Street fighter 89

Demo Street fighter 89 v3.7

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The item is a beta or preview.

Reviews 4.70 star(s) 15 reviews

Great work guys
machok
machok
Thank you glad you enjoy the game
perfect, please make it 3 players
what is different between 3.5 and 3.7?good game
Great game! Do you have plans to add Lucia, Dean and Carlos?
Great game...Don t listen to negative comments...Open Bor versions are generally better than original...I have never really liked final fight...But open bor version have more options(Run , aerial combos) that really lack in the official versions...Your remake is a master piece...Don t let frustrated people tell you the contrary..
The game is very nice thank you
How do I do the move you mentioned in number 27, the power bar below is full but I can't use it.
Perfect, the game is a dream for me
Awesome game! I love the new stages!
machok
machok
Thank you glad you enjoy it we'll add more new stages in the future
I love this, i hope you'll add a 3 players feature
machok
machok
Thanks really appreciate it, let's see about this feature once Haggar update has been completed
It's so damn cool.
The new moves, combos and new areas between the classic stages fits so fine!
You have to try it out.
machok
machok
Hi Thanks I still have lots of plan for the future
really good! enjoying every incremental release
machok
machok
Thank you glad you enjoy the game, wait for Haggar and Maki to join on next major release
I really liked the game. When will we be able to choose Haggar?
machok
machok
Thank you really appreaciate it once I have free time I will immediately work on Haggar and Maki.
How many Final Fight fangames are there just from this community? Twenty, thirty? Probably more than that.

Most of them share one deal breaking issue: They simply don’t feel like Final Fight. Earlier attempts were just too primitive, lacking the basic features of what (if we’re honest with ourselves) was a very bare bones game. In mechanical terms the original Final Fight was a step down from the Double Dragon series that inspired it, so failing to include its gameplay features is an instant “pass” in my book. Later attempts tend to go too far the other way, adding tons of mismatched material that doesn’t fit aesthetically or mechanically. We don’t need nuclear catastrophes, 30 hit juggle combos, or a 5000-pixel wide play area. We just need an offering that gets the fundamentals right while adding enough modern touches to freshen things up a bit.

Machok’s Street Fighter 89’ is just that offering. Quick note about the name – Capcom originally envisioned Final Fight as a sequel to Street Fighter before it became an entirely new project. Years later the two universes were officially merged.

As for the game, it just feels right. Machok clearly did his homework getting the mechanics down pat. Backward jumping, instant throwing from combos, and even the infinite combo glitch all made it in. Individual character abilities are in play too. Guy has his wall jump, Cody gets his close-range knife stabs, and Hagger checks in with the Piledriver that started it all. All the little things like fonts, hit timing, and even falling distance are as arcade perfect as you could ask for.

Of course, why do a remake without at least some additions, and this game has a few. Foremost, the widescreen format helps open the playfield and makes fights more tactical. Existing areas get a subtle retouch using some of OpenBOR’s unlimited layers to add depth. There are a few all new areas and they’re integrated seamlessly, starting with an intro stage that acts as a prelude to the original game’s iconic barrel wall encounter. There’s a couple of new faces in town too. Maki joins the lineup, and like everything else she fits in seamlessly. You can also take prisoner Cody out for a spin.

I do have a few nitpicks to point out. First, there are still a few missing mechanics from the arcade. Fast rising isn’t possible. Instead, everyone stands up after falls with hard coded timing. Grappling attacks lack the arcade’s scaling damage effect. Worst of all, the iconic continue screen is gone. In fact, if you have credits left, the continue timer is infinite. Come on man, this was the 80's - early 90's! Anyone who loses a fight expects to kiss dynamite. People were tougher like that.

The extra characters are nice to have, but they don’t really add anything. Maki is just Guy with a less effective wall jump (she automatically performs a flying kick that does marginally more damage and doesn’t allow combos). Prisoner Cody is a 1:1 reskin. Speaking of characters, the selection screen is a bit awkward to page through. I also think widescreen format with only two player support is a missed opportunity. Allowing three players so Hagger, Cody, and Guy could share screentime would be fire.

Lastly, there are some potential game breaking bugs related to spawning and transition. Make sure you always finish an area with plenty of time left or you might get stuck. In fairness, the game is still in demo status, and I believe the next release is fixing these.

Overall, if you are a fan of Final Fight, this is a must have blemishes and all. It’s a faithful update that adds a couple of new tricks but keeps all the original feel and flavor. Sometimes, that’s all you need.
As a fan of original Capcom FF game who played many hours with it I was impressed of SF89 version when watched gameplay on YT. But when I started the real game my impression of the game melted down somehow. Maybe not as much as to say I don't like it but the current in game mechanics are not the same as original.
Game has extended levels created in similar way as original plans and this feature is very good and I like it. There were moments I wondered if original FF had additional locations hidden (finally not released but left in ROM) - that's how good they look.
Both characters has many new movements, character can do desperation move even in the air, but I couldn't find a way to control few of them. Like the combo which Cody finish with jackpot shout. It looked like some automated movement. I have seen on YT crush the enemy head to the ground movement with Cody, which I made only few times on my gameplay and wasn't able to figure it how to control it - it was just random in my case.
Cody and Guy has no back jump which is something I use quite often on original FF. And I missed it here.
About enemy mechanics:
- it is very hard to catch the enemy compared to original FF. I can stay in the same position as enemy, pressing left and right but it doesn't work and enemy is able to throw a punch. Other times the same scheme works like in the original. From YT i have seen players didn't try to grab enemies, maybe because it just work so randomly.
- Andores reach is to far - they throw a punch which reach too far in my opinion. In original only bosses had further reach and it was ok - they were bosses.
- Not sure if it was intended but Andores can stop Your frontal combo attack just with throwing punch. And they do it quite often.
- enemies reach is to wide - I can be not in line with enemy and my fist is not reaching my opponent but in the same time opponent can throw a successful punch.
- hard to hit barrels - I stay as I think in line with barrels and still can't hit it. The same with jump kick.
- due to grab issues I had really hard time with Sodom. And due to wide range of enemy attack, Edi E took all my lives.
- el gado and hollywood change landing point when in air - that was my experience, maybe I am wrong. In original once they were in air they didn't change the location.
- the same with Roxy and Poison and changing land point.
- hard to hit the torches when in line with enemy and trying to hit him with flying kick.

Other things - jerky animation when cpu is controlling player, or jerky movement on title screen (the one from street fighter). Maybe my machine is the problem.
As soon as the other Capcom beat-em-ups hit the arcades (which was at the very beginning of the '90s), Final Fight felt stale. Cadillacs & Dinosaurs, Punisher, Captain Commando and Warriors of Fate respectively handle much better and are joy to play even after all this time. Not to mention Alien v Predator, Armored Warriors, Battle Circuit...

That said, what do we have here? Primordial beat-em-up made far longer and thus faaar more boring. A real yawn-fest and a true chore to play-through, Street Fighter '89, though gameplay-wise quite true to its source, is so repetitive that soon into your first game you'll be able to figure out the unmistakable pattern in which enemies are about to re-spawn and where. Midway through the stage two, it's always: a) charging fatties; b) barrels; c) Andore family; d) assholes with Molotovs. Just make sure to have your finger on your special attack button ready as you progress through the idle scenery and you'll most certainly reach the last stage on your first try. If you don't get bored to tears, quit the game, delete it and never ever think about the Final Fight and any of its trillion fangames again, that is. Which is the most likely scenario.

Time was not kind to the og Final Fight and therefore re-making it, re-imagining, or whatever you want to call these homebrews, is no more than an exercise in futility. Two stars for the effort. The experience itself was... well, awful. Really no point in sugarcoating it.
machok
machok
salute for your efforts, join today just for this
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