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Talk:Final Fight (SNES)

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NANDO can be "back room" (納戸), "how often?" (何度), or "degree of difficulty" (難度). SUU can also be a number of things, but most interestingly, "a number of/several." (数). Just throwin' that out there. -- Rahan, 00:12, 14 June 2010 (EDT)

Thanks, with that information, those 3 settings are probably DifficultyA and DifficultyB and Player (lives) as seen in the final Options Mode. --JLukas 13:53, 15 June 2010 (EDT)

Industrial Zone Video

I found a video of the deleted Industrial Zone. Is it OK if i replace the image or put it alongside? Mario Weaboo 20:24, 3 August 2013 (EDT)

Videos should always complement images, never replace them. I added it to the article. --BMF54123 21:09, 3 August 2013 (EDT)

Unused track

By accessing the hidden options menu (press L+Start at the title screen), there is a sound test. The sound test has an unused track (track 0A), which can be played in the European version, but it can't be done in the American and Japanese versions. This track is not used in the game at all. It is supposed to be used in the "missing" level where the elevator takes the player up to Rolento.

http://rq87.flyingomelette.com/FF/Music/Final%20Fight%20SNES%20Industrial%20Area%202%20Unused.mp3

Can anyone upload this unused track? --David Pro (talk) 13:40, 13 November 2013 (EST)

I notice that sound effects 2B and 48 appear to be missing/removed as well. Feral (talk) 19:12, 02 November 2020 (EDT)

About Final Fight Guy

It turns out that Final Fight Guy is exactly the same as The first one but that is not the most important thing. Not only does Guy's and Cody's names come up in each others games they also keep the same character values (Adress in US game is 7E0D12) 0=Guy, 02=Cody, 04=Haggar. While cody and guy don't work in eachothers games the names of said characters do. Cody still has his icon in Final Fight Guy since it was released afterwards while Guy only has an X in the first game where it simply hadn't been made yet. Other than this the games are so identical that codes i have made work on both the games and so does the unused stage code but i can't get the debug mode working at the moment. I'd say that the original final fight was probably meant to have all 3 characters playable but didn't for some reason (probably time limitations). SamuelEarl666 (talk) 07:32, 28 April 2014 (EDT)

F.F.Guy didn't only change Cody to Guy, it has a few other minor changes like 2 new items (1UP & No Damage) and the Andore change mentioned in the article. --Metalman (talk) 12:38, 10 June 2016 (EDT)

Final Fight Guy also adds some background animations that were not present in the original version. In West Side the bartender will now move his head and the crowd in the cage fight stage are also animated.--BHDN Rotwang (talk) 00:27, 7 October 2016 (EDT)

The neon lights at the entrance of the bar/club are animated, too. Didn't know about the cage fight crowd! --JLukas (talk) 15:16, 8 October 2016 (EDT)

CAPCOMGUY

Not important at all but it turns out that all you need to do to change the required combo is to search for 'CAPCOMGUY' using a hex editor and it will come straight up. If you change it to 'MNMYLMNIN' (a combination of the 3 default top scorers) it works and you'll get the extra credits on a new save. Since CAPCOMGUY was so easy to find i looked for something else and it seems that there isn't any. SamuelEarl666 (talk) 04:48, 1 May 2014 (EDT)

Difficulty

Not really unused, but what's the difference between the options Difficulty A and Difficulty B? (and is there a difference between them in the arcade and SNES versions?) A appears to be the typical difficulty selection, but B has no (known) effect? --Metalman (talk) 23:17, 11 July 2016 (EDT)

IIRC, DifficultyB was for enemy health bars, when set to max there would be enemies with green health bars even in the first stage. This really needs a more thorough investigation... --JLukas (talk) 17:31, 13 July 2016 (EDT)
Searching around the net, what little discussion there was suggested DifficultyB as a timer, including a scan of the Japanese instruction manual which apparently says the same. After looking into the programming, it turns out this is true, but it's not for the speed of the stage countdown timer during gameplay. The game has a time-based difficulty component - the slower you are progressing through stages, the more difficult the game gets. The higher the DifficultyB, the faster your DifficultyA increases and its maximum value. As for DifficultyA, one of the confirmed effects is the HP enemies spawn with. It's highly likely there are more effects, such as their movement speed, percent chance to throw a punch or do a special move, etc. but this still needs more research. Adding updates to the article page and notes page as necessary. The numbers shown under the player health bar when debug mode is active is now fully understood, too. --JLukas (talk) 21:31, 18 August 2016 (EDT)