If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Final Fight 3 (SNES)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Final Fight 3

Also known as: Final Fight Tough (JP)
Developers: Capcom, Oersted
Publisher: Capcom
Platform: SNES
Released in JP: December 22, 1995
Released in US: January 1996
Released in EU: 1996


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.


Hmmm...
To do:
Document the prototype US version. Also, there's pre-release differences.

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.

Unseen Sprite

Final Fight 3 inv sprite.png
Hiding behind foreground objects, you can sometimes find a Yashichi item. The Yashichi icon has been used extensively in Capcom games, first appearing in Vulgus. You never get to see it fully in-game, although it can be seen partially hidden by a foreground object at the start of the sewer stage in Round 5, but it does have a specific sprite designed for it. It grants Invincibility on pickup.

Unseen Background Details

Original Uncut
Final Fight 3 (USA) stage1bg.png Final Fight 3 (USA) stage1bg uncut.png
Original Uncut
Final Fight 3 (USA) stage2bg.png Final Fight 3 (USA) stage2bg uncut.png

Due to the black bars added at the top and bottom of the screen, in many stages details in the background are unseen to the player. Not all background objects have their top areas drawn however.

Test Area

Final fight3 test.png
Using the Stage Select menu option "TR" (seen below) or the Pro Action Replay (PAR) 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 here. Kinda neat to try out though.

(Source: Aether Knight)

Debug Mode

FinalFight3Debug2.png
This game has a monster of a debug mode! To activate it, change ROM address FFA0 to 31 (or use the Pro Action Replay (PAR) 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.)

For whatever reason, the European version of Final Fight 3 has the debug mode enabled by default, no changes necessary.

Pressing A, B, X, or Y activates one of four presets, which automatically sets 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.

(Source: Rusty)

Each option corresponds to one of the 16 bits in RAM address 7E1F0A, starting with the most significant bit.

Menu item Effect
RESERVED-1 Unused.
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.
0:MEM-DISP/1:C-EDIT Unknown.
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:
  • JP version: 9510111437 (Oct. 11 1995, 2:37 pm)
  • US version: 9510181121 (Oct. 18 1995, 11:21 am)
  • US prototype: 9510042240 (Oct. 4 1995, 10:40 pm)
  • EU version: 9511101337 (Nov. 10 1995, 1:37 pm)

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.

Ff3-memory.png

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.

Ff3-map.png Ff3-namelist.png

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.

Ff3-scene.png

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.

Error Messages

A number of ASCII error messages are sprinkled around the program code. All but one of them is 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
(Source: Rusty)

Regional Differences

Title Screen

Japan International
Final Fight Tough title.png Final fight3-title.png

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.

Japan International
Final Fight Tough (J) OptionMenu.png Final Fight 3 (USA) OptionMenu.png

As a consequence, the background of the option menu is also different.

Palette Changes

Several enemies use different palettes in the international versions. Keep in mind that the same one enemy may use many different palettes, and these are only some of them. For instance this particular version of Andore only appears three times throughout the entire game.

Japan International
Final Fight 3 g skin-2.png Final Fight 3 g skin-1.png
Japan International
FF3 G JPN.png FF3 G USA.png

The enemy "G" is black in the Japanese version and white in the international versions, for both his grey and green clothes variants.

Japan International
FF3 Billy JPN.png FF3 Billy USA.png
Japan International
FF3 Billy2 JPN.png FF3 Billy2 USA.png

Billy

Japan International
FF3 Johnny JPN.png FF3 Johnny USA.png

Johnny

Japan International
FF3 Rick JPN.png FF3 Rick USA.png

Rick

Japan International
FF3 Andore JPN.png FF3 Andore USA.png

Andore