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Final Fight Guy

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Title Screen

Final Fight Guy

Developer: Capcom
Publisher: Capcom
Platform: SNES
Released in JP: March 20, 1992
Released in US: June 1994

GraphicsIcon.png This game has unused graphics.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.

NotesIcon.png This game has a notes page

A revised edition of the first Final Fight for the Super NES that replaces Cody with the formerly missing-in-action Guy, while making a bunch of other less-obvious changes that were not as blatantly advertised. Because of this, Capcom did not feel confident enough to release it in the U.S. (as they were not used to rehashing their own games back then) until two years after the Japanese version... as a Blockbuster store exclusive. Needless to say, the U.S. version has become one of the more sought-after cartridges among Super NES collectors.

Debug Mode

To enable the game's debug mode, add one of the following codes:

Region Pro Action Replay Game Genie
JPN 01807D01 DF65-D700
USA 01809401 DF6B-DFD0

Immediately after resetting the game, hold Y + B on controller 2 until the Capcom logo fades out. This activates the debugging features by setting RAM address $7EFFFA to 01.

TEST MODE (Japanese Version)

Final Fight debug1.png

Reset again and hold Select to activate a CPS1-like TEST MODE menu. Note that this works only for the Japanese version - the programming seems to have been deleted from the US version, possibly to make room in bank $00, but the menu text remains.

Press Start to activate the current selection.


This test worked in the original SNES game, but the programming is now missing. Attempting to select this option freezes the game as it loops an empty subroutine over and over, but you can regain control by pressing Select.


Final FIght debug3.png

A controller test that shows the states of the buttons on both controllers. Note that it has labels for four controllers, even though the final game has no multitap support. Hold Start and tap Select to exit (may take more than one try).


Also known as Dot Cross Hatch. This is supposed to display a simple test screen of a grid with dots, as seen in a number of Capcom arcade games. However, it just shows a blank screen instead as the tilemap is incorrectly loaded into VRAM: it uploads a repeating 8-bit #$7B value instead of a 16-bit #$7B00 pattern. With the correct tilemap in place it appears as follows:

Final Fight SNES DOT CROSS fixed tilemap.png

Press Select to exit.


Final Fight SNES CHAR TEST.png

Opens a buggy graphics viewer. The contents will vary depending on what graphics were loaded into VRAM when you used the Start + Select debug soft reset. Once you enter this menu, you'll need to reset to exit. You can still leave the submenus by pressing Select, however. In the submenus, press d-pad Left or Right to change the palette (8 total), press Up to scroll down and Down to scroll up.

  • OBJ

Final Fight Guy SNES JPN OBJ TEST.png

Displays sprites such as player characters, enemies, food and weapons. Sometimes there won't be any display at all, a solid color screen, or glitched tiles surrounding the VRAM display, as shown above.

  • BG1, BG2

Final Fight Guy SNES JPN BG1 TEST.png Final Fight Guy SNES JPN BG2 TEST.png

Displays layer 1 and layer 2 graphics. They'll sometimes have the same data; it's not clear what the differences between the two are.

  • BG3 (VRAM)

Final Fight Guy SNES JPN BG3 TEST.png

This contains the HUD graphics.

  • BG4

Does not function. It contains no programming except to remain on the CHAR TEST main menu.


Does not function. It was meant for a sprite viewer with animation test (aka OBJ Pattern Test) that wasn't ported from the arcade game. The only programming the subroutine contains is to reset the cursor position on the main menu.


Does not function. It was meant for a map viewer (aka Scroll Test) that wasn't ported from the arcade game. Points to the same placeholder subroutine used by OBJ.

In-Game Debugging Features

RAM ROM viewer Toggle background layer Animation test

In addition to the TEST MODE menu, enabling debug mode activates a few in-game debugging features as well. The glitched bouncing sprite on the left side of the screen represents the current CPU usage; the lower the sprite, the more CPU time is currently being used. The numbers displayed under the health bar are as follows:

  • The first byte is the Game Level. The value is $04, $0A, $12, or $18 based on the four possible settings (Easy, Normal, Hard, Expert).
  • The second byte is the now obsolete DifficultyB (see Game Level section below for more info).
  • The third value is the obsolete DifficultyB frame counter. It always stays at 000 because the time based difficulty component was removed.

On controller 1:

  • Hold L for 9x slow motion.
  • Press R for... nothing useful. It writes #$FF to RAM address 7E0140, but the routine that checks for it later just increments it back to zero and exits.
  • Press Start + Select for a soft reset.
  • Press Select to instantly skip to the next area. The game looks for a non-zero value in 7E0140 in order to activate this feature, but the debug functions assigned to L and R, above, are always making sure it stays at zero. Add one of the following codes to bypass this:
Region Pro Action Replay Game Genie
JPN 019C9E00 DDBB-D765
USA 019D3700 DDB7-0FA5

On controller 2:

To do:
Animation test needs more research.
  • Press Y for an animation test. It's slightly more advanced than the one seen in the original SNES game. Once in this mode, press B to alternate between two frames(?), press A to cycle through more frames(?), press X to make sprites flicker for a moment (doesn't seem to do anything?), and press Y to resume gameplay.
  • Press B to toggle layer 1.

The debug X button (invincibility plus infinite bonus round time) and A button (fire bullets) features in the original SNES game are now missing.

While the game is paused:

  • Press X for a RAM/ROM viewer (doesn't always display the right data). L and R will change memory banks ($00-1F).

The palette editor in the original SNES game, once accessed by pressing Select, is gone.

It's also possible to access the RAM/ROM viewer during the opening cutscenes and title screen by pressing Select, then pressing X.

Hitbox Info

Final Fight Guy SNES hitbox debug display.png

This debug feature, disabled by default, displays hard-to-see collision boxes around the player character and enemies, like seen here. Enable it with Pro Action Replay code 02891BEA or Game Genie code 3C6F-04AC. Unlike the original SNES game, the graphics now point to the correct tiles in VRAM, but the hitboxes for weapons are gone.

(Source: BMF54123, JLukas)

Regional Differences


The US version, released over a year after the Japanese version, added a region check on bootup that became more common in later SNES releases.

Final Fight Guy SNES Warning.png

Have Pro Action Replay code 01849080 active on bootup to display it.


  • There's a reflection from the neon lights on the base of the club sign in Stage 3.

Changes from Final Fight

This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

Most people think this version of the game was only a simple character swap, but a few changes were made between the releases.

  • Enemy placement is different, such as G. Andore being replaced by F. Andore in the normal difficulty, and four Andores (F., G., and 2x U.) appearing on the highest difficulty instead of always having two.
  • The items Barbecue, Curry, Banana, and Grapes were replaced by Chicken, Sushi, Pineapple, and Orange.
  • Two new items were added: 1UP (shaped like the player's character) and No Damage (shaped like Jessica).
  • The neon lights for the bar/club sign and the light bar above the door are now animated.
  • The bartender reading the newspaper at the bar/club will look in the direction of your character, and animate when standing close by.

Opening Demo

Final Fight Final Fight Guy
Final Fight SNES Cody demo.png Final Fight Guy SNES Guy demo.png
  • Guy's demo takes place in the storeroom in order to show off the wall kick move.
Final Fight Final Fight Guy
Final Fight SNES Haggar demo.png Final Fight Guy SNES Haggar demo.png

Haggar's demo is now in the last area of the Slum round, like Cody's was in the original Final Fight. However, thanks to a rewritten demo recorder engine that is more space efficient, the demos runs much longer, allowing the boss Thrasher to appear.

Opening Story

The intro was rewritten, including lines that don't relate to Cody/Guy. A ▼ marks a page change.

Final Fight Final Fight Guy
Metro City, a well known
Crime Capital, has been
ruled by violence and
death for many years.
A fact which the newly-
elected mayor and former
Street Fighter, Mike Haggar,
plans to change.
At the center of the
problem is the huge gang
known as Mad Gear.
Mad Gear controls all of
the major criminal
activity in the city.
When they learned of
Haggar's plans,
they took immediate
action to bring this new
mayor under their control.
    This is Metro City-
Crime Capital of the world.
Mike Haggar, mayor of Metro
  City and former street
fighter, has been battling
 a ruthless gang known as
  the Mad Gear.
For months, Cody and Guy
have been training with
 Guy's sensei in Japan.
    Together with Haggar,
  they had hoped to drive
the Mad Gear from Metro City.
   When Guy returned to
 Metro City early, he found
himself caught in the
 Mad Gear's evil plot.
Final Fight Final Fight Guy
Hello, Mike Haggar here.
Hee hee hee, Mr. Haggar.
So pleased to make your
I believe you know
who I am.
Don't hang up!
We have a little business
proposition for you...
Your daughter for your
And we'll throw in the 
regular monthly bonus to
your salary we offered
What?! What's happened to
Who is this?!
Not so fast, Mike.
Turn on your TV.
You fiend !
What have you done to
Nothing yet...but we will
if you don't cooperate
Listen to reason.
Why make your job
Just let us do as we
please like the mayor
before you did.
Hello, Mike Haggar here.
Hee hee hee, Mr. Haggar.
I'm so pleased to make
your acquaintance.
I believe you know
who I am.
Don't hang up on me Mr.
Haggar, your daughter's
life may depend on it.
I'm sure you know
what I mean.
What? Who is this?
What's happened to
Not so fast Mike.
Turn on your TV.
You fiend!
What have you done to
Nothing yet... but we
will if you don't
Keep the cops out of
our business and let us
do as we please like
the former mayor did.
I'll be in touch...
Final Fight Final Fight Guy
What?! Jessica was
The Mad Gears must pay!
Jessica was kidnapped?!
Cody is still in Japan.
I guess it is up to me
to rescue her!


Final Fight Guy was given multiple endings based on difficulty (set in the options menu accessed by holding L and pressing Start on the title screen), the most difficult of which matches the original SNES Final Fight ending (with the addition of mini player sprites on the Thanks For Playing screen).

Final Fight Guy SNES Lets Challenge The Other Mode.png

  • Easy - Shows Haggar and Jessica, then shows a blank screen with the credits scroll on the right side of the screen, then a "try a higher difficulty" message (shown above) with a Haggar sprite running across the screen
  • Normal - Shows Haggar and Jessica, then Guy walking away (but no dialogue with Jessica), then a "try a higher difficulty" message with a Guy sprite running across the screen
  • Hard - Shows Haggar and Jessica, then Guy walking away, a conversation with Jessica follows, then a "try a higher difficulty" message with Guy, Cody, and Haggar sprites running across the screen
  • Expert - Same as above, except the difficulty message is replaced with the Thanks For Playing screen and shows an animation with Guy, Cody, Haggar, and Jessica:
Final Fight Final Fight Guy
Final Fight SNES Thanks For Playing.png Final Fight Guy SNES Thanks For Playing.png

Ending Text (Haggar and Jessica)

The conversation between Haggar and Jessica was rewritten (a ▼ marks a page change):

Final Fight Final Fight Guy
Oh father!
I was so
I thought I'd
lost you like
I lost your
mother. I'll
never let
anything bad
happen to you
I love you,
I was so

I'm so glad
they didn't
hurt you.
I'm so sorry
to put you
through this
I thought for
a moment that
I was going to
lose you like
I lost your
I promise that
I'll never let
anything bad
happen to you
I love you,

Ending Cutscene (Guy and Jessica)

The final cutscene graphic was expanded and redrawn, replacing Cody with Guy:

Final Fight Final Fight Guy
Final Fight SNES ending cutscene Cody and Jessica.png Final Fight Guy SNES ending cutscene Guy and Jessica.png
Final Fight Final Fight Guy
Where are you
How can you
just walk away
I want to stay
here with you
but I can't...
not while evil
still stalks
the streets.
Oh Cody...
Why are you in such
a hurry Guy?
Please Wait!
Never mind...
I'm just glad you're safe,
Good luck to you and Cody.
I'll see you around,
I'll miss you, Guy...

Bay Area Dog Bonuses

Final Fight Guy SNES Bay Area dog bonus 1st.png

In the Bay Area stage, each of the barking dogs in the background gives a bonus. The bonuses were overall made better (obtained faster) in this version, and the boundaries your player must stand in to receive a bonus were expanded: while the X coordinate is a 16-pixel window in both versions (overlapping the dog), the Y coordinate was expanded to a four-pixel window instead of being pixel-precise. You must be a step or so down from the top of the screen, as shown in the picture to the left. The dog will stop animating when the player is in the right position.

The 3rd and 4th bonuses swapped positions. The 2nd bonus to add a credit now plays a sound effect to confirm success, as there's no onscreen indicator unlike the other bonuses.

Dog Bonus (Final Fight) Bonus (Final Fight Guy)
1st Add 1000 points every 4 seconds Add 10 points every 0.5 seconds
2nd Add 1 credit every 60 seconds Add 1 credit every 20 seconds
3rd Add 1 life every 60 seconds (disabled at 9 lives) Restore 1 unit health almost instantly (30 units every second)
4th Restore 1 unit health every second Add 1 life every 30 seconds (disabled at 9 lives)
(Source: Gaming magazines (3rd bonus), JLukas (1st,2nd,4th bonuses))

Breakable Object Random Rewards

For breakable objects that contain random items, there are 16 different tables used to reward items. Five of the tables were updated from Final Fight to accommodate the new 1UP and NO DAMAGE items.


Final Fight Final Fight Guy
Item Chance Item Chance
(nothing) 90.625% (nothing) 31.250%
Sushi 21.875%
Vitamine 21.875%
Barbecue 09.375% Chicken 15.625%
1UP 09.375%


Final Fight Final Fight Guy
Item Chance Item Chance
(nothing) 87.500% (nothing) 18.750%
Diamond 06.250% Diamond 15.625%
Gold bar 06.205%
Dollar 31.250%
Yen 15.625%
No damage 18.750%


Final Fight Final Fight Guy
Item Chance Item Chance
(nothing) 50% (nothing) 18.750%
Knife 50%
Pineapple 21.875%
Apple 18.750%
Orange 18.750%
No Damage 21.875%


Final Fight Final Fight Guy
Item Chance Item Chance
(nothing) 81.25% (nothing) 12.500%
Muramasa! 18.75%
Gold bar 09.375%
Hat 21.875%
Radio 21.875%
Hammer 21.875%
1UP 12.500%


Final Fight Final Fight Guy
Item Chance Item Chance
(nothing) 53.125% (nothing) 28.125%
Hamburger 15.625%
Hat 15.625%
Pipe 15.625%
Gum 12.500%
Hammer 12.500%
Knife 18.750%
No damage 28.125%

Game Level (Difficulty System)

Final Fight Final Fight Guy
Final Fight SNES Option Mode DifficultyA.png Final Fight Guy SNES Option Mode Game Level.png

The DifficultyA and DifficultyB settings were transformed into to a single Game Level setting with the options of Easy, Normal, Hard, Expert. This translates to DifficultyB being completely removed (the time-based difficulty component is gone), and the game now uses a permanent DifficultyA value:

Final Fight Final Fight Guy
DifficultyA 04 Easy
DifficultyA 0A Normal
DifficultyA 12 Hard
DifficultyA 18 Expert

The permanent DifficultyA also means that it won't get lowered when using a credit, as in Final Fight. The programming was deleted - RAM address $7E0CCC goes unused. The Easy DifficultyA Bonus was also deleted - memory address $7EFFF1 goes unused.