![]() ![]() However, with the development team responsible for the superlative Revenge of Shinobi behind the wheel, Streets of Rage was never likely to end up as just a slavish clone. The heroes in the original game are so hard they are impervious to cannon fire. The core mechanics are also very similar both games expand on the template laid down by Double Dragon and focus on combination attacks and grapple moves, the latter of which can be finished off with a throw - perfect for crowd control as the hurled assailant becomes a wrecking ball which can be used to take down other enemies. One of the three playable characters - Axel Stone - bares more than a passing resemblance to Final Fight's hero Cody, right down to the white T-shirt, tight stonewash jeans and sporty sneakers. Streets of Rage - or Bare Knuckle, to use its Japanese moniker - was as close as Mega Drive owners were ever going to get to Final Fight at that point in time. When that didn't happen though, rather than admit defeat in the battle of the side-scrolling fighter, Sega did something which has been a common practice in the video game industry since its very inception: it plagiarised. The Mega Drive was famed for its superlative arcade ports - which included Capcom favourites Strider and Ghouls 'n' Ghosts, both skilfully converted by Sega itself under license - and prior to the announcement of the Super Famicom edition, there were idle rumours that Final Fight was headed to Sega's console under a similar arrangement. ![]() While Sega fans would eventually get a port of Final Fight for the Mega CD three years later, back in 1990 the news was nothing short of devastating. Nestled neatly within Nintendo's 16-bit launch line-up, it was a definite system seller - despite the fact that cartridge memory constraints meant the two-player mode, third character Guy and an entire level were left on the cutting room floor. In this pre-Street Fighter 2 world, Final Fight was the biggest ticket in town a side-scrolling brawler in the tradition of Renegade and Double Dragon, it boasted massive character sprites, a wide repertoire of attack moves and instantly accessible gameplay. I've tested this game in battle mode solo (former games QA here) to see if that is the case, but I still saw the health bar dropping the same amount, no matter if combo was applied or not.Back in the days when arcade conversions were often enough to make or break a home console, the earth-shattering news that Nintendo had secured a port of Capcom's Final Fight for its soon-to-be-released Super Famicom sent shockwaves through playgrounds all over the globe. Well, that'd be realistic - if you were hit once, then again and again, you'd get more damage - try hitting your bruised part of a body one more time to see what I mean, but I guess we don't want that in games. Talking about damage I love how everything that hits you is cumulative, psychokinetics dudes gives you two spiked clubs hits ANDDDDDDD your remaining health is 3% percent now, YAY! "Viva la maza espinoza" and "Viva la juggle" Talking about damage I love how everything that hits you is cumulative, the psychokinetics dudes at level 12 gives you two spiked clubs hits ANDDDDDDD your remaining health is 3% percent now, YAY! "Viva la maza espinoza" and "Viva la juggle" Originally posted by pietja_frontiers:There is something I've noticed with hitboxes: I'd suggest to keep the damage from rushing enemies, but when you approach their non-weapon hitbox, you get only 50% or less of a damage. Again, I know it's faithful to the originals, but originals had their flaws. Fully doable nowadays (hell, it was doable when I modified characters in MUGEN, which was 2000-2004). I know that this is how old beat 'em ups worked, due to resolution limitation, but having the entire body serve as a weapon when enemies rush at me with kinves/sais/polearms in a high-res game simply shows someone have not cared about setting a hitbox only to pointy edge of the weapon. I often found myself in situations when I evaded the attack and wanted to strike a rushing character in the back to be still damaged by their rush (by approaching them from the back). ![]() if you are, vertically, slighthly below the enemies, at times you cannot hit themĪs for weapons, the only gripe I have is when enemies charge at you. if you are, vertically, slightly above the enemies, you can hit them without a problem There is something I've noticed with hitboxes: ![]()
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