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Old 12 February 2024, 14:33   #21
PatmanQC
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Originally Posted by d4rk3lf View Post
It's not just grab move (although, grab is very important indeed).
It's the whole feeling when you approach to the enemy, do a combo, grab next one, throw it to the opponent that is coming from behind... timing is crucial, and Prototron did a great job there.
Richard port, besides that gameplay was more like of some different game (Double Dragon), it's also, not polished in a sense... when enemies are around you, they will hit you.. and hit you... and hit you... and there's nothing you can do about it. Nothing! You just die.

Of course, Richard did amazing job in technical department. The fact that is working on only 512kb, is more then impressive. But gameplay wise, that's not Final Fight.
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Agreed! Carpal Tunnel Syndrome doesn't help either! Bit sore/numb today following completing the game with my son yesterday!

All of the gameplay I do now has to involve auto fire thanks to my loss of limbs. Give it a try it really helps
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Old 13 February 2024, 00:21   #22
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a little feedback : the only bug i see remaining is the energy bar bug. it happens very often for most ennemies.

Out of this, the AI is great !
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Old 14 February 2024, 01:41   #23
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a little feedback : the only bug i see remaining is the energy bar bug. it happens very often for most ennemies.

Out of this, the AI is great !
The AI is OK but Andore is nowhere near as aggressive as the arcade game, barely belly barged us and I don't think is capable of a piledriver! Ditto knife guys and Sodom can get pummelled before he gets off his chair in the corner of the ring!

This is great but kinda 5 years too late as the OpenBOR game Street Fighter '89: The Final Fight is so much more fun for modern audiences! It isn't complete yet but is shaping up to be the best version of the game!
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Old 15 February 2024, 00:00   #24
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I think that's fine though, the arcade version is designed to slurp your coins so is quite unforgiving. A little more laid back AI is a good thing, then you need to cheese less. Probably with a little finetuning the tipping line between challenge and frustration can be found.
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Old 15 February 2024, 11:41   #25
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I would like Andore to be a little more aggressive as well. Another thing is Axl won't defend himself even tho the animation frames seem to be there. Hollywood finally throws knifes tho, so, good job there!
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Old 15 February 2024, 12:18   #26
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I would like Andore to be a little more aggressive as well. Another thing is Axl won't defend himself even tho the animation frames seem to be there. Hollywood finally throws knifes tho, so, good job there!
Yes, there are knives being thrown but Holly Wood doesn't seem to have the aerial knife attack. I also miss the 'families' of villains e.g. Axl and Slash / Holly Wood and El Gado in Final Fight Enhanced for sure.

But my absolute pet peeve and nearly a game breaker is how much action seems to occur off screen! I don't know if it's a product of how slow/weak the enemy AI is or whether it's the restrictive 4:3 ratio, but once punched / kicked / whacked off screen it's hard for them to return!

I generally feel like a bully when playing this version rather than a two man army the way it should be! A case in point is that you can pummel Sodom to the floor of the ring off his stool before he even gets up!! Also, Andore doesn't grab you by the neck and haul you off to his ring deathmatch and there's only two Andores there and not three! We need to feel outnumbered rather than feeling like we've just visited the ring, exacted a Kill Bill style justice/revenge killing and carried on our merry way through the bar section! It doesn't quite sit well with me and changes the vibe of the game a lot!

It's still fun but it's very much in the vein of Rockstar's Bully now! Additionally, my little boy has commented that you can see Roxy's boobies! I didn't notice at first but it happens when Haggar grabs her throat and lifts her up! I can see why the Sega MegaCD version censored some of this stuff! Again, if Poison and Roxy were ganging up on you then this might be tolerated (for adults) but the vibe is all a bit dark!

More interestingly, it should have been possible to get to the number of colours/production values of the MegaCD version if the CD32 was targeted rather than a ECS A600! I would have expected a similar experience but with less jaggies/pixelation. The Amiga ECS version is still impressive though!
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Old 15 February 2024, 13:13   #27
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Could we build on the foundation of this?

https://eab.abime.net/showthread.php?t=81505&page=4

It was so sad that the coder involved passed away!

[Edit] I see that Brick Nash/Prototron acknowledged Leathered's work at the link below:

https://retrofrontier.wordpress.com/...a-final-fight/

It's a shame that the work on the AGA port couldn't have cross pollinated with the ECS port (if the source code had been shared before he passed away)!

Last edited by BigD; 15 February 2024 at 13:59.
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Old 19 February 2024, 16:57   #28
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I thought this would have garnered more interest! This is amazing news and a really good port sooooo many years after the original!
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Old 19 February 2024, 19:02   #29
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There's another thread in the 'Amiga Scene' forum (which, for me, is where threads about new game developments belong). At 25 pages, I'd say there's plenty of interest. Deservedly so, as while it's not a like-for-like equivalent due to the higher system requirements, the improvement on the official conversion is clear. https://eab.abime.net/showthread.php?t=109488
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