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Final Fight 3
|Final Fight 3|
This game has hidden development-related text.
The second of two SNES-exclusive sequels to Final Fight. Unlike Final Fight 2, this one feels more like a proper follow-up rather than just another version of the original, with various new play mechanics such as dashing, moonwalking, input-based special attacks and even a super move gauge. Guy returns in this entry, fresh off his competitive fighting game debut in Street Fighter Alpha, giving SNES players who missed out on Final Fight Guy a chance to try out the Bushin-ryuu successor.
Hiding behind foreground objects, you can sometimes find a Yashichi or a Lt. Henry item. Both icons have been used extensively in Capcom games. The Yashichi first appeared in Vulgus, and Lt. Henry is a cute version of the character from Side Arms. You never get to see what the items look like in-game, but they do have specific sprites designed for them.
Using the Stage Select menu option "TR" (seen below) or the Pro Action Replay code 7E1F032B, you can access a small debug area. It starts out exactly the same as stage one, but when you get to the first stop, there will be barrels. Each barrel will have a different object in it. Once the items cycle, each of the regular enemies in the game will appear, but one hit will defeat each of them.
Once you defeat the enemies, you're stuck there. Kinda neat to try out though.
This game has a monster of a debug mode! To activate it, change ROM address FFA0 to 31 (or use the code C0FFA031) and hold Select until the Capcom logo fades out. (This address contains the first digit of the game's last build date/time, as displayed in the screenshot. Any non-zero value will enable debug mode; 31 was used here for aesthetic reasons.)
The PAL version of Final Fight 3 has the debug mode enabled by default, no changes necessary (was this overlooked by the programmers when porting the game?)
Pressing A, B, X, or Y activates one of four presets, which automatically set appropriate debugging flags for certain tasks; for example, the "TAKE A PICTURE" preset (see image) would have been used to take screenshots of the game.
Each option corresponds to one of the 16 bits in RAM address 7E1F0A, starting with the most significant bit.
|L+R RECOVERY||Press L+R to restore your health in full. This also sets your lives to 5.|
|TIME OVER DISP||Makes a number show up on the right side of the screen, incrementing whenever slowdown occurs.|
|X ENEMY CLASH||Pressing X kills every enemy on screen.|
|SOUND TEST||Enables a music and sound test in the game options.|
|A2P TO FULL AUTO||Both players in Auto 2P mode are computer controlled, instead of just player 2.|
|EVERYTIME SUPER||SUPER (special) moves can be performed at any time, even if it is empty.|
|PAUSE DEBUG||When you pause the game, the game's build date and time is displayed instead of "PAUSE". The different versions are dated as follows:
Pressing Select while the game is paused lets you browse the contents of the game's RAM. You can choose which page to check by pressing Up or Down. Pressing Select again wipes the screen, and if you press any button or direction on the gamepad, the game will advance a frame.
|PAUSE NODISPLAY||The word "PAUSE" is not displayed on the screen when the game is paused.|
|END MARK||A black line appears on the screen during play that indicates how much CPU time the game is currently using. The line disappears while the game is paused.|
|BGM CUT||Turns off in-game music, except for the Pause jingle for some reason.|
|STAGE SELECT||Holding L when selecting a character leads to a map of every area in the game, allowing you to select which stage to play. Pressing A switches between the map and a list of every area by name.|
|OPENING SELECT||Press Select while the intro is playing. You'll be taken to a menu where you can choose between all the different cutscenes, character profiles, and endings.|
|ANMATION TEST||During the Capcom logo animation, hold R to display the animation on a loop for as long as the button is held.|
|ENEMY FREE||No enemies or breakable objects appear.|
A number of ASCII error messages are sprinkled around the program code. All but one of them are preceded by 0000, which is a BRK (break) instruction, and some code paths do indeed end up here. Unfortunately, the only code at the BRK vector is a BRA (branch) that points to itself, effectively freezing the game. Presumably, if the game locked up during testing, the developers could trace the code back to the point where it broke and read the error message stored there.
- 3696: Score write overflow (this one is not preceded by a BRK)
- 6144: Auto Command Un-Non
- 7309: Tehas Scroll Pointer Un-non
- 7E35: Seqence Command Un-non
- 8613: Tsukami aite nashi (つかみあいてなし, 掴み相手無, "No opponent to grip.")
- B62A: Stage Seqence Err
- C149: Map color Change Method Error
- CBC4: ItemControl Command Err
- EFCB: Sound Command Un-non
The Japanese version is called Final Fight Tough and features a more spectacular title screen than the international versions, with lightning sparks coming out of the title logo.
The enemy "G" is black in the Japanese version and white in the international versions.
The same happened with one of the Andore enemies, who is black in Japan and white in the international versions.
|The Final Fight series|
|SNES||Final Fight • Final Fight Guy • Final Fight 2 • Final Fight 3|
|Game Boy Advance||Final Fight One|
|PlayStation 2||Final Fight: Streetwise|
|Xbox||Final Fight: Streetwise|