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Final Fight appreciation thread B******!!!!!!!!

Just wanted to add my support regarding Crawfish's downright amazing job with SFA3 Upper on the GBA.
 
If they have had a bigger cart we could have seen ALL THE BACKGROUNDS and some decent music...Because the music in SFZ3 Upper for the GBA was atrocious.
 
So was the music in the arcade and console versions of SFA3.

Hell, all of the SFA games had bad music, IMHO. SFIII as well. Capcom only got it right in SF2, imho.
 
I was refering to quality...not compositions...And btw, Arcade/SS/PSX/DC SFZ3 music is certainly awesome in some stages: Evil's Ryu Theme, Juni&Juli Theme, Guy Theme or the Rose one are awesome :P


Of course SFZ2 beats all them...but that's because SFZ2 is the king of all SF games :P
 
Yes, the quality of the music was disappointing, no doubt. I've heard worse on the GBA, however. It wasn't QUITE ear scratching. :)
 
AndreasNystrom said:
F*CK!!!

These old beat-em-ups rocked!

The Punisher!, Final Fight!, Crocodiles & Dinsaours!.. all great games.. played them to death!

:lol :lol

..or did a sequel to Cadillacs and Dinosaurs come out?

The GBA version has Roxy / Poison?
 
Dunno..I have the rom but I haven't played it (it might be broken).

Looked awesome though..I wish the Aliens Vs Predator beat-em-up came out for a home system (and Simpsons). :(
 
midnightguy said:
you serious man? :lol


IF Final Fight One GBA looks as good or better than the arcade to *you* then you need to get your eyes checked, dude. :)

you need to understand that the GBA graphics chip is not on the same level as Capcom CPS1 in 2D graphical goodness.

GBA vs CPS1

CPU: ARM7 16 MHz vs 68000 @ 10 MHz + Z80 about the same
sprites: 128 vs 256 .......CPS1 wins
resolution: 240x160 vs 384 x 224 ......CPS1 wins
colors displayable on screen: 256-512 vs 2048-4096 ........ CPS1 wins
RAM / VRAM fucking bet you CPS1 wins on this too... dont have the numbers handy


GBA Final Fight One is an extended port of the SNES FF. all the missing content from SNES was added back into the GBA version (Industrial Level, 2-player, all 3 main characters) -BUT- the graphics and animation are mostly the same as the SNES/SFC versions.


so, what makes the GBA FF *not* as good as the arcade?

*lower resolution (play GBA FF on your TV with Gamecube GBA Player to make it a monitor vs monitor comparison)

*less colors on screen

*less animation in the sprites

*missing or changed background details

...there are probably a few things I'm forgetting....

oh but wait, I must be LYING... whatever.


O.K. here's the deal....after doing some HEAVY and very extended research, I've come to conclusion that you may be right! So my bad.....
 
jarrod said:
look at Crawfish's masterful SFZ3U port

Mejilan said:
Just wanted to add my support regarding Crawfish's downright amazing job with SFA3 Upper on the GBA.


FINALLY!!!! Finally some people give props to this ridiculously awesome game!!!

Midnightclubguy.... now THIS is an arcade perfect port....rihgt?
 
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and
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Sounds like a hell of a good game!
 
isamu said:
FINALLY!!!! Finally some people give props to this ridiculously awesome game!!!

Midnightclubguy.... now THIS is an arcade perfect port....rihgt?

Christ no! Music, sounds, resolution...
 
isamu said:
FINALLY!!!! Finally some people give props to this ridiculously awesome game!!!

Midnightclubguy.... now THIS is an arcade perfect port....rihgt?


*sigh*

can we just say a game is great without saying arcade perfect port? do you not realize that GBA cannot rival CPS1, let alone CPS2 ? do you realize that 99.9 % of the games that are heralded as "arcade perfect" are not arcade-identical?

Isamu, no matter how much you LIKE a game, a given home version of an arcade game, does not mean its visually or aurally on par with the arcade version.


I might love Sega Rally 2 on Dreamcast to death, but in no way could it be called arcade perfect. I might think Altered Beast on Genesis is the greatest thing ever, but I wouldn't dare even dream it was the same as the arcade game.

if we look at SFA3 on Saturn, and on Dreamcast, they are both closer to the arcade than GBA SFA3, but even Saturn and Dreamcast versions are not arcade-perfect. so how can GBA SFA3 be arcade perfect?


is SFA3 Upper on GBA an awesome game? yes of course it is. does that make it arcade-perfect?
 
Da Lynch Mob said:
++++++++++++++++++++++++++++++
[Isamu wrote]
A buddy of mine came over today and we played via linked up. I was surprised to see he unlocked Akuma and Megaman as hidden characters. I asked him how to do it he said you gotta beat the game with zero continues, beat it without getting any of the food, and kill all the Andres with only lead pipes.
++++++++++++++++++++++++++++++



WTF isamu....is this true??????


Yes it's true. Its not easy to pull off though....
 
isamu said:
1)Final Fight vs Vigilante

2)Final Fight vs Streets of Rage

3)Final Fight vs Beats of Rage

4)Final Fight vs The Punisher

5)Final Fight vs Double Dragon

6)Final Fight vs Bad Dudes

7)Final Fight vs Combat Tribes

8)Final Fight vs Violent Storm

9)Final Fight vs Senguku

10)Final Fight vs that shitty-ass 3D beat-em for the Ps1[/spoiler]


1. Final Fight

2. Streets of Rage

3. Don't know

4. The Punisher

5. Final Fight

6. Final Fight

7. Combatribes

8. Don't know

9. Don't know

10. Final Fight
 
Combatribes has great throws. I love how you can pick them up while they're on the ground, kick them while they're down or smash their head into the ground. Too many beat em ups make you wait until they get up to attack them again.
 
Anyanka said:
Combatribes has great throws. I love how you can pick them up while they're on the ground, kick them while they're down or smash their head into the ground. Too many beat em ups make you wait until they get up to attack them again.

Anyanka have I told you how much you turn me on when you talk about fighting games?
wub0bq.gif
 
ourumov said:
If they have had a bigger cart we could have seen ALL THE BACKGROUNDS and some decent music...Because the music in SFZ3 Upper for the GBA was atrocious.
Meh. The fact that they got every character in is too impressive to bitch about the sound. It's not like there was any memory left in the cartridge.
 
LakeEarth said:
Meh. The fact that they got every character in is too impressive to bitch about the sound. It's not like there was any memory left in the cartridge.

Actually, they got more characters in. Also, the US version got more backgrounds than the Jp version, or so I hear.
 
If memory serves me, SFA3 was also the last game Crawfish did before being shut down...

Now, if only Capcom would take the two days it would require to port the game to DS with remixed audio and a six button setup... oh, I know it wouldn't sell well, but I'd pay $40.

History shows that I'll buy just about any Street Fighter game that comes out for any system... even if it's a Tiger Handheld.
 
Why did Crawfish shut down anyway? They're much mor talented than Atomic Planet when it comes to ports.

If you'd want the best single-player experience out of Final Fight, i'd choose the GBA version. The dialogue sequences add substantial replay value.
 
Hell, IIRC, they were actually shut down right after wrapping up the slightly augmented US release of SFA3, and before it actually hit stores. Very sad, one of the main devs used to post a lot at Gamefaqs about the game, detailing what would be changed in the US version, etc, given how long it was delayed. David something-or-other...
 
Mejilan said:
Hell, IIRC, they were actually shut down right after wrapping up the slightly augmented US release of SFA3, and before it actually hit stores. Very sad, one of the main devs used to post a lot at Gamefaqs about the game, detailing what would be changed in the US version, etc, given how long it was delayed. David something-or-other...
I don't see how a niche-developer could shut down. I mean, it's the publishers that are paying.
 
CO_Andy said:
I don't see how a niche-developer could shut down. I mean, it's the publishers that are paying.
The problem for Crawfish was evidently that a lot of their publishers were (illegally?) delinquent or reneging entirely on payments. Too bad... I kinda wish Capcom Europe had bought them out. Then we wouldn't have to deal with Atomic Planet.
 
O.K. I have a question....

you know how when you are fighting against one of the Andre guys and you get knocked down? Well sometimes he will jump up and land on you and seriously fuck you up! I want to know is there a way to dodge this? Say...roll from under the attack or get up quickly before he lands? I mean hot damn....that is so unfair that he can just squash the shit out of you and get a free hit while you're lying on the ground.
 
Wario64 said:
quickly do the special move

wait a minute are you SURE about this??? I tried it already
 
isamu said:
wait a minute are you SURE about this??? I tried it already

It only works in the Arcade version. Now, if the GBA one was a perfect port.... Well, yer shit outta luck! :lol
 
Mejilan said:
Hell, IIRC, they were actually shut down right after wrapping up the slightly augmented US release of SFA3, and before it actually hit stores. Very sad, one of the main devs used to post a lot at Gamefaqs about the game, detailing what would be changed in the US version, etc, given how long it was delayed. David something-or-other...

Yeah, I remember that. That David guy said after the Japanese release that they had extra room on the cart since the English text took up less space, so they added two more backgrounds (Dan's and Karin's IIRC) into the game. I can't think of many other developers that would take the time to add more content into a GBA game like these guys did; it really sucks they shut down. SFA3 on GBA was amazing. Far from perfect, but still amazing as hell.

David also posted how they had to work to convince Capcom to let them use an 8 meg cart instead of a 4 meg cart, and that with a 16 meg cart they could have squeezed everything (missing voice, Chun-Li dress sprite, and backgrounds) into the game. He also said that after working on SFA3 that they could have done a good job porting Street Fighter 3 3rd Strike as well. O_o
 
Lyte Edge said:
Yeah, I remember that. That David guy said after the Japanese release that they had extra room on the cart since the English text took up less space, so they added two more backgrounds (Dan's and Karin's IIRC) into the game. I can't think of many other developers that would take the time to add more content into a GBA game like these guys did; it really sucks they shut down. SFA3 on GBA was amazing. Far from perfect, but still amazing as hell.

That's exactly right. Mentioned something about US version requireing only about 25% of the space for text used in the Jp one... He was a cool guy. I hope he landed on his feet. The rest of the team too. I got 5 people to buy SFA3, and I rarely go that far out of my way to convince others to get games they normally wouldn't!
 
Lyte Edge said:
...after working on SFA3 that they could have done a good job porting Street Fighter 3 3rd Strike as well. O_o
Such a shame :(

We need mor honest & hard working developers in the industry like Crawfish.
 
Yeah, I remember that. That David guy said after the Japanese release that they had extra room on the cart since the English text took up less space, so they added two more backgrounds (Dan's and Karin's IIRC) into the game. I can't think of many other developers that would take the time to add more content into a GBA game like these guys did; it really sucks they shut down. SFA3 on GBA was amazing. Far from perfect, but still amazing as hell.

David also posted how they had to work to convince Capcom to let them use an 8 meg cart instead of a 4 meg cart, and that with a 16 meg cart they could have squeezed everything (missing voice, Chun-Li dress sprite, and backgrounds) into the game. He also said that after working on SFA3 that they could have done a good job porting Street Fighter 3 3rd Strike as well. O_o
Dave Murray...in the Gamefaqs forums :P I remember him. Anyways there was a certain E3 build that featured MORE things...like Chun Li's background with all the people dancing...People uses to say that the most important thing is always animation...but when:

1. The game has been totally ripped from its original music, voices (shit it's annoying the characters only have a couple of samples) and backgrounds.

2. The game doesn't play the same...mainly due to the control layout...Sorry but I am unable to play decent without a 3+3 configuration.

Then I prefer SFZ3 PSX or even SFZ2 SNES to this. And that's not saying SFZ3 GBA is crap. Actually it's a better effort than the previous too but it feels pretty ripped IMO.
When porting a SFZ title, Capcom should have gone for SFZ2. I am sure they would have had less space problems (less chars, less backgrounds, etc.). If the SNES managed to have the whole game in 32 Mb (8MB cart) (of course there was not full animation...but there were nearly all the stages [waterfalls missing], all the music, backgrounds, voice samples), the GBA could too.
 
Alien Vs Predator (Capcom) >>>>>>> Punisher >>>>>>>> Double Dragon 2 on NES >>>>>>>> Final Fight (one and the other good one, 2 or 3, can;t remember which) >>>>>>>> River City Ransom >>>>> everything else

Whoops. Missed Streets of Rage! Ah well.

As for that trick to unlock Megaman and Akuma, what game is that in? Final Fight on GBA?
 
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