The Final Round is a boxing game with a customizable stat system and training mini-games. Starring either not-Rocky Balboa or really-not-Rocky Balboa, depending on the version.
Debug Tools#
Note: Most of the codes in this and following sections modify the game ROMs, which will cause the game to throw an error and reset shortly after booting. To ignore this check, put this code in MAME's hpuncher.xml (JP) or fround.xml (INT) cheat file and enable it before booting:
hpuncher |
fround |
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Boxer Checker#
To access a boxer checker after the game's VS. screens, put the appropriate codes in MAME's hpuncher.xml (JP) or fround.xml (INT) cheat file:
hpuncher |
fround |
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This allows the user to view animations for all of the game's boxers. Information on the five different sprites that make up each frame (Head, body, both hands, and feet) is printed on the bottom of the screen. The code for this tool tries to poll inputs from a third controller that's absent on retail units; the second cheat above will change this to use 2P's controls.
The player can modify the following variables:
- Type: The currently selected boxer. Ranges from 0 to B, with Boxers A and B being copies of the player-controlled Boxerfs 0 and 1.
- Vect: The facing angle of the boxer. Ranges from 0 to F.
- Mode: The boxer's current action. Values are "Stand", "Attack", "Deff.", "Damage", and "Super."
- Kind: The boxer's current sub-action. Values depend on the Mode variable.
- Step: The current frame of the animation. Ranges from 0 to F.
Controls
- 2P Left/Right: Adjusts currently selected parameter.
- 2P Button 1: Cycles between the first four variables.
- 2P Button 2: Increments the Step counter by 1 per frame.
- 2P Button 3: Resets the Step counter to 0.
Palette Editor#
To access a palette editor after a match starts, put the appropriate code in either the hpuncher.xml or fround.xml cheat file:
hpuncher |
fround |
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This allows the user to view the raw values of the game's palettes and to edit colors on the fly. Judging by where this is placed on the screen, this was likely meant to be toggled through the Boxer Checker, but the code that handles that no longer exists in the ROM.
Controls
- 1P Button 1: Cycle through "FIX" (Fixed palettes), "OBJ" (Sprite palettes), "SCA" (Scroll A layer palettes), and "SCB" (Scroll B layer palettes).
- 1P Button 2: Increments the highest digit of the color index.
- 1P Button 3: Increments the lowest digit of the color index.
- 2P Button 1: Switches between Red / Green / Blue values of the current color.
- 2P Button 2: Increments currently selected RGB value.
- 2P Button 3: Decrements currently selected RGB value.
(Source: Original TCRF research)
VS Screen Codes#
The JP set, Hard Puncher, has codes that unlock different game modes; both of these codes are given after beating the game on a certain mode. There are two additional, and seemingly unpublished, codes that display secret messages during a match.
To activate either of these codes, the buttons must be pressed on the VS. Screen and held until the wrestling ring loads. Note that these only work on Hard Puncher, not The Final Round, and either player can enter the code.
Show Move Names#
Hold Down + Button 1 + Button 2 + Button 3 on Match 3 or higher.
When either player performs one of their super moves, the name of the move will be printed in the lower-left corner of the screen, just above 1P's power meter.
A complete list of names follows:
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There's one more move that was never assigned to a boxer and has no associated animations:
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Programmer Info#
Hold Left + Button 1 + Button 2 on Match 5 or higher.
This will trigger two different programmer messages that appear just above 1P's power meter. The first message is always the same...
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...while the second message changes each round:
Round 5 |
Round 6 |
Round 7 |
Round 8 |
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There's a fifth message that would have appeared on a theoretical ninth match:
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This translates to something like, "Awaiting your feedback."
(Source: Original TCRF research)
High Score Names#
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'...But does it make sense?' |
There are supposed to be eight high score names that replace the "ONE MORE COIN FOR ANOTHER CHANCE" text with one of six special messages...but the subroutine that handles this is no longer referenced in the high score entry code. Put the following codes in the appropriate MAME cheat files to restore this feature:
hpuncher |
fround |
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Name |
Message |
Translation |
Notes |
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GEN |
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Gen-san's a |
"Gen-San" is Gen Suzuki, the game's main programmer. |
TEN |
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N/A |
Seems to be a reference to the Tensai Bakabon character, Rerere. |
INU |
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(Barking) |
Inu (犬) means dog, and the message is a lot of barkin' and howlin'. |
LUM |
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Urusei fans, |
Lum and Ran are both characters in Rumiko Takahashi's Urusei Yatsura. |
SEX |
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Hahahaha |
This one seems pretty obvious. |
CON |
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It's pretty much |
Conjax is a combination of Konami and A-Jax, the first game that programmer Gen S. worked on. |
There's one message that isn't assigned to a name:
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The following MAME cheats will change the "GEN" message to the unused one:
hpuncher |
fround |
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(Source: Original TCRF research)
Unused Text#
Super Contra Leftovers#
There's an older text handler in the game that's only used by the Konami logo, copyright graphic, and the export warning screen in the final game, but there are many more strings that are unused. Place this code in MAME's hpuncher.xml cheat file to change the export text in Hard Puncher to one of these strings:
<cheat desc="Change Export Text">
<parameter min="0" max="0x13" step="1"/>
<script state="run">
<action>maincpu.mb@001F37=param</action>
<action>maincpu.mb@001F3B=param</action>
<action>maincpu.mb@001F3D=param</action>
</script>
<script state="off">
<action>maincpu.mb@001F37=0x0F</action>
<action>maincpu.mb@001F3B=0x07</action>
<action>maincpu.mb@001F3D=0x0A</action>
</script>
</cheat>
Super Contra |
The Final Round |
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This old text subroutine was taken directly from Super Contra -- the identical RAM/ROM labels in unused text block 0x08 are a dead giveaway -- and the developers never bothered to remove the now-unused strings from that game. The rest of the text follows:
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01 |
02 |
03 |
04 |
05 |
06 |
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0A |
0B |
0C |
0D |
0E |
12 |
13 |
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Other#
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Early |
Final |
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There's an early version of the bout result screen left in the game ROMs. This old version is formatted differently and only displays the result of the last bout that the player fought. Put the following codes in either hpuncher.xml (JP) or fround.xml (INT) to switch to the older version.
hpuncher |
fround |
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Used |
Alternate |
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An alternate version of the code that draws the "TOTAL TIME" text can be found directly after that subroutine. This labels the collected bout times as "LAP TIME" and is colored gold instead of pink. Put the following cheat in either hpuncher.xml or fround.xml to swap to the Lap Time subroutine:
hpuncher |
fround |
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There's one additional unused string at 0x2A842 (hpuncher) / 0x2A81A (fround):
FIGHT MONEY
This would be placed somewhere on the bout results screen, but there's no code left in the game that references this text.
(Source: Original TCRF research)
Regional Differences#
Boxer Names#
The Final Round renames six of the boxers. The most notable change is the Rocky Balboa-inspired 1P boxer, whose Japanese name seems a little on-the-nose.
JP |
INT |
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Rocky Smith |
Jabbin' Jim |
Joe Vulcan |
Gentleman Joe |
Mr. Mohican |
Knockout Nick |
Mark Rentz |
Steel Fist Fritz |
Avege Hidev |
Bronx Bruiser |
Marvin Cobra |
Harlem Hit Man |
Referee Secrets#
In Hard Puncher, there are two easter eggs that can be triggered based on the amount of health the player had at the end of the previous bout:
- If the player had 100% health, the referee will be accompanied by a hen and four chicks. When the referee walks off-screen, the birds follow him out.
- If the player had 99% health, the referee's head is replaced by a Moai head.
Hidden Modes#
There are two hidden modes in Hard Puncher: Secret World and Powerful World. These codes need to be put in on the blue screen that appears after pressing 1P or 2P Start, and can be put entered by either player.
- Secret World: Left Right Up Right Down Right Left Left.
- Powerful World: Right Up Left Left Down Up Right Down.
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JP |
INT |
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The first of these codes is given after beating a normal game. The Final Round replaces this code with a more generic congratulations message and removes the ability to enter these codes in at all.
Secret World#
This mode alters which super moves the first six boxers can use; Harlem Hit Man and Black Stallion are unaltered.
Normal |
Secret |
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Knockout Nick |
None |
Berning Uppercut |
Red Falco |
Berning Uppercut |
Blue Hurricane |
Mad Mongol |
Berning Uppercut |
Blue Hurricane |
Iron Drago |
Blue Hurricane |
Mach Punch |
Steel Fist Fritz |
Triple Thunder |
Berning Uppercut |
Bronx Bruiser |
Berning Uppercut |
Blue Hurricane |
Beating the game on this mode will change all of the staff titles (except for "Manager") to more accurately reflect what each staff member did...
Normal Mode |
Secret Mode |
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MAKING OF THIS GAME |
STAFF OF CONJAX PRO |
TOTAL DIRECTOR |
MAIN SOFTWARE DESIGN |
GAME PROGRAMMER |
GAME CREATER |
ASSISTANT PROGRAMMER |
GREAT RANKING MAKER |
CHARACTER DESIGNER |
BOXER CHARA DESIGN |
GRAPHIC DESIGNER |
TRAINING ART DESIGN |
GRAPHIC DESIGNER |
BOXER ART DESIGN |
VISUAL DESIGNER |
DOWN BOXER DESIGN |
SOUND DESIGNER |
SOUND EFFECT |
MUSIC COMPOSER |
BGM CREATER |
ELECTRONIC ARCHITECT |
HARDWARE LEADER |
ELECTRONIC ARCHITECT |
HARDWARE DESIGNER |
PACKAGE DESIGNER |
CM CAMERA GIRL |
SPECIAL THANKS TO |
PLANNING HELPER |
...gives the code for the game's Powerful World, and grants the player a $20,000,000 bonus, double that of a normal game.
Powerful World#
In this mode, all boxers go down in one punch. The CPU boxers don't have the additional special moves that they do in Secret World, not that it matters.
While beating the game in this mode doesn't alter the credits, and the message given at the end is identical to the one in The Final Round, the player does get the same $20,000,000 bonus as Secret World.
Revisional Differences#
The dumped Revision L of The Final Round has a few changes in presentation compared to Revision M.
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Revision L |
Revision M |
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Revision L does not display the exact health values of each boxer; instead, players have to look at the animated red and blue boxers to try to gauge how much energy they have. The mini-boxers start out flexing and gradually slump over as the boxers take damage. Revision M adds a percentage value but keeps the boxer health gauge as well, though moving the Power label to the left reveals where the mini-boxer sprites cut off.
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Revision L |
Revision M |
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In Revision L, on the continue screen, the enemy boxer will taunt or encourage the player to keep playing. Revision M replaces these quotes with the name of the boxer.
Continuing will prompt another response, presumably from the player's trainer. There are five sets of responses:
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(Source: Original TCRF research)