Um, this is the Japanese version. I played both and I though the music was the same on this stage in both versions. They didn't use the correct track for this part, it should be dededededededede, de de de de de, de de de de de, de de de de de, de de de de de, de de de de dede de de de de dede de de de de dede de de de de dede, de de de de de de de de, de de de de de de dede de de de de deeee.
Hmm, the lava on the first part of this stage scrolls unlike any other version of FF (even the coin-op). Cool. Rolento with no badass shadow trails? Lame. I hated the GBA's interpretation of the soundtrack.
@SuperAdventures The shadow trails would've been possible, but they would've had to do it the Sega CD version method which was no enemies at all when Rolento showed up. There aren't any shadow trails, but this is actually more true to the arcade this way.
Now the thing that trips me up about it all is that Rolento sprite is the ONLY one in the game directly from the arcade, as he's bigger and wider than everyone else.
@darknight068 The GBA could've handled it, it does 2D better than the SCD. The SNES on the other hand probably couldn't even handle the first portion of this level (flicker/slowdown galore). Probably one of the reasons (along with cart space) that it was left out. GBA FFO is definitely what the SNES port should've been. The animation-starved Alpha Cody & Guy sprites from SFA bother me though. LMAO at Rolento, almost the height of the GBA screen.
@SuperAdventures Yeah, even while Final Fight 2 was a decent improvement performance wise, it still had a lot of the same restrictions that Final Fight 1 SNES had. Slowdown was almost reduced to none in comparison, but the flicker problems were still present. And it still lived by the sprite count rule, meaning two onscreen crates meant only one enemy at a time. Even with FF2's engine, the industrial level still wouldn't have happened on SNES. Final Fight 3 went in reverse though.
@SuperAdventures This is why I'd like to see a compilation of these games on handheld or whatever with enhanced versions of Final Fight 2 and 3 with arcade enemy counts and such and no slowdown issues. This would especially fix Final Fight 3 and make it playable for a change.
@darknight068 FF2 was the worst in the series. Just boring and uninspired across the table. Dunno how one of it's characters , the Mai-esque Maki, managed to make it into Capcom Vs. SNK 2. FF3 had lots of great ideas, and stepped it up in terms of character design, but was too short, and the new special moves and supers (*coughGuyspalmfireballcough*) broke the game. Admirable how they tried to actually push the SNES hardware, cuz the game chugs like hell in several spots, to a near crawl.
@SuperAdventures I think FF2 was OK at best, but it did lose a lot of the edge that Final Fight one had. FF1 was a grittier title that was clearly a throwback to old 80's action flicks with the characters, the settings, and everything in between. You could relate to the material better because of it and while it was funny at times it was still not too far fetched.
Final Fight 2 was like a Saturday morning kids cartoon in comparison as virtually all of the edge of the first game was gone.
@SuperAdventures All of a sudden you had characters, settings, and music that was far more general audience in execution. The returning characters were the only really good designs, every other enemy and such looked like they came out of a rejected Final Fight design book. Especially Elick. I don't even think I'd have to get started on the rest of the game's downfalls. The only reason I think anyone gave it the time of day back then was because it was the first SNES FF to have 2 players.
@darknight068 Capcom waited too long to bring out FF2 too; the fighting game craze had already taken over, and "Streets of Rage 2" had seriously upped the ante in terms of console beat-em-ups. Surprised it even managed to sell a million copies worldwide as Capcom claims.
By the time the third installments of the FF and SoR franchises came out......forget about it. The beat-em-up genre was comatose, and the gaming media had tired of "repetitive Final Fight clones".
Japanese version of this actually used the correct track for this stage. The American version used Stage 1's music instead. Wonder how Capcom managed that one.
Um, this is the Japanese version. I played both and I though the music was the same on this stage in both versions. They didn't use the correct track for this part, it should be dededededededede, de de de de de, de de de de de, de de de de de, de de de de de, de de de de dede de de de de dede de de de de dede de de de de dede, de de de de de de de de, de de de de de de dede de de de de deeee.
rwk360 1 year ago
looks suprising good for a gba game.
aryinc 1 year ago
by far the best track in final fight that playing when on the elevator...just amazing they should remix it and make a full song;)
asapas8 3 years ago 2
Hmm, the lava on the first part of this stage scrolls unlike any other version of FF (even the coin-op). Cool. Rolento with no badass shadow trails? Lame. I hated the GBA's interpretation of the soundtrack.
SuperAdventures 3 years ago
@SuperAdventures The shadow trails would've been possible, but they would've had to do it the Sega CD version method which was no enemies at all when Rolento showed up. There aren't any shadow trails, but this is actually more true to the arcade this way.
Now the thing that trips me up about it all is that Rolento sprite is the ONLY one in the game directly from the arcade, as he's bigger and wider than everyone else.
darknight068 1 year ago
@darknight068 The GBA could've handled it, it does 2D better than the SCD. The SNES on the other hand probably couldn't even handle the first portion of this level (flicker/slowdown galore). Probably one of the reasons (along with cart space) that it was left out. GBA FFO is definitely what the SNES port should've been. The animation-starved Alpha Cody & Guy sprites from SFA bother me though. LMAO at Rolento, almost the height of the GBA screen.
SuperAdventures 1 year ago
@SuperAdventures Yeah, even while Final Fight 2 was a decent improvement performance wise, it still had a lot of the same restrictions that Final Fight 1 SNES had. Slowdown was almost reduced to none in comparison, but the flicker problems were still present. And it still lived by the sprite count rule, meaning two onscreen crates meant only one enemy at a time. Even with FF2's engine, the industrial level still wouldn't have happened on SNES. Final Fight 3 went in reverse though.
darknight068 1 year ago
@SuperAdventures This is why I'd like to see a compilation of these games on handheld or whatever with enhanced versions of Final Fight 2 and 3 with arcade enemy counts and such and no slowdown issues. This would especially fix Final Fight 3 and make it playable for a change.
darknight068 1 year ago
@darknight068 FF2 was the worst in the series. Just boring and uninspired across the table. Dunno how one of it's characters , the Mai-esque Maki, managed to make it into Capcom Vs. SNK 2. FF3 had lots of great ideas, and stepped it up in terms of character design, but was too short, and the new special moves and supers (*coughGuyspalmfireballcough*) broke the game. Admirable how they tried to actually push the SNES hardware, cuz the game chugs like hell in several spots, to a near crawl.
SuperAdventures 1 year ago
@SuperAdventures I think FF2 was OK at best, but it did lose a lot of the edge that Final Fight one had. FF1 was a grittier title that was clearly a throwback to old 80's action flicks with the characters, the settings, and everything in between. You could relate to the material better because of it and while it was funny at times it was still not too far fetched.
Final Fight 2 was like a Saturday morning kids cartoon in comparison as virtually all of the edge of the first game was gone.
darknight068 1 year ago
@SuperAdventures All of a sudden you had characters, settings, and music that was far more general audience in execution. The returning characters were the only really good designs, every other enemy and such looked like they came out of a rejected Final Fight design book. Especially Elick. I don't even think I'd have to get started on the rest of the game's downfalls. The only reason I think anyone gave it the time of day back then was because it was the first SNES FF to have 2 players.
darknight068 1 year ago
@darknight068 Capcom waited too long to bring out FF2 too; the fighting game craze had already taken over, and "Streets of Rage 2" had seriously upped the ante in terms of console beat-em-ups. Surprised it even managed to sell a million copies worldwide as Capcom claims.
By the time the third installments of the FF and SoR franchises came out......forget about it. The beat-em-up genre was comatose, and the gaming media had tired of "repetitive Final Fight clones".
SuperAdventures 1 year ago
I hate those flames. They hit randomly.
shavoba55 3 years ago
lol wtf is this
Hisotaso 3 years ago
Ah, this is the japanese version? I wondered what happened to "Sid" and "Billy" (good riddance!) ;)
XSC3 4 years ago
Japanese version of this actually used the correct track for this stage. The American version used Stage 1's music instead. Wonder how Capcom managed that one.
darknight068 4 years ago