Final Fight (SNES)

The SNES version of Final Fight was a rather cut down port of the awesome arcade original. Guy was taken out, there's no two-player co-op feature, the Industrial Area stage, and its boss Rolento, were missing, and there's a limit of three on screen enemies. Therefore, many arcade purists like to spit on this game, despite being an otherwise playable version. Capcom would try to make up for it with a second SNES edition titled Final Fight Guy, and two exclusive sequels, Final Fight 2 and Final Fight 3.

Regional Differences
Address holds a global region setting. = JPN = USA When set to the opposite region, it causes a number of changes including: the intro story font, title screen text, the defeated scream sound effect used for Billy/Sid or Poison/Roxy, and more.

Deleted Level - Industrial Zone
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Using the Pro Action Replay stage modifier code, you can access the deleted Industrial Zone level. The music is from the first area of the game, but this was possibly the intention anyway, if the Game Boy Advance port is any indication. The graphics are understandably garbled, and when you beat all the enemies in the area, the game will either crash or cut directly to the ending with Edi.E instead of Belger.

This code does not access the proper enemy data, if any, and will re-use the enemy set from the first area of the game.



If you use the area modifier in conjunction with the above code, you'll access the elevator sub-level where you would fight Rolento in the arcade version. This will also not call upon the correct enemy data and the graphics are garbled, but the music and scroll parameters appear to be in place, or the graphics merely do not visibly scroll. After defeating all the enemies, the game will try to move you onto the next level, but will get stuck doing so.

Enemies


F. ANDORE

An unused but fully functional Andore enemy with a light orange palette. In Final Fight Guy, F. Andore is used in place of G. Andore in the Stage 3-2 match. Add the following Pro Action Replay codes for the battle pictured above:

078F2A24 078F3324

ROLENTO

The Industrial Stage boss. Text string only. No graphics exist, except for an icon (only in the Japanese version).

Objects
BILLBOARD

DUSTBIN

TEL.BOOTH

These breakable objects in the arcade version also exist as text strings only.

GRANADE

Rolento's weapon. Again, just the (incorrectly spelled) text string. No AI or graphics exist.

Debug Mode
To access the game's debug mode, use the code (JPN version) or  (USA version)





Immediately after resetting the game, hold B+Y on controller 2 until the Capcom logo fades out. This activates the debugging features by setting to  (or, another way is to jump ahead $46 bytes after this byte to get to an unreachable code block that sets the memory address)). Reset again and hold Select to activate an even more CPS1-like TEST MODE menu (did Capcom's arcade and home divisions share programmers?). Press Start to activate the current selection, and Select to exit (you'll have to reset to get out of some menus). Note that DOT CROSS, OBJ, and SCROLL don't actually work, and CHAR is a bit buggy.



There are also a few in-game debugging features as well. The bouncing sprite on the left is the current CPU usage. L activates slow motion, and Start+Select resets the game.

While the game is paused:

Press X for a RAM viewer (doesn't always display the right data). L and R will change memory banks. Add Pro Action Replay codes and  to remove the bank  limit and gain access to the full SNES memory map.

Press Select for a palette editor. Holding L and pressing Left or Right will expand or contract the black masking box. Holding R and pressing Left or Right will increase or decrease the value, or pressing Up or Down will change pages.

On controller 2:

Press X to toggle invincibility.

Perhaps the most awesome feature of this mode is CROTCH BULLETS: press A on controller 2, and your character will fire a bullet from his crotch! Don't use this while facing left, though, or you'll kill yourself.

Unused Debug Menus


The text strings appear to be all that's left of this menu. When compared to the real Options menu (L+Start on title screen), the three settings in Japanese text are probably the same as DifficultyA, DifficultyB and Player lives. Nando translates to "degree of difficulty".



A CODY vs. ANDORE one on one test battle?



Normal Mode and Battle Mode options. Maybe a battle with one of each enemy from the game, as seen in Final Fight 3's debug mode?

CAPCOMGUY
A newly discovered easter egg that gives 5 credits when starting a game instead of 3. Enter the initials for your high scores so that CAP, COM, and GUY are the top 3 scores, and in that order.

Misc.
Music index in Options (L+Start on title screen) is reserved for the deleted Industrial Zone music. It was restored in Final Fight Guy as index

Error handling exists for text being printed during the intro cutscene and character profiles (and maybe the ending, too). If there is a problem, ERROR!!... is printed at the bottom of the screen.