Final Fight Guy is a revised edition of the SNES Final Fight 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 US (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 US version has become one of the more sought-after cartridges among SNES collectors.
Sub-Page#
Anti-Piracy#
Like many of Capcom's later SNES games, this game contains a simple anti-piracy check. On bootup, the game will attempt to write to SRAM at address $702000 and if the write was successful, the game jumps to an infinite loop and thus hangs on a black screen. An original cartridge does not contain any SRAM so the write will do nothing, but cartridge copiers contain a large amount of SRAM, which triggers the anti-piracy check.
This check is only implemented in the American version of the game; the Japanese version of this game does not have this check.
(Source: Original TCRF research)
Debug Mode#
To enable the game's debug mode, use one of the following codes:
Region |
Pro Action Replay (PAR) |
Game Genie |
|---|---|---|
Japan |
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US |
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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)#
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.
COLOR#
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.
I/O#
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).
DOT CROSS#
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, but here 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:
Press Select to exit.
CHAR#
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 Left or Right to change the palette (8 total), Up to scroll down, and Down to scroll up.
- OBJ
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
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)
This contains the HUD graphics.
- BG4
Does not function. It contains no programming except to remain on the CHAR TEST main menu.
OBJ#
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.
SCROLL#
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#
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 $18 based on the four possible settings (Easy, Normal, Hard, Expert).
- The second byte is the now obsolete DifficultyB (see Game Level section below for more info).
- The third value is the obsolete DifficultyB frame counter. It always stays at 000 because the time based difficulty component was removed.
On Controller 1:
- Hold L for 9× slow motion.
- Press R for... nothing useful. It writes #$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 (PAR) |
Game Genie |
|---|---|---|
Japan |
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US |
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On Controller 2:
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This needs some investigation. |
- 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(?), A to cycle through more frames(?), X to make sprites flicker for a moment (doesn't seem to do anything?), and 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#
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 (PAR) 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: Rachel Mae, JLukas)
Regional Differences#
PAL/NTSC Check#
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.
Have Pro Action Replay (PAR) code 01849080 active on bootup to display it.
Misc.#
- There's a reflection from the neon lights on the base of the club sign in Stage 3.
Changes from Final Fight#
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 2× 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#
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Final Fight |
Final Fight Guy |
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- Guy's demo takes place in the storeroom in order to show off the wall kick move.
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Final Fight |
Final Fight Guy |
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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 run 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.
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Final Fight |
Final Fight Guy |
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Final Fight |
Final Fight Guy |
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Final Fight |
Final Fight Guy |
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Ending(s)#
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).
- 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:
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Final Fight |
Final Fight Guy |
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Ending Text (Haggar and Jessica)#
The conversation between Haggar and Jessica was rewritten (a "▼" marks a page change):
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Final Fight |
Final Fight Guy |
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Ending Cutscene (Guy and Jessica)#
The final cutscene graphic was expanded and redrawn, replacing Cody with Guy:
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Final Fight |
Final Fight Guy |
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Final Fight |
Final Fight Guy |
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Bay Area Dog Bonuses#
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 on-screen indicator unlike the other bonuses.
Dog |
Bonus (Final Fight) |
Bonus (Final Fight Guy) |
|---|---|---|
1st |
Add 1,000 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 (other 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.
$00#
Final Fight |
Final Fight Guy |
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Item |
Chance |
Item |
Chance |
(nothing) |
90.625% |
(nothing) |
31.250% |
Sushi |
21.875% |
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Vitamine |
21.875% |
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Barbecue |
09.375% |
Chicken |
15.625% |
1UP |
09.375% |
$04#
Final Fight |
Final Fight Guy |
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Item |
Chance |
Item |
Chance |
(nothing) |
87.500% |
(nothing) |
18.750% |
Diamond |
06.250% |
Diamond |
15.625% |
Gold bar |
06.205% |
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Dollar |
31.250% |
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Yen |
15.625% |
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No damage |
18.750% |
$08#
Final Fight |
Final Fight Guy |
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Item |
Chance |
Item |
Chance |
(nothing) |
50% |
(nothing) |
18.750% |
Knife |
50% |
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Pineapple |
21.875% |
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Apple |
18.750% |
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Orange |
18.750% |
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No Damage |
21.875% |
$0B#
Final Fight |
Final Fight Guy |
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Item |
Chance |
Item |
Chance |
(nothing) |
81.25% |
(nothing) |
12.500% |
Muramasa! |
18.75% |
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Gold bar |
09.375% |
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Hat |
21.875% |
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Radio |
21.875% |
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Hammer |
21.875% |
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1UP |
12.500% |
$0D#
Final Fight |
Final Fight Guy |
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Item |
Chance |
Item |
Chance |
(nothing) |
53.125% |
(nothing) |
28.125% |
Hamburger |
15.625% |
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Hat |
15.625% |
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Pipe |
15.625% |
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Gum |
12.500% |
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Hammer |
12.500% |
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Knife |
18.750% |
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No damage |
28.125% |
Game Level (Difficulty System)#
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Final Fight |
Final Fight Guy |
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The DifficultyA and DifficultyB settings were transformed into 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 |
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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.
References#
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The Final Fight series | |
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Arcade |
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SNES |
Final Fight • Final Fight Guy • Final Fight 2 • Final Fight 3 |
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NES |
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Amiga |
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Sega CD |
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Game Boy Advance |
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PlayStation 2, Xbox |
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See Also | |