Final Fight Enhanced - Hot News!! An enhanced Amiga version of a classic Beat 'em up from 1991 is finally here!

This week just gets better and better for the latest Amiga news stories, as thanks to a heads up from a good friend of ours on the EAB forums, we've been told that Brick Nash has finally released the enhanced version of the 1991 US GOLD published Beat 'em up of 'Final Fight' for the Amiga; A game that when it was originally released back in the 90's, was regarded as either a failure, or just a pretty terrible game suffering the same fate as the Street Fighter II Amiga port ". To coincide with this news, provided below is the latest footage of this incredible looking enhanced version of Final Fight.


Here's what the creator had to say about this stunning release. "After three solid years of learning how to code in 68000 assembly language, I think I've taken this project as far as I'd like. The game takes place in its own universe separate from the Capcom timeline, and features some changes which blend elements from different iterations of the series. Maki was my favourite feature of Final Fight 2, so I decided quite early on to include her as a playable character, as well as give her spritework and moveset a slight re-design to my own taste. Please be aware that this is a personal project which was used as a way to learn how the Amiga works, and not a commercial game made for public consumption. Therefore, there may be some bugs present, and sacrifices have had to be made in the conversion from arcade to Amiga".

System Requirements:

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  • ECS or AGA Amiga
  • 2MB of Chip Ram
  • 512KB of Slow or Fast RAM
  • 2-Button Controller

55 comments:

  1. Are you sure it is better?

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    1. Oh very much so......... https://www.youtube.com/watch?v=2dSIIu3SmaI Here's the original :)

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    2. its buggy with enemies knocked off screen they glitch out no way to continue on and cant jump attack. Only thing it has going is music.

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    3. Yes music is great but if you want to prove you can do a better Final Fight do it with the same limitations as the original or it's not a fair comparison.

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  2. This makes me so happy! The Maki character is an excellent introduction, and adds so much needed new flavor. Not sure about the face change for Cody though.

    This is a sizeable achievement - well done Brick Nash! Please put the source code on Git Hub, so others can have a go at - optimising the code, doing some palette tweaks, may be even an A1200 version and of course, most importantly... let the community restore Cody's face ;)

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  3. The original is woeful. This is so much better in every way. Having said that the colour palette is reminiscent of the original but vastly improved.

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  4. Exciting news! Kudos to Brick Nash for releasing the enhanced Amiga version of 'Final Fight'. The dedication and creativity shine through. Can't wait to relive the nostalgia
    !

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  5. Great achievement, really well done! Very fluid, snappy and feels really arcadey, imagine if we'd had this back in the day?! Would've blown minds!

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  6. Looks good, shame no AGA version with more colours. Would look even better!

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    1. Shame on you for not creating an AGA version yourself ;-)

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  7. Is if final version or beta?
    No whdload version?

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  8. It's funny that if a dev opts to release a game in AGA people will start nagging him for not doing it in OCS/ECS instead, but if he does go that route then people complain about not being AGA lol there's no way to win!
    Anyway I haven't played it yet, bur looks better than the original version that's for sure.

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  9. While impressive for a first game, it's a shame that it needs 2MB chipram instead of 1MB or even 512k like the original. Now it doesn't prove the game is actually better because it moves the goal posts.

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    1. PLEASE don't tell me that in 2024 you don't have 2mb CHIPRAM on your Amiga yet? No Game henceforth should EVER require only 512mb..this is why we are getting crappy conversions. Please buy some Chip RAM. its 2024 dude. This excuse may have been excusable up till 1996, but not anymore

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    2. Ooor... I can play the actual arcade release that's on a bajillion Capcom collections on systems both home and portable all with many buttons. I'll spend more money at Icomp.de when Amiga games homebrew stops mostly just being obsessed with arcade ports. Only have a 500 but one with the 500plus doohickey and the Ecs chips. I'm American and effectively only used one for a few months given when I got it and how quickly I made the correct decision to get on the x86 train. This means I don't have Copium about the little computer that could in 1987 but was functionally dead in NTSC land by 1990.

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    3. There is no way this new version will work on a 1mb of RAM amiga. If you want better arcade conversions of these big games, having more than 1mb is needed.

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    4. >I don't have Copium about the little computer that could in 1987 but was functionally dead in NTSC land by 1990.

      Blame Commodore for that. Amiga found its professional niche in the US so it wasn't dead by '90, but I know you're talking about home/game use, so in that light what you say is mostly true, fair play.

      Still, OP's point still stands in 2024 about not upgrading the memory, and complaints from a PC user about having to upgrade some hardware to run a game is funny in its irony. As far as conversions/arcade ports go, they are a known target to shoot for, and for someone learning to code is a great way to develop their skills, and the fact that we get a port of something either not released or better than what was released is something to be welcomed and encouraged.

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    5. "the fact that we get a port of something either not released or better than what was released is something to be welcomed and encouraged." Hear Hear!!

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    6. I want to play like in the 90s, with my Amiga 500 with 1Mb original Commodore, not Chinese Ram chips.
      This conversion only made sense on AGA, i.e. an AGA Final Fight...it would have been wonderful.
      Luckily the beautiful opening music of the first Amiga conversion has been maintained.

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    7. i AGREE WITH MAX TEX and with the original post

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    8. And I agree w/ Robert.

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    9. Richard Aplin, is that you?

      https://www.reddit.com/r/amiga/comments/otwayt/final_fight_hidden_programmer_message_the/

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  10. Very cool! New playable character :)

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  11. GRAZIE !! TUTTO E' STUPENDO !!!
    SALUTI E HASTA LA VISTA BABY !

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  12. ...and finally you did it! A good conversion,perfect playable on a ecs amiga 600 with 2mb of chip with fantastic music,all the moves and animations,the rolento fight and a more similar Abigail and Maki character as a great plus! On the bad side there are a lot of enemies missing: Slash,Bill Bull,Wong ho,Simons,Doug,Two P....they were all present on the old conversion!! The graphics not bad but the palette is the same of the atari st version....well maybe you can do another "upgraded" version in the future? At last this enhanced fFnal Fight is way better than the original,so thank you!!

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  13. This is absolutely brilliant. Plays like Streets of Rage 2 and there can be no higher compliment than that. Superb.

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  14. It works on my TheA500mini, you just need to select the A500+ option and add the fast ram. Great game!

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  15. Also keeping the incredible title music from the Amiga original is a great move

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  16. It's a good job I'm finally getting a new PSU for my A600 later today as I can't wait to try this. I'm in utter disbelief that you can spend years writing this amazing port that Amiga users have wanted for over 30 years now, release it for free yet still people moan!

    Seeing as everyone else is making unreasonable requests I'm going to ask why you didn't finally mention Fugazi on Guy's character profile screen? Such a great band.

    Congrats on a legendary port Brick Nash!

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  17. Why some people are treating it like a contest? Why is it important the original used only 0.5mb and this one needs 2? It's a far superior game in terms of both gameplay and frame rate. So, there's bugs? Wow! Yeah, one person project. He'll iron them out. It's offered for free, just enjoy we finally get a Final Fight that actually plays like Final Fight!

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    1. Because only amigans make it possible: whatever you do, someone complains. Our community should learn to be happy with what we have and what we get.

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  18. I really don't believe my eyes! So many colorful sprites runnning so fast on a simple A600???? Crazyyyyyyyy

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  19. Just to give you a heads up, there's been an update https://drive.google.com/drive/folders/1GydNnHlY93p00ePcHNwD7xtn-zmtPPe0 " I made a few minor fixes (updated adfs can be got from same download link):
    Player 2 can now join in on the select screen
    Player 2 now starts with full health and lives on Level 1
    Player 2 can now only join in when the game is active and not during transitions (like the barrel break)

    The graphical corruption when facing left, and crashing when 2P tries to join comes from not having the extra Slow/Fast or Chip memory for the OS libraries to live in. This happens on my real A600 which only has ChipMem and nothing else (so the OS eats up 2-300KB of that ChipMem).

    Be sure to set Slow or Fast to 512KB in WinUAE (or just add more ChipMem).

    I did mention this in my release post (and the README file), but TBH I should have better error handling in the game which just tells the user there's not enough memory. Still, there it is.

    Also, I'm not interested in any sort of financial return. It was just a personal goal to learn how the Amiga worked and to make something for the system I grew up with. I feel like I've achieved that.

    As I said, I'll likely come back later in the year and do one more revision build when I have some motivation back, but barring bug fixes, the game is exactly the way I want it, so I'd like to move on.

    Cheers!"

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  20. I'm sure that most of the Amiga enthusiasts are thankful for this release because it's FREE and because it's great. Brick Nash did not programme this release for financial reasons and he did this from his personal time. Everyone has a private life and if a newer versions we'll be released, we'll appreciate it, if this is not possible, it will be great if the source code will be released for the public, so someone else can continue with the condition to include Brick Nash within any future update... Thank you Brick Nash :-)

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  21. Been waiting for a decent version of Final Fight for a very long time. After a couple of attempts we finally have it Great Work Brick Nash. Havent played it yet, but the videos look excellent!

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  22. This version has been a real treat to play, it just feels so much better than the original, controls feel more responsive and solid, game-play feels tighter.. The addition of music during gameplay adds that extra layer of atmosphere. The real icing on the cake for me is the new playable character, she's great and fits in perfectly.

    Played on the RPI4, using lr-puae, A600 config, cycle exact.

    If the developer does come back to the project it would be nice to include music on the bonus car wrecking bit.. :D

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  23. This version has been a real treat to play, it just feels so much better than the original, controls feel more responsive and solid, game-play feels tighter.. The addition of music during gameplay adds that extra layer of atmosphere. The real icing on the cake for me is the new playable character, she's great and fits in perfectly.

    Played on the RPI4, using lr-puae, A600 config, cycle exact.

    If the developer does come back to the project it would be nice to include music on the bonus car wrecking bit.. :D

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  24. This version has been a real treat to play, it just feels so much better than the original, controls feel more responsive and solid, game-play feels tighter.. The addition of music during gameplay adds that extra layer of atmosphere. The real icing on the cake for me is the new playable character, she's great and fits in perfectly.

    Played on the RPI4, using lr-puae, A600 config, cycle exact.

    If the developer does come back to the project it would be nice to include music on the bonus car wrecking bit.. :D

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  25. This version has been a real treat to play, it just feels so much better than the original, controls feel more responsive and solid, game-play feels tighter.. The addition of music during gameplay adds that extra layer of atmosphere. The real icing on the cake for me is the new playable character, she's great and fits in perfectly.

    Played on the RPI4, using lr-puae, A600 config, cycle exact.

    If the developer does come back to the project it would be nice to include music on the bonus car wrecking bit.. :D

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  26. Not sure what was going on with the posting but I couldn't log in and ended up posting 4 times.. anyways great enhancement of a great game. Hope this trend continues into 2024.

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  27. Makes good use of the only 4 audio channels as well.

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  28. Doesn't work on my Atari ST. I want a refund!

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  29. Looks amazing in motion. US Gold should be ashamed, they rimmed Capcom's ass for licences but failed to do justice to the games.

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    1. For some dumb reason, they didn't secure access to the source code, graphic and audio assets. US Gold set themselves up for failure.

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  30. Really impressive in movement, looks like a console game, its so smooth.

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    1. Looks like an Amiga game, as they are known to be smooth. Just don't look at conversions, the best Amiga coders were too busy making their own games back then.

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  31. I think an alternative option would be to port the newly created Final Fight MD.

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    1. They have the 68000 in common, however the graphics and sound chips are different, which would mean a fair amount of code would have to be changed. That being said, if someone could port this, it would make a great base for a AGA version.

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  32. Still has jerky scrolling. If a game doesn’t have smooth scrolling it immediately puts me off 🙁

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    1. What are you talking about, I've played it in two players (on my Amiga 600) and it's super smooth

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  33. Not sure if this really is a good update. On the one hand you have in game music now and Maki as additional character.
    On the other hand it still needs some technical polishing.
    But the worst is that the game doesn‘t detect my 2 MB chip ram expansion (RAMesses II) in my A500😕

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