Difference between revisions of "Final Fight Revenge"
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{{ScreenThumb|Final Fight Revenge Saturn, Character Select.png|width=200|Character select}} | {{ScreenThumb|Final Fight Revenge Saturn, Character Select.png|width=200|Character select}} | ||
''Final Fight Revenge'' is a 3D versus fighting game. It differs from most other fighting games in that weapons are scattered on the floor of each stage, which can be used to inflict more damage. Fights are played to the best of three rounds, with the victor being the fighter who empties his opponent's health bar or has the most health remaining when time runs out. | ''Final Fight Revenge'' is a 3D versus fighting game. It differs from most other fighting games in that weapons are scattered on the floor of each stage, which can be used to inflict more damage. Fights are played to the best of three rounds, with the victor being the fighter who empties his opponent's health bar or has the most health remaining when time runs out. | ||
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Characters move with {{left}} and {{right}} and crouch with {{down}}. They hop backward with {{left}} {{left}} or {{left}}+{{Z}} or dash forward {{right}} {{right}} or {{right}}+{{Z}}. They jump with {{up}} and flip back and forth with {{upleft}} and {{upright}}. They can sidestep into the foreground with {{Z}} or into the background with {{down}}+{{Z}}. Punches are done with {{X}} (light) and {{Y}} (hard) and kicks are done with {{A}} (light) and {{B}} (hard). Light attacks are faster and hard attacks deal more damage. Special moves for each character are done by pairing specific directional combinations with an attack button. Characters can perform a taunt once per round with {{C}}, which is a short animation during which the character is vulnerable to attack. | Characters move with {{left}} and {{right}} and crouch with {{down}}. They hop backward with {{left}} {{left}} or {{left}}+{{Z}} or dash forward {{right}} {{right}} or {{right}}+{{Z}}. They jump with {{up}} and flip back and forth with {{upleft}} and {{upright}}. They can sidestep into the foreground with {{Z}} or into the background with {{down}}+{{Z}}. Punches are done with {{X}} (light) and {{Y}} (hard) and kicks are done with {{A}} (light) and {{B}} (hard). Light attacks are faster and hard attacks deal more damage. Special moves for each character are done by pairing specific directional combinations with an attack button. Characters can perform a taunt once per round with {{C}}, which is a short animation during which the character is vulnerable to attack. | ||
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Throws and grabs are done by holding {{left}} or {{right}} when next to an opponent and pressing a hard punch or kick button. Different characters have different throws available to them, including air throws. Throws cannot be blocked. Blocking is done by holding the D-Pad away from the opponent, with special moves still doing a small amount of "chip damage" if blocked. Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. It is also possible to escape grabs in this way. | Throws and grabs are done by holding {{left}} or {{right}} when next to an opponent and pressing a hard punch or kick button. Different characters have different throws available to them, including air throws. Throws cannot be blocked. Blocking is done by holding the D-Pad away from the opponent, with special moves still doing a small amount of "chip damage" if blocked. Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. It is also possible to escape grabs in this way. | ||
− | In additional to their special moves, characters have Super moves that can only be performed by filling the Super gauge. Performing attacks or taking damage increases the Super gauge. Characters can stock up to three levels of the gauge, which are carried over between rounds; using a Super move consumes one level. | + | In additional to their special moves, characters have Super moves that can only be performed by filling the Super gauge. Performing attacks or taking damage increases the Super gauge. Characters can stock up to three levels of the gauge, which are carried over between rounds; using a Super move consumes one level. Each character has two Super moves, one of which produces a special "Final Finish" finishing sequence when an opponent is finished off with it. Super moves and Final Finishes are often over-the-top and comically exaggerated. |
+ | |||
+ | ===Modes=== | ||
+ | The single-player mode consists of matches against six opponents and a final match against Belger. Each character has his or her own specific ending. There are eight difficulty-levels for computer-controlled opponents. A second player can enter the game to fight the other player by pressing {{Start}}, with the winner continuing the game. There is also a dedicated two-player versus mode. After choosing a character, players can choose between Normal and Auto for automatic blocking and Turbo game speed. | ||
===Characters=== | ===Characters=== | ||
− | + | {{MoveListNote|legend=NeoGeo|key1={{button|text=SPECIAL}}|value1=Sidestep/pick up item}} | |
− | |||
− | |||
====Playable==== | ====Playable==== | ||
The game features ten playable fighters, all of whom made their debut in the original ''[[Final Fight]]'' game. The playable roster includes Cody, Guy and Haggar, who were the player characters; El Gado, Poison, and Andore, who were enemy characters; and Damnd, Sodom, Edi E., and Rolento, who were boss characters. | The game features ten playable fighters, all of whom made their debut in the original ''[[Final Fight]]'' game. The playable roster includes Cody, Guy and Haggar, who were the player characters; El Gado, Poison, and Andore, who were enemy characters; and Damnd, Sodom, Edi E., and Rolento, who were boss characters. | ||
Guy, Sodom, Rolento, and Cody were previously featured in the ''[[Street Fighter Alpha]]'' series, and some of their abilities from those games were carried over. | Guy, Sodom, Rolento, and Cody were previously featured in the ''[[Street Fighter Alpha]]'' series, and some of their abilities from those games were carried over. | ||
+ | |||
+ | Characters use their main color scheme when selected with {{X}}, {{Y}}, or {{Z}} and a secondary color scheme when selected with {{A}}, {{B}}, or {{C}}. | ||
{{InfoTable| | {{InfoTable| | ||
{{InfoRow| | {{InfoRow| | ||
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}} | }} | ||
{{MoveListTable | desc=Super moves | | {{MoveListTable | desc=Super moves | | ||
− | {{MoveListRow | Punch Out | {{QCF}} {{QCF}} {{punch}} | Cody throws a punch. If the move connects, it stuns his opponent, and the player can press {{punch}} repeatedly to perform a punch combo that ends with a rising uppercut.}} | + | {{MoveListRow | Punch Out | {{QCF}} {{QCF}} {{punch}} | Cody throws a punch. If the move connects, it stuns his opponent, and the player can press {{punch}} repeatedly to perform a punch combo that ends with a rising uppercut. |
+ | {{ESMove|desc=Final Finish|When used to finish an opponent off, a sequence is shown where the opponent gets back up after being knocked down. Cody says, "You're already dead," with his back still turned away, then the opponent is battered senseless by some unseen force.}}}} | ||
{{MoveListRow | Hyperactive | {{HCB}} {{punch}} | Cody moves faster and can chain his attacks together faster. He cannot block while in this state, and he is knocked out of it if he is hit by his opponent.}} | {{MoveListRow | Hyperactive | {{HCB}} {{punch}} | Cody moves faster and can chain his attacks together faster. He cannot block while in this state, and he is knocked out of it if he is hit by his opponent.}} | ||
}} | }} | ||
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}} | }} | ||
{{MoveListTable | desc=Super moves | | {{MoveListTable | desc=Super moves | | ||
− | {{MoveListRow | Emergency Whistle | {{QCF}} {{QCF}} {{punch}} | Damnd whistles colorful musical notes. If any of them connect, the screen quickly flashes images of Mad Gear members beating up the opponent.}} | + | {{MoveListRow | Emergency Whistle | {{QCF}} {{QCF}} {{punch}} | Damnd whistles colorful musical notes. If any of them connect, the screen quickly flashes images of Mad Gear members beating up the opponent. |
+ | {{ESMove|desc=Final Finish|When used to finish an opponent off, a sequence is shown where Damnd stands over the opponent and postures.}}}} | ||
{{MoveListRow | Custom Combo | {{HCB}} {{LP}} | Damnd moves faster and can chain his attacks together faster. He cannot block while in this state, and he is knocked out of it if he is hit by his opponent.}} | {{MoveListRow | Custom Combo | {{HCB}} {{LP}} | Damnd moves faster and can chain his attacks together faster. He cannot block while in this state, and he is knocked out of it if he is hit by his opponent.}} | ||
{{MoveListRow | Power Up | {{HCB}} {{HP}} | Damnd "powers up," which makes his next attack do extra damage.}} | {{MoveListRow | Power Up | {{HCB}} {{HP}} | Damnd "powers up," which makes his next attack do extra damage.}} | ||
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{{MoveListTable | desc=Super moves | | {{MoveListTable | desc=Super moves | | ||
{{MoveListRow | Meido no Miyage | {{QCF}} {{QCF}} {{punch}} | Sodom performs a series of upward katana or fist strikes in succession.}} | {{MoveListRow | Meido no Miyage | {{QCF}} {{QCF}} {{punch}} | Sodom performs a series of upward katana or fist strikes in succession.}} | ||
− | {{MoveListRow | Tenchuu Satsu | D-Pad in a 360° rotation twice, then {{punch}} (close) | Sodom grabs his opponent and runs while dragging them into the ground, then jumps up and slams them into the ground.}} | + | {{MoveListRow | Tenchuu Satsu | D-Pad in a 360° rotation twice, then {{punch}} (close) | Sodom grabs his opponent and runs while dragging them into the ground, then jumps up and slams them into the ground. |
+ | {{ESMove|desc=Final Finish|When used to finish an opponent off, a sequence is shown where either the kanji 凶 or a line drawing of Sodom flashes on the screen.}}}} | ||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
{{MoveListTable | desc=Super moves | | {{MoveListTable | desc=Super moves | | ||
− | {{MoveListRow | Giant Grab | {{QCF}} {{QCF}} {{punch}}, then {{punch}} (close) | Andore's right hand becomes huge, then he can perform special slams with {{LP}} or {{HP}} when near his opponent.}} | + | {{MoveListRow | Giant Grab | {{QCF}} {{QCF}} {{punch}}, then {{punch}} (close) | Andore's right hand becomes huge, then he can perform special slams with {{LP}} or {{HP}} when near his opponent. |
+ | {{ESMove|desc=Final Finish|When used to finish an opponent off, a sequence is shown where the opponent appears on Andore's backside, flattened like a pancake.}}}} | ||
{{MoveListRow | Giant Meteor | {{QCF}} {{QCF}} {{kick}} | Andore jumps up and stomps the ground, then explosive barrels drop out of the sky onto his opponent.}} | {{MoveListRow | Giant Meteor | {{QCF}} {{QCF}} {{kick}} | Andore jumps up and stomps the ground, then explosive barrels drop out of the sky onto his opponent.}} | ||
}} | }} | ||
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{{!}} N 2 | {{!}} N 2 | ||
{{!}} A piledriver | {{!}} A piledriver | ||
− | {{!}}}}} | + | {{!}}} |
− | {{MoveListRow | Giant Swing | {{QCF}} {{QCF}} {{kick}} | Haggar raises his arms in the air to catch a jumping attack from his opponent. If the move connects, Haggar grabs the opponent by the legs, swings them around, then performs a Spinning Piledriver.}} | + | {{ESMove|desc=Final Finish|When the ★ move is used to finish an opponent off, a sequence is shown where Haggar piledrives the opponent through the planet and into space.}}}} |
+ | {{MoveListRow | Giant Swing | {{QCF}} {{QCF}} {{kick}} | Haggar raises his arms in the air to catch a jumping attack from his opponent. If the move connects, Haggar grabs the opponent by the legs, swings them around, then performs a Spinning Piledriver. | ||
+ | {{ESMove|desc=Final Finish|When used to finish an opponent off, a sequence is shown where Haggar piledrives the opponent through the planet and into space.}}}} | ||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
{{MoveListTable | desc=Super moves | | {{MoveListTable | desc=Super moves | | ||
− | {{MoveListRow | Hell Sniper | {{QCB}} {{QCB}} {{punch}} | Rolento throws a volley of grenades at his opponent. If any of them connect, Rolento rolls into a helicopter, which can be moved with the D-Pad and fires its guns with {{punch}} or {{kick}}.}} | + | {{MoveListRow | Hell Sniper | {{QCB}} {{QCB}} {{punch}} | Rolento throws a volley of grenades at his opponent. If any of them connect, Rolento rolls into a helicopter, which can be moved with the D-Pad and fires its guns with {{punch}} or {{kick}}. |
+ | {{ESMove|desc=Final Finish|When used to finish an opponent off, a sequence is shown where the opponent is being chased and gunned down by Rolento in his helicopter.}}}} | ||
{{MoveListRow | Take No Prisoners | {{QCF}} {{QCF}} {{kick}} | Rolento pulls a tripwire from the ground, which moves a short distance forward. If the wire catches the opponent, Rolento pulls the opponent onto a hook that appears overhead and drops them onto the ground. This move can only be blocked low.}} | {{MoveListRow | Take No Prisoners | {{QCF}} {{QCF}} {{kick}} | Rolento pulls a tripwire from the ground, which moves a short distance forward. If the wire catches the opponent, Rolento pulls the opponent onto a hook that appears overhead and drops them onto the ground. This move can only be blocked low.}} | ||
}} | }} | ||
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{{MoveListTable | desc=Super moves | | {{MoveListTable | desc=Super moves | | ||
{{MoveListRow | Scorpion Veil | {{HCB}} {{punch}} {{punch}} | El Gado flips back and becomes temporarily invisible. While invisible, he can throw a knife with {{LP}} or a stick of dynamite with {{HP}}.}} | {{MoveListRow | Scorpion Veil | {{HCB}} {{punch}} {{punch}} | El Gado flips back and becomes temporarily invisible. While invisible, he can throw a knife with {{LP}} or a stick of dynamite with {{HP}}.}} | ||
− | {{MoveListRow | Death Scorpion | {{QCF}} {{QCF}} {{kick}} (close) | El Gado crawls along the ground and attempts to grab his opponent's legs. If the move connects, he breaks several of his opponent's bones, intercut with X-ray images of the shattered bones.}} | + | {{MoveListRow | Death Scorpion | {{QCF}} {{QCF}} {{kick}} (close) | El Gado crawls along the ground and attempts to grab his opponent's legs. If the move connects, he breaks several of his opponent's bones, intercut with X-ray images of the shattered bones. |
+ | {{ESMove|desc=Final Finish|When used to finish an opponent off, a sequence is shown where El Gado does a hand gesture and a scorpion symbol flashes on the screen.}}}} | ||
}} | }} | ||
}} | }} | ||
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{{MoveListTable | desc=Super moves | | {{MoveListTable | desc=Super moves | | ||
{{MoveListRow | Auto Arm | {{QCF}} {{QCF}} {{kick}} | Edi.E arms himself with a random weapon.}} | {{MoveListRow | Auto Arm | {{QCF}} {{QCF}} {{kick}} | Edi.E arms himself with a random weapon.}} | ||
− | {{MoveListRow | Patrol Crash | {{QCF}} {{QCF}} {{punch}} | Edi.E charges forward to hit his opponent. If the move connects, Edi.E gets into his squad car, which the player can move with the D-Pad and use to try to run over the opponent.}} | + | {{MoveListRow | Patrol Crash | {{QCF}} {{QCF}} {{punch}} | Edi.E charges forward to hit his opponent. If the move connects, Edi.E gets into his squad car, which the player can move with the D-Pad and use to try to run over the opponent. |
+ | {{ESMove|desc=Final Finish|When used to finish an opponent off, a sequence is shown where Edi.E cuffs the opponent and pushes them to the ground.}}}} | ||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
{{MoveListTable | desc=Super moves | | {{MoveListTable | desc=Super moves | | ||
− | {{MoveListRow | Poison Kiss | {{QCF}} {{QCF}} {{punch}} | Poison blows a kiss at her opponent. If the move connects, the screen flashes provocative pictures of her, then her opponent is knocked over.}} | + | {{MoveListRow | Poison Kiss | {{QCF}} {{QCF}} {{punch}} | Poison blows a kiss at her opponent. If the move connects, the screen flashes provocative pictures of her, then her opponent is knocked over. |
+ | {{ESMove|desc=Final Finish|When used to finish an opponent off, a sequence is shown where Poison does a pole dance.}}}} | ||
{{MoveListRow | Thunder Whip | {{QCF}} {{QCF}} {{kick}} | Poison spirals upwards while holding her whip out.}} | {{MoveListRow | Thunder Whip | {{QCF}} {{QCF}} {{kick}} | Poison spirals upwards while holding her whip out.}} | ||
}} | }} | ||
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}} | }} | ||
{{MoveListTable | desc=Super moves | | {{MoveListTable | desc=Super moves | | ||
− | {{MoveListRow | Super Shinobi | {{QCF}} {{QCF}} {{kick}} | Guy smashes toward the ground. If the move connects, the camera shifts to a view behind Guy, and he can aim with {{left}} or {{right}} and throw shurikens at his opponent with {{LP}} or {{LK}} for normal shurikens or {{HK}} or {{HK}} for flaming shurikens that can knock the opponent over.}} | + | {{MoveListRow | Super Shinobi | {{QCF}} {{QCF}} {{kick}} | Guy smashes toward the ground. If the move connects, the camera shifts to a view behind Guy, and he can aim with {{left}} or {{right}} and throw shurikens at his opponent with {{LP}} or {{LK}} for normal shurikens or {{HK}} or {{HK}} for flaming shurikens that can knock the opponent over. |
+ | {{ESMove|desc=Final Finish|When used to finish an opponent off, a sequence is shown where Guy throws a smoke bomb down and disappears.}}}} | ||
{{MoveListRow | Hayate | {{HCB}} {{punch}} | Guy moves faster and can chain his attacks together faster. He cannot block while in this state, and he is knocked out of it if he is hit by his opponent.}} | {{MoveListRow | Hayate | {{HCB}} {{punch}} | Guy moves faster and can chain his attacks together faster. He cannot block while in this state, and he is knocked out of it if he is hit by his opponent.}} | ||
}} | }} |
Revision as of 20:56, 28 February 2024
Final Fight Revenge | |||||||||||||||||||
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System(s): Sega Titan Video, Sega Saturn | |||||||||||||||||||
Publisher: Capcom | |||||||||||||||||||
Developer: Capcom USA | |||||||||||||||||||
Sound driver: SCSP/CD-DA (11 tracks) | |||||||||||||||||||
Peripherals supported: Extended RAM Cartridge (4MB only) | |||||||||||||||||||
Genre: Fighting/Taisen Kakutou (対戦格闘)[1], Action[2] | |||||||||||||||||||
Number of players: 1-2 | |||||||||||||||||||
|
Final Fight Revenge (ファイナルファイトリベンジ) is a Sega Titan Video arcade fighting game developed by Capcom USA and published by Capcom. It was released exclusively in Japan in 1999. It is the only one-on-one fighting game in the Final Fight series and the first game developed by Capcom USA.
The game was ported to the Sega Saturn by the same developer in March 2000, where it was one of the final releases for the system. Though it was a Japanese exclusive, it includes an English language option. The game requires the 4MB Extended RAM Cartridge to play.
Contents
Story
Amidst riots that have broken out in Metro City, the members of the former Mad Gear Gang are trying to regroup, and Jessica Haggar has once again gone missing.
Gameplay
Final Fight Revenge is a 3D versus fighting game. It differs from most other fighting games in that weapons are scattered on the floor of each stage, which can be used to inflict more damage. Fights are played to the best of three rounds, with the victor being the fighter who empties his opponent's health bar or has the most health remaining when time runs out.
Characters move with and and crouch with . They hop backward with or + or dash forward or +. They jump with and flip back and forth with and . They can sidestep into the foreground with or into the background with +. Punches are done with (light) and (hard) and kicks are done with (light) and (hard). Light attacks are faster and hard attacks deal more damage. Special moves for each character are done by pairing specific directional combinations with an attack button. Characters can perform a taunt once per round with , which is a short animation during which the character is vulnerable to attack.
During a fight, characters can pick up weapons or health-recovering items lying on the ground. Some items are hidden in destructive boxes or barrels. When the character is near a retrievable item or weapon, a green arrow appears over the item to alert the player of its presence, then the character can pick up the item with (without holding a direction). There are two types of weapons in this game: melee weapons such as knives and lead pipes, and firearms such as flamethrowers and machine guns. Melee weapons replace the character's punches and kicks with high and low weapon strikes, while firearms replace hard punches with shooting. Some characters gain special benefits or additional moves from certain weapons. Characters can pick and store up to three weapons in their inventory at once and switch between them or put them away by pressing the light punch and kick buttons together (+ by default). Characters can throw the currently equipped weapon to their opponent by pressing the hard punch and kick buttons together (+ by default). Some characters start each round with weapons. Characters are also disarmed when they are knocked down by throws, sweeps, or other moves. Each weapon has a finite number of uses or ammo, but picking up a weapon after it is thrown or dropped restores its uses.
Throws and grabs are done by holding or when next to an opponent and pressing a hard punch or kick button. Different characters have different throws available to them, including air throws. Throws cannot be blocked. Blocking is done by holding the D-Pad away from the opponent, with special moves still doing a small amount of "chip damage" if blocked. Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. It is also possible to escape grabs in this way.
In additional to their special moves, characters have Super moves that can only be performed by filling the Super gauge. Performing attacks or taking damage increases the Super gauge. Characters can stock up to three levels of the gauge, which are carried over between rounds; using a Super move consumes one level. Each character has two Super moves, one of which produces a special "Final Finish" finishing sequence when an opponent is finished off with it. Super moves and Final Finishes are often over-the-top and comically exaggerated.
Modes
The single-player mode consists of matches against six opponents and a final match against Belger. Each character has his or her own specific ending. There are eight difficulty-levels for computer-controlled opponents. A second player can enter the game to fight the other player by pressing START , with the winner continuing the game. There is also a dedicated two-player versus mode. After choosing a character, players can choose between Normal and Auto for automatic blocking and Turbo game speed.
Characters
Note: Move lists assume that the character is facing right. When facing left, and should be reversed.
P | Any punch button |
LP | Light punch |
HP | Hard punch |
K | Any kick button |
LK | Light kick |
HK | Hard kick |
SPECIAL | Sidestep/pick up item |
Playable
The game features ten playable fighters, all of whom made their debut in the original Final Fight game. The playable roster includes Cody, Guy and Haggar, who were the player characters; El Gado, Poison, and Andore, who were enemy characters; and Damnd, Sodom, Edi E., and Rolento, who were boss characters.
Guy, Sodom, Rolento, and Cody were previously featured in the Street Fighter Alpha series, and some of their abilities from those games were carried over.
Characters use their main color scheme when selected with , , or and a secondary color scheme when selected with , , or .
Unplayable
Belger | |
---|---|
A zombie version of Belger, who was thrown out of a tower in the original Final Fight, appears as the non-playable final boss character. His limbs (or even his head) can fall off and be used as weapons. |
Stages
Every character has his or her own stage where matches are hosted, though several characters share stages. Sodom and Guy share the same stage, but Sodom's stage is set at night. Likewise, Haggar and El Gado share the same stage, but El Gado's stage is set at night. Edi.E and Poison share the same stage, set at the same time of day.
Weapons
Arm | |
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One of Belger's arms can be knocked off, which can then be picked up and used as a club. | |
Army Knife | |
A short-ranged knife. El Gado starts each round with one of these. | |
Bazooka | |
Launches rockets that explode and knock opponents down. Comes with 8 rockets. | |
Bomb | |
A grenade that explodes after it is thrown. While standing, it can be thrown a short distance with HP or a longer distance with + HP . While crouching, it can be lobbed a short distance with + HP or a longer distance with + HP or + HP . | |
Bow Gun | |
Fires explosive arrows. Only found in Belger's stage. | |
Chainsaw | |
A chainsaw that is swung as a melee weapon. It increases the range of Damnd's cannonball attacks when equipped. | |
Flame Thrower | |
Belches a stream of fire, which can be directed with or while firing. Comes with 32 shots. | |
Freeze Gun | |
Fires projectiles that briefly freeze opponents. Comes with 16 shots. | |
Gun | |
A handgun that shoots slow-moving buillets. Comes with 8 bullets. | |
Head | |
Belger's head can fall off. It can be thrown and explodes like a grenade. | |
Jack Knife | |
A more powerful version of the Army Knife. | |
Katana | |
A medium-ranged melee weapon. Guy gains a thrust move when holding this weapon. Sodom starts each round with two of these. | |
Leg | |
One of Belger's legs can be knocked off, which can then be picked up and used as a club. | |
Machine Gun | |
Fires a rapid stream of bullets, which hits opponents in close range. It can be fired continuously by holding HP and aimed with or while firing. Comes with 48 bullets. | |
Musashi's Sword | |
A stronger version of the Katana. | |
Nyoi-bo | |
A long-ranged melee weapon. It is slightly longer than Rolento's Stick. | |
Poison Claw | |
Hand claws that slightly extend the range of the character's punches. For Poison, it also increases the damage of her punches and adds another hit to her Cat Claw move. | |
Police Stick | |
A medium-range melee weapon, shorter than the Katana or Steel Pipe. Edi.E starts each round with one of these. | |
Rifle | |
Fires slow-firing bullets that do more damage than the Gun. Comes with 16 bullets. | |
Shotgun | |
Fires a spread of three shots at a time. Comes with 10 shells. | |
Spiked Knuckles | |
Hand spikes that slightly increase the damage of the character's punches. | |
Steel Pipe | |
A long-ranged melee weapon. Haggar gains a swipe move when holding this weapon. | |
Stick | |
A long-ranged melee weapon. Rolento starts each round with one of these. | |
Stun Gun | |
Fires a ball of electricity that knock opponents over (rather than stunning them). It can be aimed upwards with + HP (or + HP when crouching). Comes with 10 shots. | |
Survival Knife | |
A short-ranged melee weapon. Cody gains a double swipe attack when holding this weapon. | |
War Hammer | |
A large hammer that can stun opponents in a few hits. |
History
Legacy
Andore (as Hugo) and Poison would reappear with similar special moves in Street Fighter III: Second Impact and Street Fighter X Tekken respectively. Haggar would later appear in the Marvel vs. Capcom series, starting with Marvel vs. Capcom 3.
Capcom USA, later called Capcom Production Studio 8, would make another Final Fight game, a beat-'em-up called Final Fight: Streetwise, released for the PlayStation 2 and Xbox in 2006.
Production credits
- Artists
- 3D Characters: Eiko Mori, Jonathan Casco, Ken Toney, Primo Navidad, Roman Pangilinan
- Backgrounds: Cindy Walker
- 2D Art/Graphics: Raymond Fung
- Art Leads: Eiko Mori, Jonathan Casco
- Art Director: Raymond Fung
- Programmers: Yoshi Hatano, David Dixon, Paul Taylor, Richard Maurer, John Shen
- Lead Programmer: Yoshi Hatano
- Game Designers: Tetsuya Iijima
- Music & Sound Effects: Jim Wallace
- Producers: Tetsuya Iijima, Jim Wallace, Mark Rogers
- Directors: Yoshiki Okamoto, David Siller
- Voice Actors: Jim Wallace, Lani Minella, Jon St. John, Bill Corkery, Rick Calvert
- Testers: Russell Young, Gene Sprague
- Special Thanks: Akiman, Victor Huang, Lance Luu, Lisa Jones, Mikiko Matsumoto, John Kim, Dante Fuget, Adrian Ludley, Ken McAll, Noah Miller, Marshall Rogers, Monte Singman, Gerardo Sprigg
Magazine articles
- Main article: Final Fight Revenge/Magazine articles.
Physical scans
Sega Titan Video version
Sega Retro Average | ||||
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N/A | |
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Based on 0 reviews |
Saturn version
Sega Retro Average | ||||||||||||||||||||||||||||||||||
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|
47 | |
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Based on 6 reviews |
Technical information
- Main article: Final Fight Revenge/Technical information.
References
- ↑ File:FinalFightRevenge Saturn JP Box Back.jpg
- ↑ 2.0 2.1 https://sega.jp/history/hard/segasaturn/software_l.html#tab04 (Wayback Machine: 2019-12-07 02:59)
- ↑ File:FinalFightRevenge Saturn JP SSEnding.pdf
- ↑ Dreamcast Magazine, "2000-12 (2000-04-07)" (JP; 2000-03-24), page 157
- ↑ Famitsu, "2000-04-07" (JP; 2000-03-24), page 1
- ↑ Fun Generation, "07/2000" (DE; 2000-06-21), page 94
- ↑ GameFan, "Volume 8, Issue 7: July 2000" (US; 2000-xx-xx), page 16
- ↑ Gamers' Republic, "June 2000" (US; 2000-xx-xx), page 92
- ↑ Video Games, "08/2000" (DE; 2000-07-05), page 126
Final Fight Revenge | |
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Main page | Hidden content | Magazine articles | Reception | Technical information |
Final Fight games for Sega systems | |
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Final Fight CD (1993) | |
Final Fight Revenge (1999) | |
Related games | |
Saturday Night Slam Masters (1994) | |
Street Fighter Alpha: Warriors' Dreams (1996) | Street Fighter Alpha 2 (Dash) (1996) | Street Fighter Collection (1997) | Street Fighter Zero 3 ( ?) | |
Street Fighter Alpha 3 ( ?) |