Thanks to another heads up from a good friend of ours, we've been told that Prototron and team, have released an updated build of the previously released 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.
For those of you who missed the big release announcement when the first build was released back in Jan of this year. This is what was said about the game "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 favorite 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".
Credits:
- Programming and music by Prototron
- Title music by Jolyon "The Judge" Myers
- Background graphics by Ralph
Changes:
- - ADDED NEW MUSIC TO THE ELEVATOR STAGE
- - ADDED GUY AND MAKI'S "OFF THE WALL JUMP"
- - FIXED A BUG THAT CRASHED THE GAME WHEN BELGER WAS KILLED WITH A REGULAR PUNCH
- - REMOVED SOME SUPERFLUOUS COLLISION CHECKS FROM BELGER IN AN ATTEMPT TO FIX THE STALL BUG. I CAN'T SEEM TO RE-CREATE THIS PARTICULAR BUG IN WINUAE OR ON A REAL AMIGA 600, SO THIS IS JUST A GUESS
- - SOME MINOR ANIMATION FIXES, PLUS CHECKS ADDED TO PREVENT SOME BUGS THAT DIDN'T HALT THE PLAYER DURING LEVEL TRANSITIONS
Another proof how amazing ECS is!
ReplyDeleteAnd they said it couldn't be done on A500! Now someone fix the palete also , congrats on the programmer and also for the reason that it was based on the awfully us gold template / version , thank you !!
ReplyDeleteWhat do you mean??? The ECS Amiga can do absolutely anything the Sega Genesis can do in a slightly better way....It is simple to improve this game: 1. Make it Complete Full Screen Overscan. 2. make it 64color EHB mode like ELFMANIA. 3. Make the game require 4mb RAM. (any Amiga user on the planet who still has 512mb on their Amiga is out of their minds).
DeleteWe are saying the same thing with different words. I totally agree with you ECS games with 512 or 1MB simply slow the chipset and the capabilities of the A500
DeleteEHB in full screen overscan with Final Fight? Are you crazy? That would slow the game down to an unplayable speed. You're either smoking some good shit or you're not a programmer.
DeleteRar file is damaged
DeleteElfmania is overscan , EHB and its like a Neo Geo game , even better if you keep aside the scaling capabilities. So i think that final fight with the correct team is capable of much more. The programmer here alone with no official support, just proved what is capable and allthough i love Megadrive/Genesis and SNES i do not think that Elfmania can be easily implemented and replicated on those systems, close but not Amiga. Of course using ECS with 512 and 1MB had no meaning, you just slow the chipset. ECS with 2MB or more is capable of so much more. The issue with the AMIGA in general being a computer and not a console is more difficult to program and get similar console experiences aide of course some limitations. Few programmers i think can make the amiga fly and perform like a console. I will provide an example in ECS chipset in brian the lion ECS in the special stages provide scaling in the foreground and mode 7 effects on the background with much better performance and higher resolution than SNES but a few people has played it even seen the effects and this had never been replicated to other Amiga 500 games allthough you cannot find this graphics on snes and not on Megadrive/genegis but no one discuss for there ECS capabilies so i really think its memory and the programmers implemented the games
DeleteWhat has been done is excellent! but I suspect the pallette and graphics can be improved
DeleteWell done , thank you!! Where is metro sieze , 4 years in the making?
ReplyDeleteA good effort without a doubt,with great music,enhanced graphics and a great gameplay but where are all the enemies characters present even in the original( and shitty!) conversion? Only half of the characters are present in this version!!
ReplyDeleteExcellant. It would be good to see someone working on making an enhanced version of Outrun, I understand the original game on the amiga was pretty bad.
ReplyDeleteSomeone is indeed working on it :) : https://www.youtube.com/watch?v=CLaedlbr4wg
DeleteThat is running on an A1200 with a 68030 accelerator, and so far it's slow even on that 030.
DeleteSomeone please take the code from Lotus 2 on amiga 500 and just implement outrun graphics. i think we are going to be amazed!!
DeleteSomebody did do that on Lemon Amiga years ago; I don't know what happened to it I take it the project as never finished.
DeleteThis is truly excellent work! But I do agree with comment above, the palette and graphics could problem do with another pass. It would push this project to another level.
ReplyDeleteWorks very nice with RetroArch pua core.
ReplyDeleteThe disk version. WHDload version does not start.
This port is quite an awesome thing. I do hope though that, somewhere down the line of updates, there will be an overhaul of the graphics (or maybe even a more advanced version for CD32 as with the recent Genesis CD version). it really deserves that.
ReplyDeleteGreat port of Final Fight! Thanks! It would be fantastic if you add current score and a highscore list.
ReplyDeleteGreat work!
ReplyDeleteThe difference in this version is that the sprites even with the new genesis version is that the sprites are huge much bigger than the other versions. It's amazing that has this performance.imagine that there were a hole team implementing this version
ReplyDeleteThe gameplay enhancements are very much welcome but it is hard to look past the garish Atari ST palette.
ReplyDeleteplayed last night at an Amiga Retro Group.. great fun well done!
ReplyDeleteAGA version please :-)
I don't think the author will make an AGA version given the amount of time he spent on it already and what a great job he did. I am sure someone will do a AGA version, given how big the Amiga scene still is at some point.
ReplyDeleteTried out on WinUAE (emulating A500+ with 2MB) and enjoyed a lot so far. In a different league to the original conversion, great stuff! Unfortunately not going to be playing on my real A500, getting a rev 6A to 2MB chip RAM is way too expensive.
ReplyDeleteHello, the links are broken. Any idea what's happening?
ReplyDeletehi Daz. I've updated the download link with a June 2024 build... Enjoy
DeleteThank you kindly :)
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