Canceled Final Fight SNES (Demo Released!!!)

Project is halted prior to completion and will not receive further updates.
Besides, in games like Final Fight, sometimes you need to step in carefully if you don't wanna be swarmed.
Yeah, I like when you can walk and make some enemies to appear, but if you run...you will make a shitload of enemies to appear.
 
I really don't understand this idea to put many enemies to make a game hardest !!!
Maybe i don't understand fine, but if you put all of them for that it is a really bad idea

I dislike idea of having many enemies too. The reason is players are forced to use same technique to win without dying (i.e throwing one enemy toward the others or spamming jumpattack or running attack)
Many enemies is only good IF players have attacks with wide area and cost free

it is really better to have some strongest enemies that are more intelligent !

+1, that's my style :)
 
I think I can please everyone on the max enemies on screen lol. CLASSIC mode is 3 max, 4 in a few spots for proper spawning. ARCADE is 6 max. And CUSTOM is 4 max :)

Also UPDATE! Edi.E and Abigail are almost 100% complete. And CLASSIC mode is 3 1/2 levels in. Working on it today and hoping to start on Belger tonight :D

 
My friends at long last CLASSIC MODE is complete. I will be uploading the PAK this evening! Can't wait to share it with you all =D Ty for your patientce ^___^ cheers.
 
That's cool with me bro I just want to play it and I can play the bonus stages on the arcade on MAME anyway.
 
Alright, I've tried this new demo and here it comes my most objective feedback. There's A LOT of improvements over the last version I played, but also many things that still need to work on.


  • I'm glad that frontal throw was finally implemented (grab, forward + attack), and any Final Fight player would truly appreciate this update.
  • However, this feature is pretty much useless as there's a key gameplay element missing now: there's no thrown enemies attack value! Yeah, now I can't grab someone and throw it to the other enemies to clear out swarms! Using other enemies and thrown them to the swarms is a very important game element that most beat 'em ups with the FF formula must have! This definitely needs to be returned (but please, make sure the player won't get damaged by his own enemy thrown, that didn't make too much sense in the last patch).
  • In the stage West Side, at the beginning, there's a collision map issue where the players can walk through the wall as I'm showing in the attachment. That part is supposed to be off limits (at least in the SNES version, in the arcade one that area is a high level platform)
  • There's still missing the pulling enemy property (holding up or down while doing the attack combo so after the third hit, it pulls the enemy into a back throw). That's, once again, a key element in the Final Fight gameplay.
  • The cage match with the Andores has no collision map either. The vibe of that particular stage is the claustrophobic feeling of facing two harder versions of the Andore family. And with harder, it means they do have larger reach in their punches (in the original version) and they tend to grab you more often than the regular ones.
  • Edi.E now can use his gun since the beginning? He usually starts using his gun exclusively after he gets low in energy (he changes completely his pattern, he NEVER grabs or hits you up close when in gun mode, he'll try to run, line up with you from a distance and go trigger happy).
  • I'm a bit disappointed that my edition for Cody's kick didn't make it. :(
  • Loved the waving effect in the Bay Area water. Finally it won't look like damn jello like in he original.
  • BTW, the Bay Area allows max enemies of 4? Right after the toilet, got surrounded by 4 enemies (I'm not complaining, I don't mind it, actually, kinda like it).
  • About weapons... I noticed I lose my weapons when they hit me instead of knocking me down. How are the mechanics on this feature? Also, I can't choose any other weapon if I grab a pipe or a sword and neither I can throw it away. I'm stuck with it until someone hits me. I guess it needs the re-grab feature.
  • Abigail needs a bigger range of grab, like in the original. That was his strongest point.
  • Uptown now can hold 5 enemies max. Then again, no complain by my side, I like it.
  • lol, friendly fire among Hollywood/El Gado's knives! They can stab their own comrades!
  • Interesting note: when I'm already with 0 life, I still can stand up and even hit once again... then I can be killed. Seems the character has extra life before dying.
  • Andore's jump attack should be more damaging.
  • Belger... well, he needs some tweaking. First of all, his crossbow arrows need to be stopped by players' attacks. He can pretty much shoot you to death and the character can't do anything to get close to him. He needs also to shoot arrows upwards as soon he gets hit in the face (pain1, I think?), that was the dangerous thing to do while fighting him in the original one.
Anyways, this is me going once again nitpicky. I have to tell you, though, playing a complete demo from beginning to end with a very smooth gameplay, great backgrounds, and an overall perfect vibe from the original SNES FF, was a really nice experience. The mod is going there and it plays pretty good, but I think my feedback goes mainly to reflect what made Final Fight the game it is. Looking really good. :)

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Thanks Don. And your Cody kick is in the game. You must press d d a to activate it. I love it I use it a lot when I test play lol. All of your points are well taken and this isnt the final version of course :) But I am happy with it so far.

The Westside I swear I put a wall there but I'll recheck. And the no life left guage. In the SNES version you can drain the guage empty on both the player and enemy. I just threw it in for fun I can remove it easily :)

Thanks for the comments. And send me anything else you'd like to add. Cheers! =]

 
He needs also to shoot arrows upwards as soon he gets hit in the face (pain1, I think?), that was the dangerous thing to do while fighting him in the original one.

I believe it's best to give him escapehits and SPECIAL2 so he performs this move after he's beaten more than once (IIRC)
 
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