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Streets of Rage 3

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Title Screen

Streets of Rage 3

Also known as: Bare Knuckle 3 (JP)
Developer: Sega
Publisher: Sega
Platform: Genesis
Released in JP: March 18, 1994
Released in US: March 17, 1994
Released in EU: March 20, 1994


AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.


SOMETIMES I SEE A TEXT BOX AND I JUST CAN'T HELP MYSSDFGFFDHFGDJGGFSHGDFH
This page sucks.
If you could make it suck less, that would be awesome.
Specifically: This page needs a lot of cleanup/rewriting.

Streets of Rage 3 is the third and last game in the Streets of Rage series. It greatly expands upon the previous sequel, introducing many new play mechanics like running attacks, special moves with weapon and even a charge gauge that allows players to perform special attacks without penalty. However, the game was met with mixed reception, mostly because of its darker tone, experimental soundtrack, and the higher difficulty in the overseas versions that led to the game being considered too hard for the wrong reasons.

The amount of unused content within the game indicate that the game as a whole may have been rushed.

Hmmm...
To do:
The Japanese version has at least one exclusive glitch, and the HUD font is different. Also document the beta version of the game. source:http://web.archive.org/web/20160808183950/http://www.soronline.net:80/sor3_beta.htm

Sub-Pages

Blank.png
Version Differences
A lot more tinkering with material than before, for better or worse.

Unused Areas

Motorbiking Levels

Two unused motorbike stages exist in the game: one where you ride in the wasteland to get to Mr. X's base while avoiding a biker and his petrol bombs, and the second where you are on a bridge trying to get to the White House/city hall while trying to avoid Donovan and co. Surprisingly enough, both of these levels take you to where you're meant to go, depending upon whether you let the general/chief die or not, suggesting that these came after the battle with Jet.

However, in Streets of Rage 3 the unused levels are completely unplayable. The pointers for the graphics and palettes are corrupted, and the Wastelands ends almost immediately while the Bridge crashes the game when it ends. There's no slowdown problem in Streets of Rage 3, but if you make the characters visible, the reason for this soon becomes apparent: The riding graphics are no longer being used. Instead, the normal graphics are being used, which looks very strange.

It is possible to restore the graphics by copying the relevant data from a Bare Knuckle III savestate. However, on closer inspection it appears that large parts of the data for the levels, such as the graphics and palettes, were deleted entirely during the conversion with other game data moved to fill the space (for example, the position where the palette for the Bridge level should be is filled with code that appears after the palette in the Japanese ROM). This certainly explains the graphics corruption, and also means that editing the ROM to play the levels correctly (like in Bare Knuckle III) would be quite complex.

The bugs where the Bridge crashes at the end of the level and the Wastelands ends as soon as it begins also appear to be due to this overwriting of data. If the graphics and other data are copied from a Bare Knuckle III savestate into a Streets of Rage 3 savestate, these bugs no longer occur.

Round 6 Hidden Areas

Round 6 is one of the most innovative stages in the game as, instead of moving from left to right beating up punks as in standard stages, you must move around the various floors and rooms of the Syndicate building to release General Ivan Petrov/the Chief of Police in time. As it turns out, there's more to Round 6 than you'd think!

Unused Graphics

Round 2 Barrier

Sor3 unfin bridge barrier.gif

Present in the graphics loaded into RAM during the first scene of this level. Although it is not present in the final version of the game, it's possible that earlier versions required you to dodge these barriers.

Motorbike Riding Sprites

The motorbike-riding sprites for Axel, Blaze, Sammy/Skate, and Zan are also in the ROM, except the pointers for loading the graphics were altered and the data in the levels wasn't updated, resulting in the game trying to load graphics no longer in that spot of the ROM, causing slowdown.

Early Zan

Zan actually went through a huge change during production, which can be seen in some pre-release shots. The following five frames are found in the Japanese ROM, uncompressed:

SoR3 Early Zan Sprite sheet.png

Still, for some reason, the second sprite from the left is actually used in the final. Frames of this earlier version of Zan are significantly different from what's usually shown. The early Zan is more muscular, anime-like, and has sprite shading similar to the style in Streets of Rage 2. His feet look more like boots, whereas the final Zan's look more like loafers.

The aforementioned used frame can be seen if the player does a frontal hold attack while holding forward. It's the move that knocks down the opponent. However, if the player pays close attention, it's clear that this frame looks out of place compared to the others in terms of design. His other early frames that go unused have more in common.

The first frame from the left is most likely the first frame of Zan's dashing animation, indicated by the little lines next to his feet. The third, fourth, and fifth frames appear to be part of the same animation, although it may not be a complete one. It may be a jumping attack of some sort or an air throw, which would suggest that he is the replacement for Max.

Unused Sammy/Skate Sprites

UnusedSammy.png

A couple of sprite frames seeming to relate to the same animation in the ROM. What these would have been used for is unknown.

Unused Final Zan Sprite

Zan unused.gif

The final Zan also has an unused animation, which would have replaced the early Zan frame. It isn't used due to an oversight, but this animation can be seen with Game Genie code CJLB-ENCL.

(Source: gsaurus)

Bare Knuckle III Title Screen Animation

BKIII Title screen flashing animation.gif

Bare Knuckle III actually has an animation for the title screen that isn't shown due to the fact that the game cycles quickly into the demos. It can be viewed with Pro Action Replay code FFF6B0:0001.

(PAR code: Cabo Hicks)

Unused Audio

Music

Track ID 35 in the sound test appears to be an early version of "Deep Hole" from Beyond Oasis. The tune is unofficially known as "Early Beyond Oasis Tune", and is titled "BGM IV" on the official soundtrack. Its original purpose is unknown.

"Kama de Coco" (26) is unused in the American and European versions due to Ash being cut.

Sounds

A number of unused sound effects and voices can be found in the Bare Knuckle III ROM, none of which appear in the in-game sound test. Interestingly, one of them is an unused version of Axel's famous "Grand Upper!" sound.

Level Select

Streets of Rage 3 Level Select.png

In the main menu, highlight Battle, hold Up + B (now highlighting Options) and press Start to add a level select to the options menu. However, only up to level 6 can be selected. Game Genie code CC2T-JAC2 will allow levels 7A and 7B to be selected.