boss fight.

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Winged demons swoop in looking for a meal. Get past them and face Skeltor the Dragon. Skeltor once roamed the surface of the Earth eons ago but has been extinct for ages. That was until a parasite brought the fossilized fire-breather back to life! Life, uh, finds a way, does it not, Dr. Ian Malcolm?

STAGE FOUR: GRAY FAC

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Entering an ancient mining facility, you’ll have to carefully navigate your way around a pair of swinging spiky balls. Sliding works well even if sometimes you cut it close!

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Clinging on to dear life, Allen works his way through and does the spin cycle to take out a creepy looking mercenary.

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Obliterate more mutant freaks on your way to another mini boss fight. This time it comes in the form of a giant flying knight. Watch out for his massive sword and projectiles.

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Gargantuan spiky wheels plummet from the heavens right before your battle with Kurtz once more.

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Sothern Jambalaya (such a weird name) has been overtaken by a mutant parasite and is now a raging machine of death! Your first task is to move to the right while avoiding the blue electric blasts the mechanical creature emits. Once you reach the vertical shaft, jump up and grab onto the beams while hacking away.

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Slowly but surely you’ll strip it piece by piece until it crashes back down a twisted heap of scrap and metal.

STAGE FIVE: BRUFORD

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There’s definitely a Contra vibe to this last level. Slice open the dim-witted mutant zombies but beware of the dangerous glop that flies out as a result. Luckily, you can strike those down with a well placed slash.

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Visually, this last level was a bit of a letdown. It feels a bit rushed as the background just isn’t very interesting or creative. But there certainly is no shortage of minor bosses to battle.

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Navigate your way through the hellhole and grab any helpful items you can.

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Foreshadowing is always nice. But first, you must fight Kurtz for the final time.

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Lovecraftian in nature, this mini boss screams H.R. Giger from Alien fame.

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Getting frisky there, are we? Slide to the other side to avoid getting violated (unless of course you like that sort of thing). The final boss reminds me of a mix between the Robo-Corpse from Contra III and Freddy Krueger on steroids.

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Without a doubt the hardest boss in the game, you’ll need all your special attacks you can muster!

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Pollution ceases and Earth recovers. The Run Sabers have not only saved the day but the planet as well. The ending shot is a peaceful and promising sunset of a better tomorrow soon to come.

GIRL POWER

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Sheena plays very similarly to Allen with the only minor difference in terms of gameplay being that Sheena’s attack covers a little more ground vertically while Allen’s is more horizontal. Her slash reminds me a lot of Guile’s Flash Kick.

CENSORSHIP STRIKES

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Hardcore Gaming 101 cites that the original plan was for the second boss to be a reclining giant woman. Nintendo of America didn’t like the idea of kids beating up on a woman so the switch was made to instead use a zombie witch. In a rare instance of censorship working out, I actually prefer the change. The zombie witch not only looks better but it definitely comes across as more menacing and memorable.

DÉJÀ VU COVER ART

Reminds me of something...
Reminds me of something…

The art for Run Saber, with the artist’s name sketched in a corner, has an oddly familiar feel to it. Is it just me or does it remind anyone else of the Goosebumps books?

Hmm...
Hmm…

Definitely not the same artist but the signatures are reminiscent of each other along with the “93” number next to both artists’ names, indicating the year the art was drawn. Just me? Alright, moving on then…

WHAT THE CRITICS SAID

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Run Saber was fairly well received by the critics. Although GameFan never reviewed it, they spoke of it very favorably in the preview. EGM was going through a funky experimental stage with its review system when Run Saber came out. Rather than the traditional four reviewers, for a couple months they had some reviews featuring just one score, tucked away on the side of the page. EGM gave Run Saber a rating of 8. Super Play, however, was less impressed. Essentially calling it a homeless man’s Strider, Super Play rated it 59%.

I'm glad EGM didn't keep this scoring system for long
I’m glad EGM didn’t keep this scoring system for long
Too harsh once again, Super Play. Too harsh...
Too harsh once again, Super Play. Too harsh…
Oh yeah? Take THAT, Super Play
Oh yeah? Take THAT, Super Play

Run Saber is often held in solid regards within SNES circles. Most acknowledge it as a fun 2-player game and it frequently receives praise by appearing on many SNES 2-player recommendation lists that various retro gamers have constructed over the years. Similar to the previously reviewed Goof Troop, there are only five short stages but what fun you’ll have with a friend in tow.

"SEEK YAH!"
“SEEK YAH!”

CLOSING THOUGHTS

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I’m still kind of sad we never got a proper Strider game on the SNES back in the day. But I’m certainly grateful for Run Saber. While it may be a far cry from the glory that is Strider, Run Saber is very competent and enjoyable in its own right. It’s also the closest thing to Strider on the SNES as one can get, and that 2-player option helps it tons, too. It’s pretty bare bones though — what you see is what you get. Visually, the game is a mixed bag. There are parts, namely Tong City, that look absolutely stunning but then there are way too many stretches that come across as rather drab and uninspired.

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The music isn’t anything to write home about and the floaty jumps can sometimes annoy. The control hovers around fine, although it’s not super crisp. For example, climbing and clinging are great in theory but in the chaos it’s easy to get nicked when doing so by the horde of mutant freaks. On the bright side, Run Saber is never too hard where this hampers the game beyond a reasonable point. In fact, Run Saber is far too easy for its own good. And with only five short levels to its name, it won’t last you terribly long to blow through the whole thing in less than 40 minutes or so.

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But bottom line, it’s just a fun game. Run Saber is a short but sweet ride while it lasts. Maybe it didn’t quite live up to its full potential and maybe its development was slightly rushed, but the fact that it still turned out to be pretty good says a lot. It’s just plain fun to slice spear throwing samurais in half and dismantle mechanical monstrosities limb by limb. There’s something very satisfying about that. I also dig its distinctively dystopian post-apocalyptic setting. From the moment you first land on Taj Base you can just sense that something is terribly not right. And that you are the cure summoned to right all these sordid wrongs. Malpractice and mutants run rampant, and it’s your mission to terminate all the viruses and parasites that have ravaged Mother Earth. A solid and steady side scrolling slash ‘em up, Run Saber is one of the better 2-player action games on the SNES in spite of its various shortcomings. Because at the end of the day, fun always wins out and this game is definitely a good time.

Graphics: 7
Sound: 7
Gameplay: 7.5
Longevity: 6.5

AwardOverall: 7.5
Bronze Award

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... or is it? No, it is :P
Ah, nothing like the promise of a better tomorrow…

Goof Troop (SNES)

Pub & Dev: Capcom | July 1993 | 4 MEGS
Pub & Dev: Capcom | July 1993 | 4 MEGS

Capcom has a long track record with their video game adaptations of the Disney Afternoon. With solid hits on the NES such as the Chip ‘n Dale Rescue Rangers series, Darkwing Duck and the DuckTales games, as a kid back in the early ’90s it was exciting to ponder the 16-bit possibilities. Capcom’s first Disney Afternoon game on the SNES was Goof Troop. But rather than doing your typical platformer (as was so often the case with these sort of games), Capcom decided to switch things up a bit. Goof Troop features top-down action with puzzle elements thrown in for good measure. Some even say that Goof Troop is slightly reminiscent of a more streamlined Zelda. Obviously it’s nowhere as fantastic as Link to the Past but just being able to draw those pseudo comparisons speaks to the game’s quality. There are only five short levels but it’s a sweet ride while it lasts. Best of all, a 2-player option allows you and a buddy to play as the father-son duo of Goofy and Max. Use brawn and brains alike to rescue Pete and PJ from an awful pirate kidnapping. Not merely an action affair, it’s a bit of a thinking man’s game with just enough brain teasers to satisfy beyond the typical SNES action game.

THE DISNEY AFTERNOON

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Being a kid in the early ’90s rocked. Thanks to awesome video games (the NES and later the 16-bit war) and television programming (TGIF and the Disney Afternoon), growing up back then was a magical and special time indeed. The Disney Afternoon made its debut on September 10, 1990. It ran four 30 minute cartoon shows from the 3 to 5 o’clock hour. For two hours, right after school, grade school kids would just plop themselves in front of their TV to watch great Disney cartoons such as DuckTales, Darkwing Duck, Aladdin and Gargoyles just to name some. Fridays were the best because it signaled the end of the school week and you celebrated it by watching two hours of the Disney Afternoon followed later that night by two hours of TGIF (with classic shows such as Family Matters and Full House). It was the perfect veg out way to kick off a kid’s glorious weekend. And that happened EVERY Friday back in the early to mid ’90s. Man, TV was the shit back then!

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Goop Troop made its Disney Afternoon debut during season 3 (1992-1993). Premiering on September 5, 1992, Goof Troop ran for nearly 80 episodes. It also had two feature length movies produced (A Goofy Movie in 1995 and An Extremely Goofy Movie in 2000). Goof Troop focuses on the father-son relationship between single father Goofy and his son, Max. Along with the always entertaining neighbor, Pete (and his own family), Goof Troop was a great show and one of my favorites. The father-son aspect made it unique and special.

The first one is really good and underrated
The first one is really good and underrated

But perhaps the best thing about Goof Troop was its stellar intro. Cartoons used to have the best songs and intros, and Goof Troop was no exception. I mean, just check it out for yourself!

It’s a crime not to like that.

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So being a huge fan of the show, I was thrilled to no ends when I started seeing Goof Troop previews in the pages of GameFan back in 1993. The SNES was getting its first Disney Afternoon game at long last. Although I was disappointed we never got a DuckTales or Darkwing Duck game on the Super Nintendo, I was grateful for Goof Troop.

Thanks for all the memories, Disney Afternoon!
Thanks for all the memories, Disney Afternoon!

ALWAYS STICK TOGETHER

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As the show’s theme song goes, “We’re the Goof Troop, and we always stick together.” The 2-player mode is teamwork personified. Look no further than being able to toss objects back and forth as desired.

HELPFUL ITEMS

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Up to two tools can be carried at any time. Should you already have two and want to pick up a new item, you’ll swap the currently selected one with the new one.

THE STORY GOES…

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Another gorgeous sunny day in Spoonerville, Goofy and company headed out to the ocean for some fishing. Cruising for the big ones in open water, Pete and PJ were suddenly caught in the ominous shadow of a gigantic ship.

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Victims of a pirate kidnapping, the towering ship set sail for Spoonerville Island. Goofy and Max rowed for all they were worth but they couldn’t catch the pirate ship before it landed on the island. Determined to save their friends, Goofy and Max set out to explore the island and find the pirate stronghold.

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Presentation is simple yet slick in that classic Capcom way. Goofy is slower and stronger while Max is faster and weaker. When playing with a friend, I recommend Goofy for the more experienced player and Max for the other (Max’s speed makes life easier for novices).

LEVEL ONE: THE BEACH

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Spoonerville Island consists of five levels. After landing on shore, an islander is ready to greet you and offer a few tips.

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Cherries add hearts to your life. Grab the hookshot. Then talk to the islander and go on your merry way.

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Enemies are defeated when you throw boulders and blocks at them. The same goes for snakes, except the hookshot can conveniently thwart their efforts as well.

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Barrels and pots are fair game, too. Goof Troop has its fair share of puzzles. These usually consist of the “kick the blocks in the square” variety. The first one is easy peasy but they gradually tick up in difficulty.

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Shovels allow you to dig for goodies. Certain blocks can be kicked, taking out any enemy caught in its path.

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Unable to cross the bridge due to the gap, you spy a board lying in the far corner. You’ll have to work your way around in order to grab it, but once you do, you’ll be able to pass to the next section.

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There’s something satisfying about clearing a room of its enemies and using your hookshot to grab the items.

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Puzzles grow increasingly harder. Love the palm trees. A nice touch, for sure.

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Puzzles, though they increase in difficulty, never get too out of hand. Nothing that a little staring contemplatively at the screen won’t solve!

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Kicking a block into a bad guy never gets old.

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Remember Whac-A-Mole? The first boss, Jester Hole, is a lot like that. Except you catch their barrels (and even bombs) and throw it back at their sorry faces. A password is given once you clear the stage, along with a tally of your time.

LEVEL TWO: THE VILLAGE

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Questioning the jester goons on the whereabouts of Pete and PJ, we come to find out that the pirates mistook Pete for Keelhaul Pete, Pete’s evil pirate doppelgänger. This leads our heroes to the local village for answers where they’re immediately greeted by a pair of not-so-friendly locals. No rest for the wicked!

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Another puzzle but this time the stakes are raised. You have to solve it while avoiding the fireballs.

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Snakes are no match for the hookshot. Enemies get a little tougher as the game progresses — those guys can heave their swords at you!

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Lollygag here and you’re screwed!

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Hookshot can be used to cross gaps or procure goodies far away. Nice.

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Rolling enemies are fast and deadly. Better slip into an alcove for safety. The second boss, Fire Bug, makes Dhalsim green with envy.

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Beware of the torches. After exhausting the barrels at the bottom of the screen, you’ll have to catch incoming barrels from the locals.

LEVEL THREE: THE FORTRESS

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Damnit, almost under 20 minutes. Always fun to try and best your time. Goofy and Max find themselves standing before a huge fortress. Goofy suggests knocking but Max knows it’s going to take more than that…

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Maybe not that much more, though.

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Cannonballs come firing in different directions. Spikes come into play as well. Keep an eye on that armored suit… it’ll spring to life!

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Darkness reigns in some rooms, so find the candle to widen the scope.

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Harvest Moon, Goofy wants to audition!

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Casually strolling by with not a care in the world like only Goofy can. Catch the bombs and give it a taste of its own medicine.

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Armored suits resurrect unless you damage them when they’re down. By the way, notice the crack in the wall there? Hmmm…

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Ringing the bell makes the bad guy come to you. Line him up and take him out.

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Doesn’t take a genius to solve this one :P

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Protection? No such thing in Goof Troop. Pots travel through even walls. And although the hookshot doesn’t directly eliminate a bad guy, it can be used to push one over the edge. Sweet!

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Turning a corner in a dark room only to run into a bad guy inches away is quite the tense moment. Make your way to the boss room before that moving wall crushes you.

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Reanimated skeletons are bad to the bone, literally. Avoid the bones they’ll chuck your way, then grab them and heave it back at them. Heads will roll!

LEVEL FOUR: THE CAVERNS

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Always fun to see the clear time under 20 minutes. Meanwhile, Pete and PJ are treated as royalty. The pirates don’t realize that’s not really their leader, Keelhaul Pete. The idjits.

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There’s a chill in the air, brrrr. These caverns are damp and cold. Bundle up!

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Barrels R Us! Get your arms up and catch those bad boys, then chuck it right back at them. But be careful, they can catch them too!

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Exploding blocks add some extra depth to the puzzles.

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Frozen rooms are slippery and a little trickier to navigate. Light up those flames before time runs out to open the door.

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Quickly set the blocks in place while avoiding certain death.

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Nothing like lining them up and mowing them down :D

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Falling boulders are a great hazard. Ride the mine cart and take out any poor sap caught in your way.

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Solving a puzzle in a dark room is definitely annoying. And so is being in a room with no barrels or pots to throw. But both instances up the difficulty a bit, which is sorely lacking in this game.

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Brainteaser, this one.

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Waterfall blocks your path. Clear it and then come back to enter the boss lair.

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Rumblers crawl about looking to ruin your day. Grab the rocks that fall and let ‘em have it. Damn, almost 23 minutes. I wish more games from that era listed your clear times. It’s a detail I’ve always appreciated.

LEVEL FIVE: THE SHIP

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Having spotted his neighbor and pal, Pete, Goofy rushes in only to fumble the situation in classic Goofy fashion. That’s when our heroes realize that’s the pirate king, Keelhaul Pete!

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Graphically, the previous level was a bit drab. Thankfully, this last level looks a lot better as it’s filled with lush colors.

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Hooray for being able to catch bombs. That conveyor belt could not come faster.

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Crashing the party like only Goofy can, he really knows how to let loose. Hell, he’s about to jump on one of those tables and pull a Pee-wee Herman. No, not THAT. Thank God not that. I’m talking about the classic TEQUILA scene from Pee-wee’s Big Adventure. Later on, a tricky puzzle stands in the way between you and the key.

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Shifting holes in the ground make this a bit tricky to navigate, especially for the impatient and hasty player.

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Catching barrels from bad guys is the best. But always keep in mind they can do the same!

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Keelhaul Pete stands between you and paradise. Watch out for his spin attack and his extendable hook.

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Keelhaul Pete is done for, and you rescue your friends in the end. All’s well that ends well. The ending screenshot displays your total play time. Again, I wish more games from that era did this as well. It’s a nice little touch, especially for those who like to chart their play time.

WHAT THE CRITICS SAID

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Goof Troop for the most part was well received in North America. GameFan raved about it in its preview, although they never reviewed the final product. Magilla from GameFan had this to say: “The magic of Capcom and Disney is back! The game is kind of like Zelda with just the dungeons. Capcom’s done a great job with the interaction between each player in the 2-player mode. In one situation, you’ll come across a room full of pirates. One player will use a bell, which will distract the pirates, while the other player moves by them undetected to flip a switch… way cool. It’s not Zelda, but it’s a great game.” EGM gave it ratings of 8, 8, 8 and 7. Super Play was a little less impressed though, rating it 69%. James Leach reported, “Goof Troop could have been excellent. It just needs a bit more variety, a bit more difficulty and, in fact, a bit more everything. So be wary, challenge fans.”

Heres what I say to that!
Here’s what I say to that!

Mr. Leach certainly was right when he said the game could use more difficulty. It’s quite the cakewalk. But I strongly disagree that it could, “in fact, use a bit more everything.” But don’t take my word for it. Goof Troop is often held in pretty high regards among SNES fans.

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CLOSING THOUGHTS

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Capcom’s Disney Afternoon debut on the Super Nintendo was a success. There’s a reason why so many retro gamers often cite Goof Troop on recommendation lists along the lines of “Underrated SNES Games” and “SNES Hidden Gems.” It’s easy to pick up and play. The visuals are simple yet colorful and extremely inviting — the game’s overall look and aesthetic just makes you want to explore Spoonerville Island and discover what lurks behind every last nook and cranny. Animations are great and there are some bouncy tunes to bob along to, with each theme fitting that particular part of the island quite well. I especially love the sound effects. The sound of gaining a life is deeply embedded in my mind even all these years later. But the main ingredient that Goof Troop nails is the gameplay. It’s a breath of fresh air; I feel there aren’t nearly enough games like this on the SNES, which makes Goof Troop all the more unique and special.

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Teamwork is the name of the game, and Goof Troop easily stands as one of the shining examples of 2-player co-op SNES experiences. Not only are Goofy and Max distinctively different, but the ability to catch and throw blocks in addition to a number of other strategies makes it a very rewarding 2-player team effort. It’s still fun when playing alone but the true magic lies in teaming up with a buddy. Items are perfectly allocated and the game flows extremely well. There’s almost never a dull moment or a stretch where there isn’t some fun gimmick to employ in one way or another. The puzzles are on the easier side (sans the final one) and you could beat the game on your first try. It’s not one of the all-time greats in the SNES pantheon by any stretch but as far as “best of the rest” goes, Goof Troop deserves its place in any well-rounded SNES collection.

Graphics: 7.5
Sound: 8
Gameplay: 8.5
Longevity: 7

Overall: 8.5

Double Silver Award
Double Silver Award

 

 

 

Classic Capcom
Classic Capcom :)

Final Fight 3 (SNES)

Pub & Dev: Capcom | January 1996 | 24 MEGS
Pub & Dev: Capcom | January 1996 | 24 MEGS

The original Final Fight was ported over to the Super Famicom on December 21, 1990. It came out exactly one month after the Super Famicom launched in Japan. Final Fight 3 came out five whopping years later, landing in Japan on December 22, 1995. This time however, instead of being a revolutionary console on the upswing, the SNES was a grizzled vet practically on its last leg. Capcom cranked up the voltage as Final Fight 3 clocked in at an impressive 24 MEGS, making it the largest beat ‘em up on the SNES in terms of megabits. It featured branching paths, special moves, SUPER special moves and even a 2-player mode where the second player can be controlled by the computer if you didn’t have a buddy nearby. Capcom definitely redeemed themselves for the disappointment that was Final Fight 2. Let’s head back to Metro City one final time…

THE FINAL FIGHT — REALLY THIS TIME

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I remember seeing previews for Final Fight 3 and Mega Man X³ in the back pages of GameFan in late 1995. Capcom was back at it milking more sequels than Friday the 13th. But that’s fine by me. Final Fight 2 was a sore disappointment and I had pretty decent hopes that they might get it right with Final Fight 3. Mega Man X³ looked like a welcomed addition to the series and it was just nice to see the Big C still supporting the Super Nintendo.

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My brother and I hadn’t ‘upgraded’ to the PlayStation or Sega Saturn yet. We clung on to our Super Nintendo during its twilight years, although we certainly didn’t play it as much as we had done during the system’s peak. Still, I remember feeling like Final Fight 3 and Mega Man X³ was something of a last bastion of hope. A beacon of light in the darkness for the remaining loyal SNES fans who stuck by the system’s side even in its dying days.

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Final Fight 3 is something of a special game to me in many ways. My family moved in late January of 1996. My childhood home. The place where I carved out countless memories with my parents, brother, uncle and friends for 10 years. The place that meant so much to me and was more than a town, more than a suburb. It was, in many ways, the wonder years.

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And Final Fight 3, of the hundreds and hundreds of SNES games I rented from 1991-1996, proved to be the final (har har) Super Nintendo game I ever rented while living in my childhood home. In fact, it was just the weekend before we moved. I remember playing it with moving boxes all around the living room, cleaning up the streets of Metro City one last time alongside my older brother. Made for some good times and memories. As such, Final Fight 3 will always hold a special place in my heart.

THE FINAL FIGHTERS

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Guy returns! As does good old standby, Mike Haggar, complete with a brand new ponytail. Some fans are split on the look but I always dug it. Dean and Lucia are the two newcomers. Bye bye Carlos and Maki from Final Fight 2. Honestly, I never liked them much.

Height: 5'10" Weight: 159 lbs Hobby: Ninjitsu
Height: 5’10”
Weight: 159 lbs
Hobby: Ninjitsu

After completing a martial arts training trip, Guy returns to Metro City only to find himself caught up in a riot. He is happy to once again team up with his old comrade, Mayor Mike Haggar, and bring justice to Metro City once and for all.

Height: 6'6" Weight: 214 lbs Hobby: Driving (fast)
Height: 6’6″
Weight: 214 lbs
Hobby: Driving (fast)

A former street fighter with a thorough knowledge of Skull Cross gang operations. He always carries a small picture of his family wherever he goes. The Skull Cross maniacs slaughtered his family when he refused to join up. Now Dean seeks swift retribution and some good old fashioned cold blooded vengeance!

Height: 5'8" Weight: 115 lbs Hobby: Cooking (not a good cook)
Height: 5’8″
Weight: 115 lbs
Hobby: Cooking (not a good cook)

A detective in Metro City’s Special Crimes unit, Lucia became Haggar’s ally after he helped clear her of a corruption charge. Now she’s returning him the favor.

Height: 6'7" Weight: 269 lbs Hobby: Politics
Height: 6’7″
Weight: 269 lbs
Hobby: Politics

The most popular mayor Metro City has ever known, Mike Haggar seems to become more powerful with age. And who says you can’t teach an old dog new tricks? Haggar has a few new moves up his sleeve… well, if he wore sleeves. Ah, you get the expression.

THE STORY GOES…

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Well, that’s Super Play’s interpretation, anyhow. Classic SPLAY. No, here’s the real plot…

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Classic Metro City map from the first Final Fight returns.

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“GODDAMN look at you, Guy! Looking good as ever. How did your training go?”

“I picked up a few new tricks…”

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“Metro City is under attack! If we don’t intervene quick, the Skull Cross gang is going to rip the city apart!”

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“HOLD UP — WHO THE FUCK ARE YOU?!”

“Does it really matter? All you need to know is I know where those scumbags are headed.”

“I guess I don’t have much of a choice. But if you’re lying, I’m gonna kick the shit out of you!”

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“GONNA BE JUST LIKE OLD TIMES… FOR THE FINAL TIME.”

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Questions abound — will the Skull Cross gang succeed where the Mad Gear gang failed? Will Dean get his revenge? Will Haggar’s ponytail choke a bitch? Let’s find out!

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Japanese version on the right. Notice that it’s much fancier and was known as Final Fight Tough over in Japan.

ROUND 1: POLICE STATION

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Running attacks are new to Final Fight 3. Each character also has a special move which is executed in Street Fighter fashion. These new tricks really add to the gameplay and helps to keep things fresh.

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Another brilliant addition by Capcom, SUPER special moves can be performed when you fill up a small meter at the bottom of the screen. SUPER specials inflict a ton of damage, not to mention they just look frigging cool.

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Barrels contain goodies to recharge your health or boost your point total. Making your way through Metro City Police Station, incarcerated members of the Skull Cross gang can be seen from behind their prison cells. Nice touch, along with the dim flickering lights.

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Capcom delivers a nice tip of the hat to its roots. This scene is reminiscent of the car bonus stage from the first Final Fight. “OH! MY CAR” remains one of the most memorable lines in gaming history.

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Known for its big beefy bosses, Final Fight 3 continues that tradition well. Meet Dave, a corrupt massive cop gone rogue. Gorilla slam his ass into oblivion, Ultimate Warrior style.

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Unfortunately, our heroes were duped. The Skull Cross gang staged the riot to keep the police busy as they freed one of their leaders from prison. Meanwhile, Dean apologizes for before. He didn’t have time to explain then. He tells them he was a former street fighter on the circuit, and when he refused to join the Skull Cross gang, they slaughtered his family. Now it’s payback time!

ROUND 2: MAIN STREET

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Haggar loves to show off his sinewy tight muscles as he sprints ahead. Now that Costco is infamously no longer selling their $1.50 polish dogs, everyone is flocking to Metro City for their hot dog needs.

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Although perhaps not quite mutant, I like how Final Fight 3 introduces some gray area into some of their bad guys. I’ve always preferred my beat ‘em ups to stray a bit from the beaten path. Some of the fat enemies don’t look quite human. It’s almost like some of them are failed experiments gone wrong, or right, depending on your perspective.

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Speaking of paths, one of the best things about Final Fight 3 is that there are multiple routes to take. Bust that door open and you’ll enter the Club. And speaking of best, what’s better than finding a big piece of BBQ chicken (that will fully recover your health) when you’re just one hit away from dying?

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Callman, another big beefy (bald) badass, will kick the ever living shit out of you if you aren’t careful. The furniture goes flying!

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Haggar’s mighty axe swing helps even up the odds.

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Callman would be a hell of a linebacker in the NFL. I love how he’s so damn big that Haggar’s spinning piledriver on him looks a bit ridiculous!

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Destroy the fence instead however and you’ll find yourself in a rundown park. Notice on the bench (zoom in if you’re on a mobile device) the word FUK. How that slipped by Nintendo of America… I’ll never know! You still fight Callman at the end here if you take this route.

ROUND 3: BUS STOP

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Shattering glass windows is quite satisfying. This stage allows you to take a shortcut and skip directly to the next level by breaking the bus stop sign. But if you don’t, a bus will come by to pick you up.

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Daaaamn! That’s the first thing I thought when I first boarded this bus. Look at the size of that ham hock! It’s almost big enough to fit a T-Rex.

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Electrocute the competition with Dean’s mighty fist. There was a rumor that Dean is really a robot but that’s never been confirmed. Also, because the game refers to his family, that’s reason to believe the robot theory is off. Andore makes his first appearance here. Get too close and he’ll choke the hell out of you.

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Showing off his strength, Dean lifts Andore high over his head before sending him crashing down across his knee. Ouch! Talk about a mean back breaker.

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Eventually the bus stops at a scrap yard. Next stop: ELECTRIC AVENUE!

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Soaring high into the air, Dean’s SUPER special is a throw from the heavens.

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Jumping on top of the bus now, Dean faces off with Caine and his cronies. Caine is a lot tougher than Dave and Callman.

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Caine’s odd design left me feeling a little unsettled as a kid. The hunchback, the abnormally long arms and incredibly shrunken head made him exactly the kind of creep you wouldn’t want to run into down a dark alley…

ROUND 4: THE SHIP

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Destroying the bus sign allows you to skip the bus and fighting Caine. It takes you straight to the docks. Haggar loves a beautiful sunset.

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Andore continues his progressive transformation toward becoming a full time Frankenstein. Watch out for those killer abs!

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Running attacks brought a sense of speed to the game. It never gets old hitting a running clothesline on some sucker.

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Finally, we get female enemies in a Fight Fight game on the SNES! The previous two games in the series altered the female enemies to be guys. ProTip: Avoid being in the middle of an Andore sandwich.

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There’s an age old debate among some folks pertaining the question, is a hot dog really a sandwich? Fear no more, Final Fight 3 puts a definitive end to that debate.

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Survey says… NOT A SANDWICH! Thank you, Capcom, for putting that silly notion to bed. You have a choice to go up the stairs or through.

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Careful there Mike, those tiny masked guys are fragile. Most beat ‘em ups on the SNES features three enemies on screen at the most, but Final Fight 3 has a few sections where there’s four (as seen above).

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Carrying a huge anchor, Drake (nope doesn’t look like Dave whatsoever…) will swing it around and try to crush you with it. If that fails, he’ll rely on his heavy bottom to take you out.

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Another cool aspect about Final Fight 3 is that the shoulder buttons allow you to lock in on a direction. Double tap back when doing this and your character will do a quick hop backward. It just adds another layer of depth and nuance to the game and is the only SNES beat ‘em up to feature this.

BONUS ROUND 1: THIS IS SOME BULL

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Bulldozer comes steaming after you, trying to knock you off the pier. Only jumping attacks work, and there’s barely any room (literally) for error.

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Should you fail, one of your teammates will fly in for the assist. But if you can beat it, you’ll earn extra points.

ROUND 4B: CHINA TOWN

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Boarding the bus and defeating Caine takes you straight to China Town. It’s a beautiful depiction of China Town at night with all the fancy lights shining.

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Detective Lucia reporting for duty!

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Andore likes it rough but not THAT rough.

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Haggar takes over as we enter the kitchen. Wong comes busting out!

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Similar to Caine, there’s something that’s just OFF about Wong. It’s definitely his creepy looking eyes, which left me a little unsettled as a kid. Watch out for his Blanka-like rolling ball attack.

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Sleeping burning on the job there, are we, Wong? The way he convulses at the end is also a little disturbing. Quit staring at me with those alien eyes!

ROUND 5: FACTORY

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Haggar finds himself trudging through a sewer to begin this stage. Capcom’s classic Yashichi icon can be picked up for temporary invincibility. Look between Haggar’s legs… damn that sounds like a sordid piece of fan fiction right there.

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Another cool thing about Final Fight 3 is that certain weapons are better used by certain characters. For example, Haggar really knows how to swing the lead pipe whereas Guy is not nearly as competent with it. Again, this is another feature that you won’t find in any other SNES beat ‘em up.

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Haggar in a shady back alley? Nope, nothing wrong with that. A new enemy called Hunter appears on this stage. Armed with a baseball bat and a mask, he’s pretty cool looking but is painfully slow. Still, a unique enemy especially in the Final Fight universe.

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Hunter reminds me a lot of an enemy from Undercover Cops, who also wields a baseball bat.

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Always fun to see stuff like this.

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Destroy the second door to unlock a secret area.

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Decimate all the computers here and you’ll be taken to the final round without having to face the boss of this stage!

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However, if not, you’ll have to work your way to the boss.

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Obviously, doing so is going to make your life harder but it also extends the game and lets you face arguably the toughest boss from the Skull Cross gang, Stray.

BONUS ROUND 2: RUNNING OF THE BARRELS

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ProTip: Avoid barrels. Break computer.

ROUND 6: SKULL CROSS HEADQUARTERS

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Finally, we come to Skull Cross HQ. Guy takes over, tossing bad guys around like sacks of potatoes.

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“HADOKEN!” Not quite, but it’s still pretty cool. As is his spinning kick.

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Capcom messed up on Guy’s SUPER special move. The bad guy always falls down before Guy can hit his little fireball, making this move look a bit silly.

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Uncover more bonus rooms by breaking them open.

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Peculiar to see BBQ chicken hiding inside a water dispenser, but alright then!

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Andore’s no match for Guy’s fireball. And here’s another section of the game where four enemies crowd the screen at once.

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Special moves really add to the quality of gameplay, requiring some level of skill to execute rather than just mashing away at the buttons. Toward the end, a chopper reveals itself to set up the final battle.

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Details are on point here. Shock waves can be seen on the ground complete with a perfectly matching sound effect to punctuate the arrival of Black, the big bad of Final Fight 3 and leader of the Skull Cross gang.

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Bursting out of his jacket, Black uses a spinning attack even more effectively than Haggar’s. That’s because Black’s spin attack actually sees him zipping around the screen like a mad man!

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Beware of all the knives he’ll throw as well. When his health is depleted to the last bar, the screen will shift to the right slightly, revealing an electric generator.

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Satisfying way to kill him! But you won’t have long to celebrate — the generator goes bonkers and the whole place is about to blow. RUN!

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Haggar: “We saved Metro City! Thanks, Guy!”

Lucia: “AHEM!”

Haggar: “Er, I meant thanks, guys.”

Guy: “No problem. But look at the city — it’s nearly in ruins.”

Lucia: “Well, that’s a problem for Mayor Haggar to deal with, isn’t it now?”

Haggar: “Don’t remind me…”

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Drifters, by nature, come and go. Dean’s work is done. For now at least.

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Kansas’ Carry On Wayward Son can suddenly be heard playing in the background…

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“Carry on my wayward son.
There’ll be peace when you are done.
Lay your weary head to rest.
Don’t you cry no mooooore.”

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Haggar and friends go out in style.

UH EXCUSE ME — PRESS START ANY SECOND NOW!

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Capcom always had the greatest continue screens with their Final Fight games. Final Fight 3 is no exception.

GLITCHES R US

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Although the production values for this game is solid enough, there are a few instances where you can see ever so briefly (less than a split second) some funky not-so-fluid glitches. It really doesn’t kill the game in any way (especially since it’s really not that bad) but it’s interesting to note regardless.

Indeed we have
Indeed we have

WHAT THE CRITICS SAID

Lucia graces a gorgeous cover of Super Play
Lucia graces a gorgeous cover of Super Play

Final Fight 3 pretty much got brutalized by the critics when it was initially released back in January of 1996. The game was criticized for being outdated, out of touch with the times and not offering anything new. Which is crazy, considering Final Fight 3 not only added special moves but SUPER special moves (among other standout features). But I get it. It was simply a victim of its time. Back in 1996, most people were not looking to play an “archaic” 2D side scrolling beat ‘em up, and the game’s review scores reflect that sentiment. EGM gave it scores of 6.5, 5.5, 5.5 and 5. GameFan gave it ratings of 77, 67 and 55%. Super Play minced no words, slapping it with an embarrassingly low rating of 49%.

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Yikes
Yikes

I love Super Play. That fact is well documented around these parts. But I vehemently disagree with their assessment of Final Fight 3. First of all, to me it’s just ludicrous that you can rate a game’s gameplay as 70% but rate the game an overall score of 49%. I believe the gameplay and overall score should be similar. Yes, graphics, sound and longevity all play a factor in deciding the overall score but gameplay has to be where the emphasis lies. Come on Super Play, that wasn’t cool.

Eat this, Super Play :P
Eat this, Super Play :P
And this
And this
This too
That too
And don't forget this
And don’t forget about this
Or that!
Or that!
Just kidding about this, though
Just kidding about this, though :D

CLOSING THOUGHTS

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Final Fight 3 is one of those games that got killed in the press when it initially came out but is now acknowledged as a (really) good game. In fact, I can’t think of an SNES game that was more criticized at the time of its release yet is now so beloved as Final Fight 3. Again, it was a matter of timing and circumstances. Back in 1996, with all eyes toward the (32-bit) future, a game like this looked like a couple years too late. Capcom was accused of once again releasing a lazy sequel. But now however, Final Fight 3 has been received with welcome arms and is often considered as a top 5 beat ‘em up on the SNES. It added some great new features to the fold, including special and SUPER special moves, running attacks, throws from behind, the ability to lock your direction and even retreat with a quick dash backwards.

Haggar AND Guy at long last!
Haggar AND Guy at long last!

Lest we forget the branching (and secret) paths which help add to the game’s longevity. Hey remember those old “CHOOSE YOUR OWN ADVENTURES!” books? Yeah, Final Fight 3 kind of has that vibe thanks to its multiple routes one can take. Of course, perhaps best of all, two players can FINALLY use Mike Haggar AND Guy simultaneously. The two new characters, Dean and Lucia, aren’t too shabby themselves and are much more interesting and fun to use than Carlos and Maki from Final Fight 2. Oh and you can’t forget the brand new Auto 2-Player mode. This option allows the computer to control the second player. It’s handy for those nights where it’s just you and your Super Nintendo [Isn’t that you every night? -Ed.] Shush! *looks into imaginary camera* This is a cry for help! :P

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The graphics are pretty good. Sprites are big and beefy. There’s a good amount of color on screen, although a few areas are rather drab and lacking in intricate detail. Animation is a little on the wonky side though. Some animations could have benefited from more frames, but it’s certainly not wooden by any means. It’s just not as silky smooth as you would expect coming from Capcom. Sometimes Final Fight 3 looks great, and other times it looks only average. The same could be said for the music and sound effects. Some sound effects are a little muted while others, like the chopper landing sending out shock waves, are spot on. The music is pretty good in certain areas while forgettable in others. Thankfully, it’s the gameplay that matters most, and this is where Final Fight 3 delivers its biggest punch. It’s simply a blast to play, and thanks to all its nuances, it doesn’t grow nearly as repetitive as many other beat ‘em ups I could name.

Don't be an Andore sandwich
Don’t be an Andore sammie!

But the game’s biggest flaw is that it suffers from some slowdown in the 2-player mode. Not to the point where it’s unplayable, but enough where it’s definitely a bit annoying. Still, that doesn’t stop Final Fight 3 from being the best Final Fight game on the SNES by a comfortable margin. It’s funny how so many people came to appreciate this game more only years and years following its initial release. There are a few other SNES games I can think of that fit this bill, such as Mega Man 7 and Street Fighter Alpha 2, but none wears it finer than Final Fight 3. While it has its share of flaws, Final Fight 3 is easily one of the top 5 beat ‘em ups on the SNES and a damn fine example of a beat ‘em up done (mostly) right.

Graphics: 8
Sound: 7.5
Gameplay: 8.5
Longevity: 8

Overall: 8.5

Double Silver Award
Double Silver Award

 

 

 

Zoom in if mobile. Click if desktop. BTW how in the hell is 68% considered good?!
Zoom in if on mobile. Click if using desktop.
How in the HELL is 68% considered good?! :P
Long Live Super NES indeed!
LONG LIVE SNES indeed!

Final Fight 2 (SNES)

Pub Dev: Capcom | August 1993 | 10 MEGS
Pub & Dev: Capcom | August 1993 | 10 MEGS

Final Fight, originally released in 1989 in the arcade, was a huge success for Capcom. It was ported to the Super Famicom in Japan just in time for the Christmas season of 1990, and it came out stateside for the SNES in September 1991. Although an impressive early SNES game in many ways, the port was somewhat butchered. Namely, it lacked a 2-player co-op mode, Guy was M.I.A., an entire stage was cut out and of course, censorship because Nintendo early ’90s. In the late summer of 1993, Capcom attempted to rectify matters (and cash in) when they released a sequel, Final Fight 2, exclusively for Nintendo’s 16-bit system. It might very well be the first SNES game to have an exclusive sequel with the first game being an arcade port. (I certainly can’t think of an earlier example of such off the top of my head. If you can, then comment below). Unfortunately, Guy and Cody are sadly nowhere to be found, but on the bright side there’s now a 2-player co-op mode. Was Capcom able to strike gold, or were they simply looking to make a quick buck based on the brand that was Final Fight? Let’s head over to Metro City and find out…

OK heres the real box art. The first one was a fan box
Here’s the real box art. The first one is a fan box

The North American box is a little shady. Damnd, an old boss from the first Final Fight, can be seen on the box but he never appears in Final Fight 2. Also, there’s a green mutant peeking from underneath the sewers. There was no enemy close to this in the actual game. Ah, the ’90s. Bless your heart.

"Still got my royalty checks!"
“Still got my royalty checks!”  :D

STROLLING DOWN MEMORY LANE

FiFig2Ex

The above was originally written on RVGFanatic (the first version) on November 21, 2012. That date marked the 22 year anniversary of the Super Famicom. As I write this now, the Super Famicom is now nearly 28 years old and counting. Wow, if that doesn’t make me feel old! Well, as the picture above states, I suppose I owe you a story…

It was a trip that haunted me and has never left...
It was a trip that haunted me and has never left…

December 1991. I was 8 years old on vacation with my family and friends in Lake Tahoe. Back in the day my family formed a strong friendship with four families. Together, between 10 parents and 16 kids, we had some of the most legendary sleepovers in the history of mankind. 11 boys and 5 girls, ranging from birth dates of 1978 to 1986, staying up late doing whatever it is that boys and girls do. We rented out a HUGE cabin where all 26 of us stayed. It was INSANITY. One of the guys, Tommy, brought along his newly acquired Super Nintendo with copies of Super Mario World, F-Zero and Final Fight.

I couldn't believe it. Home alone in the cabin from hell
I couldn’t believe it. Home alone in the cabin from hell

A very bizarre and peculiar thing happened on that trip. Something so strange that it haunted me throughout my childhood. That Sunday morning, my mom decided to let me sleep in while everyone else filed out for breakfast. I woke up to an empty cabin with weird odd noises coming from every which direction. If only those cabin walls could talk, who knows what ghastly and terrible secrets might be shed? I tip-toed downstairs, calling out the names of my family and friends. All the while knowing deep down that no one would answer my cries. No one living, anyhow.

Indeed, all I heard back in response was the loud hissing and groaning of the creepy cabin. Suddenly a cold chill swept up and down my spine as I knew something wasn’t right…

After braving my way to the kitchen at long last, I found a note taped to the fridge.

  • Steve,
    Everyone woke up early except for you and we went out to get breakfast. You stayed up so late last night and you need the rest. Make yourself some Honey Nut Cheerios, and don’t watch too much TV. We’ll be back soon.Love,
    Mom
OH HEEEEEEELL NO
OH HEEEEEEELL NO, SON

I couldn’t believe it. My mom actually left me home alone in the middle of nowhere — OK not quite, but still! Did she not watch Home Alone?! I remember opening the fridge and seeing an ice cold can of 7 Up, my favorite soda back then. Oh how I wanted to grab that bad boy and chug it. But alas, I was not about to use the bathroom. There was no way in hell I would risk having to saunter down that demonic looking hallway that stood between me and the bathroom…

I felt a grim presence that dreary December morning...
I felt a grim presence that dreary December morning…

Ever feel a presence in the room with you? That someone, or something, is watching you? That’s how I felt on that cold dreary December morning of 1991. But being a resourceful kid, I believed that spirits would never mess with you if you had the TV or radio playing. Any kind of noise would ward off evil spirits. They would only attack those who were alone in silence. So I promptly turned on the TV to watch WWF Wrestling Challenge for the hour. It wasn’t long before I spotted Tommy’s Super Nintendo lying on the floor. This was my chance! The older kids hogged the system the night before, leaving me out in the cold. I fired up F-Zero first and then played Final Fight until everyone came back from breakfast. Part of me was ecstatic to see them again as I was no longer alone in this cabin from hell. But something funny happened during my first SNES experience. It made me forget about all my fears and worries. Instead it transported me to the future of video gaming, where you could snap a guy’s neck in two and soar 200 feet across a race track suspended high above a futuristic city — all in stunning graphics and sound. And ever since that fateful December morning nearly 30 years ago, I’ve been a Super Nintendo fan for life.

F-ZeroTitle

Family, friends and SNES made Christmas '91 special
Family, friends and SNES made Christmas 1991 rock

THE STORY GOES…

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We wish, anyhow...
We wish, anyhow…

THE FIGHTERS

Sadly, Cody and Guy are nowhere to be found
Sadly, Cody and Guy are nowhere to be found
Usually billed as 6'7"... Haggar's gained 3 inches
Usually billed as 6’7″… Haggar gained 3 inches
Honestly, did anyone really like Maki? A bit forgettable
Honestly, did anyone really like Maki? Meh…
Tenant at Haggar's home? Hey, I ain't judging
Tenant at Haggar’s home? Hey, I ain’t judging

ROUND 1: HONG KONG

Guile also makes a background cameo later on
Guile also makes a background cameo later on

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Oddly (and regrettably), weapons in Final Fight 2 are more detrimental to you than they are to the bad guys. That should never be the case. There seems to be a split second delay when trying to use weapons, and I definitely do better when fighting with just my bare hands. The sound effect for the weapons are also incredibly weak. Nowhere near Capcom’s usual quality. Shocking and disappointing, which is sort of the theme throughout this game.

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Haggar’s piledriver now rotates in mid-air and looks a lot more fluid and impactful than it did in the first game. At least Capcom got something right here.

Capcom milking a franchise? Never....
Capcom milking a franchise? Never…
Try saying that five times fast
Try saying that five times fast

Censorship strikes again. Won Won looked even nastier in the Japanese version — he wields a deadly meat cleaver there.

Boo on you, Nintendo
Boo on you, Nintendo

ROUND 2: FRANCE

"OUI THIS, BITCHES!"
“OUI THIS, BITCHES!”
And he looks GREAT in his second 16-bit outing
And he looks GREAT in his second 16-bit outing

Andore and Abobo were my two favorite goons to beat up as a kid. There’s just something satisfying about destroying the snot out of a towering titan with a jacked up physique.

Oh yeah, ALL DAY, son!
Oh yeah, ALL DAY, Abobo!
This technique carries over from the first Final Fight
This technique carries over from the first game

Punch, punch, press up and punch. It’s an instant 3-hit combo ending in a throw that protects you and dishes out extra damage to any surrounding bad guys. In a pinch? You can do this after one punch instead of two. A staple of the Final Fight franchise, I wish all beat ‘em ups featured this handy technique. No need for grapples, although you can still do that if you want.

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You’re on a midnight stroll looking for some thugs to trash and you spot some lackeys loitering around. Sometimes you can even sneak in a hit or two before they come to their senses. Truly a beloved staple of the genre!

"MIKE HAGGAR DON'T PLAY THAT, PUNK!"
“MIKE HAGGAR DON’T PLAY THAT, PUNK!”
BETTER LEAVE WHILE YOU CAN!
BETTER LEAVE WHILE YOU CAN!

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You have to show them that you’re really not scared
You’re playing with your life, this ain’t no truth or dare
They’ll kick you then they beat you then they’ll tell you it’s fair
So beat it, but you wanna be bad

Just beat it, beat it, beat it, BEAT IT!
No one wants to be defeated
Showing how funky and strong is your fight
It doesn’t matter who’s wrong or right

JUST BEAT IT, BEAT IT, BEAT IT!

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The Street Fighter games and the original Final Fight did this a thousand times better. From the weapons sounding weak and lacking impact to the way the car is animated as it’s being destroyed, this car bonus stage comes off as a very weak homage. Shame, Capcom. SHAME!

Incredible Haggar SMASH
Incredible Haggar SMASH
You got nothing on this, son
You got nothing on this, son

ROUND 3: HOLLAND

Carlos Miyamoto joins the fray
Carlos Miyamoto joins the fray

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Shades of Ryu
Shades of Ryu

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Mines are scattered throughout this stage. Holland is my favorite level in the game because of that and the boss, Bratken.

Mines have no prejudice. And no remorse
Mines have no prejudice. And no remorse
Sorry, I cant help it
Sorry, I can’t help it

They told him don’t you ever come around here
Don’t wanna see your face, you better disappear
The fire’s in their eyes and their words are really clear
So beat it, just beat it!

You better run
You better do what you can
Don’t wanna see no blood
Don’t be a macho man!

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Standing 6’7″ and weighing in at 434 pounds of muscle, Bratken is a psychotic overgrown boy who loves toys. He was bribed to join the gang by being locked in a room filled with toys. But now he’s bored and wants to get out. Looks like he just spotted you, his next teddy bear victim. It’s too bad the rest of the game isn’t as interesting as this.

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Love his, ahem, smashing entrance. Not the best animation though as dude is a bit stiff. But hey, that’s probably from being cooped up in his little cell there more than it is lazy programming on the part of Capcom, yeah? Right…

Victor
Victor
DarkStalkers was the shit!
Darkstalkers was so freaking badass  :)

ROUND 4: ENGLAND

[Gotta love women who can -Ed.]
[Gotta love a woman who can -Ed.]
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No one ever accused Final Fight 2 of being original. I love how Andore looks when he’s being thrown. Seeing his big old carcass flying around the screen like that is real sweet and satisfying.

The Japanese Kamikaze would be proud
The Japanese Kamikaze would be proud
I'm a sucker for these sort of backdrops
I’m a sucker for these sort of backdrops

Most of Final Fight 2 possesses a desolated and bleak look but this stage is the lone exception.

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I never liked this clown. The look, the aesthetic, even his name Philippe. It just came off as very generic and forgettable to me. Give me Clown from Fighter’s History any day!

Fighters History Dynamite
Fighter’s History Dynamite
Round and round he goes Where he stops... Nobody knows
Round and round he goes
Where he stops…
Nobody knows

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This bonus round is damn hard. Props if you can complete it.

ROUND 5: ITALY

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Damn straight it will
Damn straight it will (or not)
But did you ever say that to Haggar, hmm, Carlos?
But Carlos, did you ever say that to Haggar?

This is particularly hazardous as you don’t have a whole lot of wiggle room and as I stated earlier, the weapons in this game suck. A beat ‘em up where weapons are useless is a crime. That’s a plain simple fact.

Who knows why Capcom dropped the "o"
Who knows why Capcom dropped the “o”

Capcom made a few glaring omissions with the SNES port of the first Final Fight. One of which was taking out a stage that featured Rolento at the end. I guess in their quest to fix past errors, Rolent came back for Final Fight 2. Love the shadows that trail him. Still shots does this no justice. You have to see it in motion to truly appreciate it.

Sick
Sick
Can't deny this was a nice little nod to Final Fight fans
Can’t deny this is a nice little nod to Final Fight fans
Welcome back, Rolento
Welcome back to the fold fire, Rolent(o)

ROUND 6: JAPAN

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We come to our final stop, Japan. The Land of the Rising Sun. And, apparently, the Land of the Rising Haggar. Hmm. I’ll leave it at that.

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AndoreGi

Andore’s design was inspired by Andre the Giant. The 7’4″ 500 pound giant was a major attraction in the world of professional wrestling. Rest in Peace, big guy.

WrestleMania III (1987)
WrestleMania III (March 29, 1987)
OK not really obviously, but these guys are annoying
OK not really obviously, but these guys are annoying

He blocks a lot and is a pain to put away.

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Carlos is so tough that his sword is mostly for show. He’ll whip it out though in a tight spot. The sword, of course.

Sick entrance for an otherwise forgettable final boss
Sick entrance for an otherwise forgettable final boss

But ah, if only it were that simple. With Belger rotting away in some ditch, the new head honcho is a weird looking dude that goes by the name of Retu.

"HEY BARBIE -- THAT CAN BE ARRANGED!"
“HEY BARBIE — THAT CAN BE ARRANGED!”

As the boys are busy trash talking, Tung Fu Rue Genryusai hangs precariously in the air.

Classic bad guy from Fatal Fury
Classic bad guy from Fatal Fury
More decent fan service on Capcom's part
More decent fan service on Capcom’s part

A dramatic ending to a rather dull, pardon the pun, final fight.

fifight89

fifight90

The text above was inspired from the final two lines of John Carpenter’s HALLOWEEN. Speaking of which, I had a chance to see the original Halloween in theaters back in 2012 when it had a special one night only showing. I can’t wait for the definitive sequel this coming October!

Too sweet
Too sweet

fifight91

Haggar was right. Belger was not
Haggar was right. Belger was not

fifight92

fifight93

Fear not, Belger fans. He would later return to the series as Cyborg Belger in Mighty Final Fight, and then once more in Final Fight Revenge.

Zombie Belger is best Belger
Zombie Belger is best Belger

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Final Fight 3? Naaah, Capcom would NEVER milk a franchise… oh who am I kidding? Let’s face it, they’ve produced more sequels than most horror movie franchises!

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And Guy did return... in Final Fight 3
And Guy did return in Final Fight 3
Good stuff here from Super Play Magazine
Good stuff here from Super Play Magazine

SAVE ME MAYBE?!

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Obscure video game fact: Mike Haggar has a twin. The Haggar we know and love died in Final Fight 2 (as you can see here). That explains the ponytail Haggar sports in Final Fight 3

Hmm. No, of course Im just joking
Hmmm. No, of course I’m just joking :P
Dont be cruel and let them die!
Don’t be cruel and let them die!
"SERIOUSLY, MAN?!?!"
“SERIOUSLY, MAN?!?!”
"WHEW! I owe you one, bro..."
“WHEW!  I owe you one, bro…”

TRICKS AND SHENANIGANS

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Interesting note about the 2-player mode: you can hit your buddy but the damage inflicted is minimal. A fun little trick is hitting both your partner and a boss character simultaneously. You can hit your friend repeatedly without them falling over, and bosses can get caught in this endless loop. Your friend takes very little damage per hit while the boss will take normal damage. You can easily abuse this system. There’s also a code to play as the same character. Press Down, Down, Up, Up, Right, Left, Right, Left, L, R at the title screen.

I TOLD YOU HE HAS A TWIN!
I TOLD YOU HE HAS A TWIN!

Final Fight 2 offers four difficulty levels. The easier ones are a joke but Expert is downright brutal, with enemies requiring a hundred hits before perishing. You can only unlock the full ending if you can beat it on Expert (which features a nice Guy cameo). On a final note, there is some text in-between stages but no pictures to go along with them. It reeks of lazy programming and a lack of attention to detail, something very uncharacteristic of Capcom back in the ’90s.

Cool cameo bro
Cool cameo bro

WHAT THE CRITICS SAID

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Final Fight 2 received mixed reactions. Oddly enough, despite being previewed twice by EGM, it was never reviewed. However, in EGM’s bi-monthly affiliated sister publication, Super NES Buyer’s Guide, Final Fight 2 received ratings of 85, 85 and 92%. GameFan, notorious for handing out high scores like free condiments, was split with their thoughts on this sequel. They gave it ratings of 70, 78, 84 and 93%. The 23% differential in the 70% and 93% ratings makes it one of the biggest scoring discrepancies in GameFan’s history. Super Play rated it 75%, which by their standards is a fairly respectable score especially for a beat ‘em up (a genre they often rated on the lower side). Most gamers seem to agree that Final Fight 2 is slightly above average at best, and at worse, kind of dull and not too good.

One of the largest scoring gaps in GameFan history
One of the largest scoring gaps in GameFan history
Not bad, considering its coming from Super Play
Not bad, considering it’s coming from Super Play

CLOSING THOUGHTS

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Final Fight 2 was one of those sequels that my brother and I highly anticipated back in 1993. We loved the first Final Fight but hated that we couldn’t play it together. Final Fight 2 promised to fix that glaring omission. While the 2-player mode is nice, there’s a bit of occasional slowdown. But that’s not the worst offender. The game, for some reason, is missing the magic of the first Final Fight. Even if you forget about comparing it to the original and judge it strictly on its own, it’s honestly kind of drab. There’s nothing particularly lousy about Final Fight 2, but it just lacks the magical ingredients that made the original so fun and endearing. Final Fight 2, in a lot of ways, really feels like a “direct-to-video” (or direct-to-SNES) sequel. And maybe that’s because it literally is. But Final Fight 3 proved you can be direct-to-video and still be good. Frankly, Capcom kind of went through the motions here and it shows.

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That’s not to say Final Fight 2 is a bad game. But being decent yet disappointing sums it up best, and shows you the high benchmark standard that Capcom set with the first Final Fight. On the bright side, the visuals are pretty strong by late ’93 SNES standards, aside from some stiff animation and some backgrounds border on being a bit lifeless at times. On the down side, the music and sound effects are below Capcom par. Weapons are essentially ineffective. Carlos and Maki are generic enough to be forgettable as is the final boss. But although it lacks the polish you expect from a firm like Capcom, there’s no denying that beat ‘em up fanatics will still find some level of enjoyment; it’s not incompetent or unplayable by any means. There are just so many better choices available on the SNES, such as Return of Double Dragon and Teenage Mutant Ninja Turtles IV: Turtles in Time. I’m glad Final Fight 2 came out, but I’m disappointed with how it turned out. Oh well, at least Capcom got it right on their third try. After all, they say third time’s a charm…

Graphics: 8.5
Sound: 5.5
Gameplay: 6.5
Longevity: 5.5

Overall: 6.5

BONUS: MEGABITS AND ANNIVERSARIES

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August 1993 was a big month for Capcom. They released two major sequels: Final Fight 2 (10 MEGS) and Street Fighter II Turbo (20 MEGS).

20 WHOPPIN MEGS!
20 WHOPPIN’ MEGS!

I remember thinking how cool 10 MEGS was because at the time SNES games were either 4, 8 or 16 megabits. A few were even 12. But 10? That was unheard of, and I think Final Fight 2 is the first 10 MEG game on the SNES. Games boasting 10 megabits were even harder to find than ones with 12.

It was a hot summer 25 years ago
It was a hot summer 25 years ago

In the same month Capcom blew our minds when they released the first ever 20 MEG game, Street Fighter II Turbo. What a time to be alive. Can’t believe it’s been 25 years. Happy 25th anniversary to Final Fight 2 and the SNES port of Street Fighter II Turbo!