Streets of Rage 4
|Streets of Rage 4|
Also known as: Bare Knuckle IV (JP)
This game has unused animations.
This game has a prerelease article
|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.
After 26 years, Streets of Rage 4 heralds the return of the franchise, now developed by French studios Dotemu, Lizardcube, and the Canadian studio Guard Crush Games. Series mainstays Axel Stone and Blaze Fielding team up with newcomers Cherry Hunter and Floyd Iraia to clean up the streets (once again), this time from Mr. X's white-haired children. Also, Adam Hunter is finally back and playable again, sporting some sweet sunglasses to boot.
- 1 Sub-Pages
- 2 Unused Graphics
- 3 Unused "Base" Enemy Colors
- 4 Dummy Graphics
- 5 Obscured Graphics
- 6 Unused Playable Retro Character
- 7 Unused Enemies
- 8 Unused Abilities
- 9 Unused Music
- 10 Unused Sounds
- 11 Unused Text
- 12 Regional Differences
- 13 Launch Build Differences
| Unfinished Frames|
You can't go out in the streets looking like that.
Items and Pickups
|talkie_cop talkie_military||Walkie-talkie items, both in cop and military variants (with unknown use, possibly for a discarded police summon ability for the main cast) can be found among the other pickup items.|
|durian||A placeholder graphic for the durian fruit weapon. The photorealistic render may imply that the developers didn't have time to implement it before the release of the game. It eventually got added in an update for the "Mr. X Nightmare" DLC, with a properly drawn sprite.|
Retro Playable Characters and Enemies
|adam35 / 36||Frames for SoR1 Adam kicking while being grabbed from behind. This was a normal mechanic in the previous games but in Streets of Rage 4 that isn't possible, leaving behind these frames in the game files.|
|sor1_blaze043 / 044 sor1_blaze033||Same goes for SoR1 Blaze, but she comes with her unique throw sprite.|
|axel0022||Sprite for SoR3 Axel vault attack. This multiplayer functionality isn't present in Streets of Rage 4 as well, but it was most likely intended to be used for an unlockable alternative move.|
|tiger016||Also unused in Streets of Rage 3, this Tiger sprite is once again, well, unused.|
|robotx043 / 044||The classic fake Mr. X intro sprites from Streets of Rage 3 can be found inside the Robot X graphics folder. In the game, he just spawns directly to its original form. Oddly, the sprites for him standing up do not exist in the game files.|
|robotx032 to 042||The flames related to Robot X transition into his default sprite.|
|robotx016||The destroyed body of Robot X. When defeated, he just disappears like a normal enemy instead.|
|barbon001 to 006||SoR2 Barbon in the bar sprites. The classic stages are not linked with each other in this game, making the inclusion of this animation completely pointless.|
|barbon007 to 011||And then there is also his sprites before you fight him, like in Streets of Rage 2. Similar to the rest of the classic enemies, he just spawns in the current stage.|
|electra012 to 023||The Streets of Rage 2 Electra mini-boss intro. She just spawns like a common enemy instead.|
|yamoto022 / 039 / 040 to 043||Yamato outro from Streets of Rage 3, misspelled as "yamoto" in the game files. Like a normal enemy, he just disappears when defeated. Can you notice a pattern here?|
Placed inside the "fx" folder of the Margaret enemy (the ones that throw vials at you) is this "smokebomb" named animation. Probably intended for a scrapped variant of these enemies.
Sonic Mania Monitor
This is an odd one. Inside the folder of the destroyable objects of the game, there is this named "bonustv" sprite from Sonic Mania! Maybe intended for an easter egg or a secret stage based on a classic Sonic game, probably to commemorate the 30th anniversary of the franchise. In a past Livestream interview with Jordi Asensio, a designer for Streets of Rage 4, he talked about how difficult was trying to include Joe Musashi, of The Revenge of Shinobi fame as a guest character due to how SEGA operates and handles licensing rights. The developers very likely ran into similar issues again and dropped the whole collaboration idea.
Discarded Dojo Decoration
An unused piece of decoration for the Chinatown stage, to be used in one of the rooms of the dojo. Discarded in favor of some fancier decoration. You can also see this piece of decor in one of the images in the game's gallery.
Thanks for Playing Screen
A leftover endscreen that was used extensively during the demo presentations in gaming events (like the Pax 2018, which the filename indicates). It's located in the "menus" graphic folder.
Unused "Base" Enemy Colors
In the game files, there are folders with a full set of graphics with unique colors for these five enemies (respectively: Diamond, Donovan, Signal, Galsia, and Dylan), named "base". As the name implies, very probably it was used as the base for making new color variants for the enemies during development and wasn't really intended to be ever used as an actual variant.
Several Galsia images with a red circle and a blue arrow can be found inside the "sprdummy" folder, along with a placeholder for the pipe weapon. Likely used as references to test out the engine physics, different types of damage, or even the hitboxes during development.
Despite being only partially visible, Victy/Roo was fully drawn in the style of the game. Don't ask why.
DJ K-Washi Arena Elevator
A part of the elevator below DJ K-Washi's arena that leads to the airport take-off is actually visible in the game files. The transition just happens in a cutscene and not during the gameplay, but apparently, that wasn't always the case.
Survival Mode Gladiator Arena Signs
During the game, these signs are completely darkened with the rest of the audience. However, when inspected from the game files, most of them reveal to have some rather silly jokes written on them. The reason why these signs were covered for the final game is unknown. The last three signs are actually in one single image.
Unused Playable Retro Character
Shiva (Streets of Rage 2)
Placed in the internal playable character folders is a complete rip of the Streets of Rage 2 version of Shiva (sprsor2shiva). While this version of Shiva is encountered as a hidden boss fight, only the third installment's version is selectable. Weirdly enough, in a short video posted by Dotemu you can see this version being used like a playable character (sorta).
Tatsu and Tora
Two complete and functional variants of the Goro enemy, respectively named Tatsu and Tora (karate2 and karate_tiger in the game files), go unused. When spawned in-game, they both act in a similar to the used Dokuja variant, but stronger. While Tora is simply is like a faster version of Dokuja, Tatsu attacks the player from both sides with a flurry of punches, before finishing with a strong punch. Also, Tora's color scheme seems to be a reference to Jim Kelly's role in the classic action movie, "Enter the Dragon". Both variants ended up being used in the "Mr. X Nightmare" DLC.
Like the Goro variants, there is also a red/orange variant of Murphy, named Ralphy (sprsor4elite_l3_gold in the game files) that goes unused. In-game, his main attack is a powered-up shield dash, which is strong enough to make the player bounce off the walls. He ended up being used in the "Mr. X Nightmare" DLC, with different behavior.
Original Blaze Air Special
Shown in early gameplay footage, Blaze's Air Special was originally a powered singular dive kick before being replaced with an upwards, repeatable kick, presumably for greater combo potential. The assets and code to enable the move still exist in the finished game and can be restored.
A early version of "They're Back", hidden in the game files as 273746065.wem. and refered to as 20191129_SOR4_Stage01_bgm01-07_B812F123.wem on the Nintendo Switch version. This version was actually used in the Battle mode of Stage 1, which was fixed in the very first update of the game.
When asked about this version on his Twitter, Yuzo Koshiro said: "That's a demo version that once I sent to Dotemu to check if it's ok. All the instruments in it are plugins at the point. If they love it, I record live instruments and replace them. I didn't know it was hidden."
Named as 103994451.wem in the game files (stage5-3_BOSS_SOR2-v2-01 on the Switch). Judging by the Switch name, it was probably an early alternative boss theme meant for Barbon, since he can be fought in Streets of Rage 2 as well (hence the SOR2 part in the filename).
Another one left in the game files is a slightly different version of Barbon's Boss theme, under the name "103994451.wem" in Steam version. According to Motohiro Kawashima on his Twitter, he said it's the music "in the state before mastering" .
Similar to his playable appearance in Streets of Rage 2, it's the boss version of Max shouting its iconic voice line. It could have been used for his flying kick attack but goes unused for whatever reason.
A classic extra-life sound mixed with something else...? It feels like it could have got some use on the Pier stage, along with the arcade house.
A "Dropkicku" sound effect leftover from Streets of Fury (EX), a game made by Guard Crush Games before Streets of Rage 4, which uses the same engine.
One of the defeated enemy sounds from the original Streets of Rage, which has no secret stages based on it.
Sound 0665 and 0844
Two voice lines that don't seem to belong to any characters in the game, possibly more leftovers from Streets of Fury (EX).
Mr. Y's old laugh, which was changed in favor of a younger-sounding one. This version of his voice could actually be heard during the launch build of the game on Xbox One, which didn't include the day one update, unlike other systems. You can still find some gameplays on YouTube that uses this voice instead.
Internally, some enemies are referred to by early or placeholder names.
|Internal name||Final name|
Move Name Changes
The Japanese physical version of the game came with a big poster ala Bare Knuckle III: its backside compiles all the move sets of the 4 initially available characters. The names of the blitz and special moves are also available in-game in the Extra section. The move names in-game in the different languages are all direct translations of the English names. But the big poster does give different names for some moves of Cherry and Floyd.
|Move||In-game Name||Poster Name|
|Cherry's blitz||Flying Knee||Cherry Kick|
|Cherry's special||Sound Check||Elec Shock|
|Cherry's forward special||Townshend Smash||Guitar Strike|
|Floyd's blitz||Thunder Twins||前方衝撃波 Zenpou Shougekiha (Forward Shockwave)|
|Floyd's special||Thunder Sphere||Shock Wave|
|Floyd's forward special||Magnetic Grab||Rocket Arm|
|Floyd's grabbing special||(no name assigned)||Power Spark|
Changing the game's language to the Asian ones also changes its logo to "Bare Knuckle IV" on the menu, story mode intro, and credits, in a similar way to the previous entries in which the game name changes to "Bare Knuckle" when playing the Japanese versions. The cinematic intro, however, stays with the "Streets of Rage 4" logo regardless of the language chosen.
- Main Menu
|Streets of Rage 4||Bare Knuckle IV|
- Story Mode Intro
|Streets of Rage 4||Bare Knuckle IV|
Launch Build Differences
(Almost) All versions of the game got a day one patch to fix various issues, however, the Xbox One version remained in 1.0/launch Version for some weeks.
Here is a list of the main differences of that build:
- The combo system was slightly different in this build. The delay during which the combo value is blinking wasn't implemented yet, thus the only way to get a combo was to wait without getting hit.
- Some voices were completely different, while others are completely missing (like most bosses). There were even extra voices compared to the updated versions, especially to enemy grunts when they get hit.
- Lots of sound effects are different. It goes from punches to the cop's shields impacts and even sharp weapons attacks.
- In battle mode, the music from Stage 1 is in the beta unmastered state.
- Many advanced options were missing. It wasn't possible to set any post-effect filter yet nor set the level of details of visuals among other things. This resulted in missing CRT TV scanlines in the secret arcade machine bosses.
- There are a lot of other minor differences, like text font color, missing visual impacts, and objects placement.
The Streets of Rage series
|Genesis||Streets of Rage • Streets of Rage 2 (Prototype) • Streets of Rage 3|
|Game Gear||Streets of Rage • Streets of Rage 2|
|Sega Master System||Streets of Rage • Streets of Rage II|
|Windows||Streets of Rage 4|