This feature originally graced your screens on 25th December 2019, republished today to celebrate the 30th Anniversary of Streets of Rage.
For a lot of us more ‘seasoned’ gamers, the announcement of Streets of Rage 4 brought a tear to the eye. The original Mega Drive/Genesis Streets of Rage trilogy holds a special place in our hearts and after all this time the prospect of returning to take on Mr X’s mysterious Syndicate with our bare knuckles makes us quite... emotional. The last entry came out an astonishing 25 years ago, yet with only three games to its name (plus a handful of ports) the series continues to garner huge praise and affection.
With the arrival of the belated third sequel, it’s the perfect time to look back over the original trilogy to see just what makes Sega’s belt-scrolling brawler so special, and find out why we're so excited for this new entry.
The Bare (Knuckle) Necessities
The humble side-scrolling beat 'em up genre started life in 1984 with Kung Fu Master (later ported to NES as Kung Fu), but it was 1987’s arcade hit Double Dragon that ushered in a wave of classic belt scrollers. A NES port arrived the following year and the concept caught on with the home console audience. Games like River City Ransom were easy to understand, satisfying to play and made for excellent two-player co-op fodder (as anyone who had siblings in the late ‘80s and early ‘90s will surely confirm).
The arrival of Capcom’s Final Fight in arcades in 1989 took the genre to a whole new level, with huge and colourful character sprites and beautiful backgrounds complementing the pick-up-and-play mechanics. The original Streets of Rage - or Bare Knuckle as it's known in Japan - was released in 1991 and was very much a response to Capcom’s game. Nintendo bagged exclusivity to the console port of Final Fight which, despite having some considerable downgrades from the arcade original (most notably lacking two-player co-op), still looked impressive on Super Nintendo.
Sega borrowed liberally from Final Fight, right down to the roasted meat concealed in trashcans and oil drums, but Streets of Rage somehow carved its own identity thanks largely to the sheer style it exuded. Martial arts, judo and boxing provided the three playable characters with their own look and fighting style, and while the controls were simple, designer and director Noriyoshi Ohba (who had previously worked on Revenge of Shinobi) managed to create an empowering moveset from just a few buttons. A special move on ‘A’ would call in the cavalry in the form of a police car which launched rockets onto the screen from an earlier point in the stage, wiping out all enemies on screen.
These little touches elevated it above the competition; much more than a mere copy (despite what the box art might have you believe). It expands upon the foundation of games like Golden Axe (Streets of Rage used a modified version of its engine) using the backdrop of a run-down city that recalled the crime-ridden Detroit of 1987's RoboCop.
While it can be tough to return to the original game after playing the more-polished, smoother sequel, the music makes it more than worth the effort.
Arguably the biggest contributing factor to the game’s style, though, was the brilliant soundtrack from Yuzo Koshiro. The composer of such classics as ActRaiser and Revenge of Shinobi, his soundtrack fused techno and house with other genres to propel the player from brawl to brawl. Using outdated hardware that he’d modified, Koshiro managed to make the Genesis really sing using its Yamaha YM2612 sound chip as well as the Master System’s PSG (Programmable Sound Generator - the previous console's sound chip was also present in the Mega Drive hardware). He produced a range of crisp, realistic percussion samples through the available PCM channel and used a combination of FM synth and PSG for the rest. If – heaven forbid! – you’re not au fait with the intricacies of the Mega Drive’s audio configuration, we recommend checking out this video which helpfully provides a short overview and some isolated examples, including one from this very game.
Koshiro’s innovative work would go on to predict and even influence club music trends to come shortly after the series ended. “Sega didn’t tell me what music they wanted or give me any kind of direction,” Koshiro told Nick Dwyer in an interview for Red Bull’s excellent documentary series Diggin’ In The Carts. “I only ever did stuff that I liked myself. I told them club music would definitely take off, and I wanted it to be like that, and I gave them a demo.” Thankfully, Sega liked what it heard. While it can be tough to return to the original game after playing the more-polished, smoother sequel, the music makes it more than worth the effort.
Streets of Rage was a brilliant opening salvo, then, but it wasn’t without issues and feels a little barebones today. It provided Sega with what it needed, though - a hit that emulated and arguably improved on Nintendo's Final Fight port. Master System and Game Gear ports were created that captured something of the spirit of the original, though an awful lot was (understandably) lost in translation on the weaker systems. Sega was eager to build on its success with a speedy sequel, though, and they turned to Yuzo Koshiro’s company, Ancient, for help.
Mean Streets, Meaner Beats
Streets of Rage II (or ‘2’ in the US, for some reason) launched in the US on December 1992 (Europe and Japan had to wait until January) and expanded on the blueprint of the original in every way imaginable. Development was led by Ancient, the company co-founded by Yuzo Koshiro with his younger sister, Ayano, and their mother. Ayano Koshiro led the planning and art design of the sequel. “I’d probably say Chief Graphic Designer” she explained in an interview on the company’s blog (brilliantly translated by Shmuplations). “Nowadays we’d call it something like ‘art direction’ (deciding the overall look of the game).”
As popular as Final Fight and the like were at the time, one-on-one fighters were usurping belt-scrollers in arcades and the biggest hit of the period was a big influence on Sega’s sequel. “I’m sure you’ve played Street Fighter II—my brother and I did too. We liked it so much we bought a cabinet and had it installed in the office at Ancient. My brother and I liked the way they fought in SFII, and between the two of us, a shared vision of the fighting of Streets of Rage 2 arose: two jabs, followed by a straight punch, then some heavy hit, and the enemy goes flying! That kind of flow had to be in there.”
Ancient looked to expand upon and improve the original in every way. The company had experience developing for a spectrum of consoles of the period, although Ayano preferred the Mega Drive over the Super Famicom. “The pixels were too big. And I didn’t like the coloring as much. I liked the Megadrive more. It just felt cooler. On the Super Famicom things felt… sluggish… Programmers have told me there’s not really that much of a speed difference between the two systems, but it just felt faster to me. Almost ‘lighter.’”
Streets of Rage II managed to build its own legacy by improving every single aspect of arcade Final Fight: the sprites were better animated; the controls tighter; the environments more detailed - and all on a home console.
Character sprites were made larger in the sequel and all enemy characters – however incidental – gained life gauges and names. Even popular elements from the first game got mixed up or simply ejected; the memorable police backup, for example. “We had to take that out since we were using diagonal scrolling now,” Koshiro explained. “In exchange we gave a dedicated button for the characters’ special attacks… I think being able to strategize and decide how to use your special is more fun.” These special attacks would deplete some of your health but could be invaluable in a tight spot. Double-tapping a direction and hitting 'B' initiated a more powerful move, too, although without the health penalty. Grand upparrr!
Adam also fell by the wayside. “You had Axel, your standard fighter, then Blaze, the speedy character. But there was also Adam in the first game…. but Adam had no real speciality.” In his place two new fighters were added to enable different playstyles: Adam’s kid brother Sammy (Skate in the west, highlighting his rollerblades), and Max, a slow-moving but powerful wrestler. “That roster seemed like a good balance to us: two standard style characters, and two with quirks.”
If imitation truly is the sincerest form of flattery, the Final Fight dev team must have felt particularly honoured. Elements were unashamedly pilfered from Capcom's seminal street brawler, from moveset and mechanics to locations, enemy types and overall presentation. In spite of this, Streets of Rage II managed to build its own legacy by refining and improving practically every single aspect of arcade Final Fight: the sprites were better animated; the controls tighter; the environments more detailed - and all of this on a home console. Next to the limited SNES port of Final Fight, there's simply no comparison.
Yuzo Koshiro’s soundtrack also pushed the envelope, expanding on the house and techno foundation of the original and fusing infectious melodies with an ever-expanding list of genre influences, from funk to ambient, jazz to hip-hop – all underscored by a driving beat that seemed to reflect and enhance the gameplay in a very potent way. This soundtrack – a precursor to the electronica of the PlayStation generation – is still held as some of the best video game music ever created.
Streets of Rage II was a massive hit. The console wars were raging and, in the context of the schoolyard, it was up there with the sheer speed and fluidity of the Sonic games and the ‘uncensored’ version of Mortal Kombat as one of the biggest (and final) feathers in Genesis' ‘cool’ cap. Sega fanboys would arguably never have better ammunition to prove that Sega truly did what Nintendon’t.
Round 3
Unfortunately, it was around this time that Sega would lose focus and begin a damaging cycle of company in-fighting, mismanagement and self-sabotage that ultimately led to its demise as a platform holder. It flooded the market with expensive, disappointing hardware such as the Mega CD and 32X, it sprung the release of Sega Saturn on unprepared retailers and software developers, and it quickly began haemorrhaging the hard-earned goodwill it had banked with Genesis. Other expensive devices like the Sega Multi-Mega/Genesis CDX and the Sega Nomad further muddied the waters for enthusiastic Sega fans who were not only running out of money and places to store their black plastic hardware, but also ammunition for the ongoing console war.
In more ways than one, Streets of Rage 3 turned everything up to 11... and for some fans it was overwhelming.
Streets of Rage 3 launched at the beginning of the end and it’s arguably this context which led to its diminished status in the trilogy. Many fans of its predecessor simply never got around to playing it, and it became difficult to find in the following years (original carts still fetch high prices). Once again developed in-house at Sega with Noriyoshi Ohba on design duties, the game featured some interesting changes. New dash moves were added for each character (not just Skate) and Max was replaced by cyborg Dr. Zan who figured heavily in an expanded story.
Western fans, however, would get a significantly altered version of the game compared to the original Bare Knuckle III in Japan, the biggest change being a huge difficulty hike. Consensus puts the standard difficulty for the Western release in excess of ‘Hard’ mode on its Japanese counterpart (Hardcore 101 speculates that this may have been to prevent it being completed in a single rental from Blockbuster Video). Whatever the reason for the change, the result feels unbalanced to all but the most hardcore of players. There were many other changes to the Western version too, arguably detrimental in the most part – check out The Cutting Room Floor for a comprehensive list.
The music, too, was more experimental and harder in tone. Motohiro Kawashima had collaborated with Koshiro on the Streets of Rage II soundtrack and took a larger role in the partnership this time round. “With Bare Knuckle III we got rid of even more of the human element,” he told the Red Bull Music Academy. “We were really trying to crank up the meter with what we were making for that game. I think that’s what Koshiro-san had in mind… He wanted us to give III a more decadent feel, I think.” It was certainly a step away from the beat-heavy but melodious tracks of the previous game, and it didn’t strike a chord with such a broad audience.
“It’s kind of crazy, right? It’s the kind of (sound)track that leaves you wondering where the melody is... It took a bad beating from listeners at the time,” Yoshiro recalls. “I remember hearing people say that it wasn’t even music. It was really experimental, and I made it believing that kind of era was on the horizon.”
In more ways than one, Streets of Rage 3 turned everything up to 11 (it features a playable boxing kangaroo) and for some fans it was overwhelming. For anyone who never experienced it, though, the second sequel is a revelation in its original Japanese guise – a wonderful expansion on the previous game and absolutely worth tracking down to play with a friend. It’s a shame that M2, the veteran port wizards overseeing emulation on the upcoming Mega Drive Mini, couldn’t squeeze it into that console’s roster of 42 games, but its inclusion on Sega Mega Drive Classics makes it easy enough to find (and the rewind/fast-forward feature of that collection takes the edge off the Western version's brutal difficulty, too).
The beat goes on
The series lay dormant for a long time, despite attempts to revive it. Core Design's 1997 PlayStation game Fighting Force began life as a pitch for a Saturn instalment of Streets of Rage which Sega turned down. In 1999 Yuzo Koshiro was involved in preliminary planning and prototyping for a Dreamcast sequel which was ultimately shelved. Much later, Ruffian Games put together a prototype 3D stage that failed to attract the right people's attention, as did Backbone Entertainment's effort. The original games have appeared on multiple compilations and platforms in the intervening years but Streets of Rage 4 was nowhere to be seen.
The news in 2018 that Dotemu, Lizardcube and Guard Crush Games were reviving the franchise created huge excitement and anticipation, but also a certain amount of trepidation. Dotemu and Lizardcube proved with Wonder Boy: The Dragon’s Trap that they've got the chops for retro titles and we’re big fans of the hand-drawn animated art style which works very well with frame-based precision while also catching the eye of a broader audience who may not 'get' pixel art. Would something like Cuphead be so incredibly successful with pixel art graphics?
Speaking back in 2015, Ayano Koshiro said she would make a hypothetical Streets of Rage 4 “something that took advantage of modern hardware and allowed everyone to play together. Like an online multiplayer thing, where you and five of your friends could all swagger down the street like a gang.” While online co-op for Streets of Rage 4 is restricted to two players, up to four players can enjoy local co-op.
If we had to pin down the enduring appeal of Streets of Rage to just one thing, it would be that fusion of mechanics and music... a balletic blend of gameplay and audio...
Importantly, Wonder Boy showed that the developers weren't afraid to mix things up and deviate from the original game with its interpretation (despite the underlying structure of that title being a 1:1 recreation of the original). As fans, the last thing we want is a slavish update or remix without a peppering of fresh ideas. Sonic Mania is a recent revival that got it right. Christian Whitehead sought to appease disenfranchised old-school fans--players who had been dreaming of a return of ‘classic’ Sonic for two-and-a-half decades--by absolutely nailing the physics and the 'feel', but also introducing new ideas in the same spirit as the originals. Streets of Rage 4 doesn’t need to double as an apology, but it does need to show a younger audience why all us dinosaurs are so passionate about an old series of 2D belt scrollers. Cherry Hunter, the daughter of Adam from the original game, joins her father along with new boy Floyd and brings something fresh to the fray. Evolution is a key feature of Streets of Rage, with each entry pushing boundaries in new and interesting ways. That’s what we were really looking forward to in Streets of Rage 4.
Well, that was half of it. New tracks from Yuzo Koshiro were the other 50%, at least. If we had to pin down the enduring appeal of Streets of Rage to just one thing, it would be that fusion of mechanics and music that propels you onward to the next brawl; a balletic blend of gameplay and audio that slides the player into a groove. In the course of writing this piece, we’ve been listening to the soundtrack and – my word – does it hold up. Koshiro and Motohiro Kawashima were joined by a posse of video game music legends for the latest entry, in addition to French composer Olivier Derivière who did much of the heavy lifting audio-wise, so once again the developers freshened the formula.
For anybody looking to catch up with these games on a more modern console, the 3D Classics versions on the 3DS are the work of M2 and they are a great way to revisit the first two games. Alternatively, the aforementioned Sega Mega Drive Classics collection on Switch features the entire trilogy, so you can properly get in the mood for number 4.
One thing is clear: Streets of Rage 4 had a lot to live up to. Despite talking the talk, there was a legitimate question mark over whether Dotemu, Lizardcube and Guard Crush could truly walk the walk and deliver a worthy sequel. As our review confirms, it's a relief to discover that--yes!-- they stuck the landing on this one. They must have been holding 'Up' and 'C'.
It's been a long wait, but it's finally time to tuck into some beautifully roasted street poultry once again.
Be sure to check out the excellent Shmupulations for the entire translated interview with Ayano Koshiro and Nick Dwyer's Diggin' in the Carts interviews with Yuzo Koshiro and Motohiro Kawashima for more tidbits about their work on the series and other games.
Comments 68
Streets of rage will always be a big part of my childhood. Played the second one first on my Sega genesis
Removed - unconstructive; user is banned
Great read. I love all of them but streets of rage 1 is special to me.
This is a quality article! Great to see a good retrospective on some older (but topical) games. More please
I'm still a huge fan of the first Streets of Rage and it's probably my favourite. The second is amazing and better in many ways but I like every level on the first game, where as on the second some later stages with lifts overuse those judo guys, who hit you on their way down. Stage 7 on the first is cool, standing on the ledge as the lift goes up or just throwing every enemy over the side and to their deaths many floors down, oh and it looks like you're beating up turtles and nobody can tell me they didn't want to be player 2 just for the special attack. That better be in the 4th game somehow even as an easter egg.
Such a shame the Megadrive collection has such input lag on Switch, please M2/Sega Ages bring them over properly
Played Streets of Rage on our Genesis Model 3 in the mid 90s on the 6-pak cartidge that came with it. Loved the music and gameplay. Caused me to purchase genesis collections to have the trilogy on Xbox 360 and Switch. Played Final Fight years later and it felt like a clunky Streets of Rage prototype in comparison.
I"ve never really played streets of rage. I think i played the rom once or twice for a few minutes but that's about it.
Maybe i'll grab that sega pack that has all 3 in there.
I had final fight (both snes and sega cd). The sega cd copy was as close to the arcade as you can get (coop and the industrial level that was cut from the snes copy).
I love these games! I think I played SOR on 1992 for the first time. Two player co-op, throwing each other at the enemies and arguing when to use the cop back up bazooka!
Then SOR2 landed in 1993 and shortly afterwards I got a Mega Drive of my own. I used to complete it regularly with my sister (as she loved playing as Blaze. This World of Illusion with Mickey and Donald and Sonic 2 were the ultimate coop games.
Then I didn’t touch my Mega Drive for years, as I went through PC, N64, PS2 and GameCube. It was when I hit a Wii and SOR2 was one of my first downloads on virtual console (along with Super Mario 3 and Mario 64) that I remembered how awesome it is. Now I can even play it in 3D on my 3DS or HD on my Xbox. The game is still as fresh and fun as ever!
Tip: streets of rage 2 3D is amazing!
BTW if you are an Xbox One/360 owner you can download the SOR collection on Xbox live. It has all three games including the Japanese Bare Knuckle 3. Much fairer than the rock hard western release.
Great series of games my favourite is SOR 2 but everyone needs to try Bare Knuckle 3 it’s so different to the western release and some of the characters are hilariously camp has a slightly different level layout to the Uk USA release
Best song is second stage in the first sor x. So thankful we are getting a new game!
Streets of Rage 2 is, in my humble opinion, the best beat-em-up of all time. I like the first game’s soundtrack better, but both titles (along with the Revenge of Shinobi’s OST) represent Koshiro at his absolute peak.
I’m not sold on SoR4 yet, I am really not a fan of Lizard Cube’s “house style,” but I am cautiously optimistic and trying to keep open minded.
I love all the SoR games. I think the first had the best boss music, but its archaic mechanics definitely led to a lot of cheap deaths. SoR2 was the pinnacle, but going back to it, the game felt too long and repetitive, and after the faster gameplay in SoR3, it was hard to go back to not being able to run (except with Skate, who I don't play with). I didn't think SoR3 was really bad, just did a little too much.
I love the direction they're going with in SoR4, art and all. Everything I've seen so far makes me feel it's a logical evolution of the series, and it's still a day one buy for me.
What a great article. For me, the arcade Final Fight has always been that one step better, but Streets of Rage 2 does come very close.
Can you actually play the Japanese Bare Knuckle III on the European Sega Mega Drive Collection?
This is an awesome article, good work! More of this please.
Streets of Rage offered some of the best couch co-op of any generation. Truly a masterpiece. The soundtrack played a huge part and I really hope they manage to nail it on 4 too.
Really looking forward to this on Switch.
2019 will go down as a disappointment for Switch for me personally, but with Witcher 3, Ori and now SoR4 there is at least a strong Q4.
I know I'm supposed to love this game but I always liked Sengoku, and some others a bit better. Dig the road turkey.
Great article!
I really liked Streets of Rage 2 but I never loved it, I tried believe me I tried but it just didn't get me in the same way it did others. Final Fight was always my favourite, from the arcade to the near flawless Mega CD port, which at the time blew me away. After playing Final Fight again 25 years later in the Capcom Beat Em Up Bundle, I feel the same way.
I remember renting streets of rage 1&2 from my local video store in the early and mid 90's. So many summer nights playing with friends. Good times! I never played 3 growing up, but I hear it's the weakest of the Trilogy. Very pumped for 4!🙌🏼
Absolutely love Streets of rage 1,2 and 3. Pure classics !!!
I wonder if they will bring the old SoR onto the Switch! Like a remaster it something.... Would love to play them.
But pretty stoked for the SoR 4!
I never understood the appeal of beat 'em ups. Probably why I felt like the Mega Drive/Genesis was overrated. It was awash in arcade ports, and had a metric ton of beat 'em ups, all boring as #$%&.
I love Streets of Rage! It’s mad to think we’ve had to wait over 20 years for another game but hey better late than never
to those who are okay with the graphics: good day.
Awesome article and really highlights why SOR was one of SEGA's biggest series. I loved playing it on the Mega Drive at my friend's house back in the 90s and remember how disappointed SOR3 played compared to 2. Happily bought SOR2 3D on the 3DS eShop (thank you M2!) a few years ago and never get tired of going in now and again for a few rounds and the music is still truly awesome!! Hopefully SOR4 will be able to cater and satisfy old and new fans alike.
Ugh, Axel's line is NOT "Grand Upper." It's "Bare Knuckle," you know, the Japanese name of the series.
EDIT: Ah, so that's only in the Western version of the third game. Weird.
I WILL NEVER FORGET THE FIRST TIME I PUT THAT HEAD SET ON AND POWERED UP MY GENNY TO PLAY SOR1! I WAS ABSOLUTELY BLOWN AWAY BY THE MUSIC THAT CAME FROM THAT CARTRIDGE!!! Great times!!
Man I am so excited for this game that I put down $30 on eBay to get the Sega Genesis Collection for Switch. Gotta have all of them on the Switch, and with all the travelling I've been up to lately I'm in dire need of some SoR from the road.
@BulbasaurusRex He only says “Bare Knuckle” in Streets of Rage III, which was a change made during localization. In Streets of Rage 2 and Bare Knuckle III, he says “Grand Upper,” which is the name of the move.
@jerrycoeurl Ah, you're right. That's listed on Cutting Room Floor's list of changes. That's rather odd that they'd change a perfectly fine English name for a reference that doesn't even exist in the versions it was used.
Unfortunately, we really got shafted with the Western localization of "Streets of Rage 3." Otherwise, I think it's actually even better than the second game. You get story cutscenes, dash moves, a method for using special attacks without draining health, secret characters and areas, a new battle mode, and so on. Thankfully, we can now play the Japanese version of the game without a costly and hard to find import through the "Sega Genesis Classics" compilation.
@Maulbert the Super Nintendo probably had more beat em ups and it was Sega who were responding to Nintendo who had a deal with Capcom for the Final Fight games and a few others. Plus they had Konami with Batman Returns, Turtles in Time and several comic book ones featuring Superman, Spiderman and X-Men, then the likes of Double Dragon and some Battletoads games. Back then all consoles had a ton of arcade ports, just that Sega made some arcade games too
@Maulbert It's fine that you don't like the genre, but the Super Nintendo had just about as many beat 'em ups as the Genesis did. While the Genesis had the "Streets of Rage" trilogy, the "Golden Axe" games, "Altered Beast", etc; the Super Nintendo had the "Final Fight" trilogy, "Captain Commando," "Ninja Warriors," "Knights of the Round," etc. Meanwhile, both systems had their own versions of "Double Dragon," "Teenage Mutant Ninja Turtles," "Batman," etc. beat 'em up games.
Meanwhile, many of the Genesis's arcade ports came from other genres like sports/racing, fighting games, and especially shooters. It also had a bunch of very innovative quality platformers and other action games, the classic Sonic games being the most notable examples. You can hate beat 'em ups all you want, but you can't blame the Genesis as a whole because of them.
@carlos82 The big difference is, Nintendo wasn't the one making Beat 'em ups. It was Capcom, Data East, and the like. Whereas Sega themselves were making Streets of Rage, Alien Storm, Altered Beast, and Golden Axe. I guarantee more people remember Sega for Beat 'em ups than Nintendo.
@Maulbert Perhaps, but that still doesn't mean that you can blame Sega as a whole (and certainly not the Genesis itself) for the popularity of beat 'em ups in the 90's. It was still only a minor part of their overall first and second party catalog.
Streets of Rage 2 is the best in the series imo but I'd say the first game's soundtrack is easily the best. So, if I were making SoR4 I'd have went with something very similar to SoR2 but with the music much closer to the original SoR, and I'd bring back Adam too. I would also get rid of the little skater guy, he was always a bit daft imo, and also definitely not add a chick with a guitar. And I'd draw everything in HD to look like this:
That's how I would do Streets of Rage 4.
The first game will always have a special place in my heart. It had the 6-in-1 cartridge with that, Revenge of Shinobi, Columns, Golden Axe and two other games. While I concede the second game is 'the better game', there's something I always appreciated about the simplicity and linearity of the original. I also have a personal preference for the music in the first game, though the second game also had some pretty good tracks.
I'll check this one out most likely, but am only mildly optimistic thus far. It might be because i'd played and really enjoyed the fan made "Streets of Rage Remake" and all the content within that particular release. I'm not a huge fan of Axel's new look tbh, and while I can see what they're going for visually, a part of me wishes for some more polish.
I remember vividly getting a Genesis on day one with a Streets of Rage 2 pack in. We played that game all day, all night and continued until the sun rose. It was fun, exhilarating and I was dead tired that following day.
@Maulbert
The Genesis actually had about the same amount of fighting games as the SNES at the time. Sega actually focused more on RPG's Japanese ports and one off unique genre games. SNES seemed to snag the more publicized games while Sega came out with off the wall content.
@Zidentia Wait, it was the SNES that had all the good RPGs save for "Phantasy Star IV." The Genesis meanwhile had most of the good shooters.
@BulbasaurusRex
Agree to disagree. It is perspective that colors judgement
@Zidentia So then exactly what RPGs other than "Phantasy Star IV" did the Genesis have to compete with the likes of "Final Fantasy IV-VI," "Dragon Quest V-VI," "Chrono Trigger," "Earthbound," "Super Mario RPG," "Super Famicom Wars," and the three "Fire Emblem" Super Nintendo games?
(Granted, many of those titles were originally only released in Japan, but even just the ones that did get Western releases blow away the RPG content that was released in the West for the Genesis.)
@BulbasaurusRex
There were a few off the top of my head: Landstalker, Light Crusader, Shining in the Darkness, Sword of vermillion, Shadowrun, Shining force 1 & 2 , Beyond Oasis, Shadow Dancer, Sorcerers Kingdom(really a hybrid), Dragon Slayers series. There are probably 10-20 more but admittedly not all great games but the ones I listed are pretty good and some are really deep.
And I loved Dragons Quest on SNES I started with the series on NES and have been hooked since.
Landstalker - Not an RPG, just an action-adventure game with minor RPG elements
Light Crusader - Same thing
Shining in the Darkness - Decent but not great
Sword of Vermillion - Mediocre
Shadowrun - Decent but not great, plus while not exactly the same, the SNES also has a version of the game
Shining Force - Good
Shining Force II - Great
Beyond Oasis - Again, not a true RPG
Shadow Dancer: The Secret of Shinobi - Not an RPG
Sorcerer's Kingdom - Mediocre
Dragon Slayer series - Multiplatform
So you've listed some games that aren't true RPGs (and if they did count, the SNES could counter with games like "The Legend of Zelda: A Link to the Past"), and out of the legitimate RPGs you did list, only the two Shining Force games are of the same quality as any of the twelve high quality SNES RPGs I was able to list off the top of my head.
@Kalmaro I feel ya mate! I could never get over the excitement when I would insect the cartridge into my Genesis lol
@DinnerAndWine
not exacly a TLDR since the article itself was happy with the new game though though i can understand how some would not be happy with it.
And now we're here and Adam's in the game.
@DinnerAndWine look at the down votes on your comment +5 and counting you are wrong streets of rage 5 looks amazing!!!.
That bit about the Megadrive and Super Famicom (Genesis and Super NES here in the states) rang so true to me. I had a Super NES initially and didn't get a Genesis until a few years later. Probably close to Sonic 3's release. But I remember my cousin (God rest his soul) had gotten Mortal Kombat 2 for the SNES and I had gotten it for the Genesis and much preferring the Genesis version because it felt lighter and faster to play. I don't know if that translated to any other games both consoles shared. We didn't buy many that released on both. But that example of multiplatform releases being so different has always stuck out in my mind
If you haven't eaten chicken from a garbage can, have you ever REALLY eaten chicken before?!
A police special used on 2 of the whipper girls? What a waste
The funny thing is, that many people thought that it was terry from fatal fury 🤣🤣🤣
Always loved final fight CD which was my first home console side scroller but happy to support SOR4 with a day one purchase.
Trash can chicken is INFERIOR to wall meat!
CASTLEVANIA NINJA APPROVED
This has been my go-to series for beatemups ever since I was a kid and first played SOR2 on Genesis after my aunt gave me her copy, played it so many times with my brother and plan to do the same thing with SOR4, it is my favorite so far, the gameplay is just so satisfying.
We need more classic Sega franchises to come back from these indies because they will do an infinitely better job than Sega, Golden Axe would be a cool one to tackle next. I will definitely keep an eye out for the TMNT game because after SOR4 they have proven they can take a classic formula and make it better.
While I know some out there will disagree, I couldn’t have imagined a better SoR4 iteration. Sure the levels and graphics could have had other permutations, but they importantly got the feel right. And that’s sadly uncommon today when dealing with past 2D properties
@MetalKingShield sure, no problem. Well, there is a problem, the sound emulation is a bit horrible, especially when you kill the female minions, at least on the Switch, on Steam there wasn't this kind of issues...it's totally playable, but it's a bit annoying because of this!
Great article! I loved playing the first two at the arcades in their heyday, and I enjoy hearing a bit of vg history and the thought processes behind games.
I thought the 2nd would still be my undisputed favorite no matter what, and its still great. But 4 is such an incredible return. It was just as easy to fall in love with.
@BloodNinja On one hand, agreed. On the other, who knows how long either has been there? XQ icky!
@Tempestryke I’m assuming that all chicken found in the trash in Streets of Rage is newly placed chicken. Like some dude walking the streets of wherever the game is, places very neatly on a trash can a fully cooked and delicious chicken dinner. Meanwhile, in NES Castlevania, you are invading a castle literally a century after the first game, so that meat may be questionable, at best! Perhaps Simon has a cast iron stomach!
IRON NINJA APPROVED
All of the original cover-art should be on the "Good Faces" twitter account lol.
Not even one sentence to mention Bomberman Games’ Streets of Rage ReMake, even though other fan made projects get highlighted…🤔
Other than that, great article! This genre will always have a place in my gaming library, on any system, and I look forward to what comes next.
@Handsomistic15 SOR Remake is a masterclass fan game. I wish sega would've just bought that and released it to the masses (with a little spit shine on the temp illustrations). More folks needed to see that.. That said SOR4 is now my favorite beat em up of all time. Survival is straight up gaming heroin.
@Maulbert Sega was not just competing with Nintendo, they are competing with Capcom, Konami, Namco, SNK, and other Japanese arcade videogame companies as well. Remember they are in the arcade industry before they became Nintendo's competitor.
When Capcom made Final Fight for Super NES, Sega answered that with Streets of Rage for the Sega Genesis. It's them killing two birds with one stone, for one it shows that not only did the Sega Genesis could do an arcade style beat em up game but does it better than both Capcom and Nintendo's offering.
Because of this Capcom bow down to them with a Final Fight port for the Sega CD and yes it was Sega and the Streets of Rage dev that handle that Sega CD port and not Capcom. Because Sega made that port, the censorships found on the Nintendo version were altered making it feel closer to the arcade original so instead of Katana, you get Sodom now.
@BloodNinja Haha! He'd better!
@Specter_of-the_OLED Which is the reason I think Sega was always doomed to fail in consoles. Nintendo for the most part left the arcade scene when they released the Famicom, whereas Sega tried to pull double duty. While it did mean they had several more exclusive arcade ports, arcade ports slowly became less and less of a selling point for consoles with each generation. Sony didn't have an arcade arm and they nuked everybody.
@NintendoJunkie Agreed. I figured they could’ve done just that but SoRR was before Sonic Mania, which is a fan made game turned into an official release.
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