
The ROM hacker BillyTime!Games has just released a new patch for Final Fight 2 that rebalances the SNES beat 'em up.
This new patch doubles the amount of damage inflicted on enemies and players, speeding up the game and reducing some of the monotony of battling your way through low-level enemies that seem to absorb most of your attacks like their nothing.
Released back in 1993, Final Fight 2 saw players set off on a quest to save both the fiancée and the former trainer of the ninja Guy from the original Final Fight. However, in a rather unfortunate turn of events, Guy seems to be too busy training in order to save his friends, leaving it to the barrel-chested mayor Mike Haggar, as well as two new characters (the ninja Maki Genryusai and the South American martial artist Carlos Miyamoto) to take down the newly reformed Mad Gear gang and free these prisoners.
Something we should note is that isn't the only 2x Strength hack that BillyTime!Games has released over the last couple of months. The ROM hacker has also released similar patches for Final Fight 3, Golden Axe II, Super Double Dragon, Pirates of Dark Water, and Comix Zone. In other words, he's been pretty busy.
You can download the Final Fight 2 patch here, if you fancy giving it a go! It is compatible with both the USA and Japanese versions of the game.
[source romhackplaza.org]
Comments 12
I'm a simple guy, I see Final Fight, I click the link.
If you think the enemies are bad in the SNES version, try playing the arcade bootleg! I think that game has the opposite of this patch applied, where your character does even less damage than usual (and the enemies do 2x the damage!). 😆
It's great this patch works with the JP version of the game as that's the one I had growing up. There's another FF2 romhack that allows 5 enemies on screen at once, I wish that was compatible with the JP release!
I did a play through of Final Fight 2 not long ago, and never really got the impression that it needed something like this. Nice for those who want to try it though.
@MARl0 It's not too bad on Normal difficulty (though I feel like it still goes on just a bit longer than it needs to), but it really is a slog on higher difficulties.
Still not as bad as the NA version of Streets of Rage 3, though!
I came decently close to finishing Expert mode in FF2 (I think I did okay in Sor3 on Hard as well), but it was just too monotonous and time-consuming for me to give it another try.
Give me a hack for a Haggard ponytail, then I'll be interested.
A hack where Guy is playable would be awesome.
@BulkSlash I got a fix for that. It is a literal byte change to have 5 players on screen.
Haven't found the fix for Final Fight 3 though.
Emulator
029948:05
Hex Edit:
011948:05
Game Genie
D9B0-04DC
It's a small thing but welcome for those who wanted this. I can't recall ever noticing an issue there to be honest.
@BillyTime Oh wow, thanks! I’ll try patching that tomorrow, I can’t believe it’s that simple. 😂 I wonder why Capcom left it out of the game? Do you think it could be done with Final Fight Guy too?
@BulkSlash Maybe, I never had to much interest with SNES Final Fight due to all the limitations.
@BulkSlash From the looks of it, they reduced the number of characters on screen due to sprite flicker. With a beat-em-up game like that with such large characters, you'll be up against the horizontal sprite and pixel limits pretty quickly. Plus they had to leave a bit of room available to accommodate the second player. It's almost like that option was there for testing during development.
@sdelfin Yeah I think the limit in part must be down to the second player. Playing single player with the number of enemies at 4 is OK, but when going to 5 you do get flicker. So a two-player game with 4 enemies would have had flicker too, but by sticking to 3 it would have been OK.
I decided to experiment a bit, I upped the number of sprites to 6 and aside from the occasional brief priority issue (one enemy would be in front of another when he should be behind) it's actually able to run OK with 6 enemies. Pushing it to 7 works too, but there's some slowdown and there must only be enough palettes for 6 characters as the 7th has wrong colours. I'm actually going to leave it on 6 I think, it's unlikely I'll be playing it two-player any time soon.
Thanks @BillyTime for including both the emulator and file offset, even when I've found something using the memory editor, finding it again in the ROM file is often a pain! 😅
Leave A Comment
Hold on there, you need to login to post a comment...