Final Fight 3/Final Fight Tough (SNES, 1995)
Graphics-7 Sound-7 Control-8 Challenge-6.5
Level Design-7 Frustration-6.5 Fun-6.5/ Originality-5
Overall Score-7
+
CPU controlled ally mode (choose between three AI levels - weak/normal/strong)
Difficulty and control options (the former affects the ending)
Two new characters (one of them replaces the blonde guy (Cody) from FF1)
SoR 2-inspired specials system
New moves (backwards dodge move (double tap backwards while holding l/r or running), option to keep facing one direction like in DD2 (hold l/r), run move and two running attacks (punch into combo or running jump kick), elbow drop (Guy; lets you jump attack and follow with a combo instead of knocking the enemy down), get up faster by mashing the attack and jump buttons)
Decent intro and between level cutscenes (mostly stills)
A few alternate paths and secret rooms found by destroying the environment (can affect the ending)
A few weapons (nunchaku, clubs, pipes, hammers - different characters have different proficiencies)
Power bar and super attacks (fill up the bar by attacking, then pull off the button combo)
Pretty fast paced overall
Two bonus rounds (simple mini-games)
Possible sequence break at one point (skip level 5 boss)
Life refill after each beaten stage,
+/-
Double tap run move (could've been mapped to X or a shoulder button)
More cartoony than for example SoR (Haggar gets a pony tail)
Weapons tend to vanish when dropped
Short range/small AoE and a bit of a delay on the running attack (Guy)
Limited continues (5 on Normal)
Special attack doesn't override all enemy attacks (such as being grabbed and lifted up by bigger enemies)
Some moves and enemies seem borrowed from SoR 2 and Turtles in Time
Harder to pull off Lucia's super move, off the wall jump kick not more effective than a regular one? (you barely get to used it anyway)
-
Can't move/dodge/jump vertically/sideways (some bosses can jump attack like this)
Slowdown
Some waiting for enemies to move on screen
No "no friendly damage" mode (CPU controlled player sometimes hits you and often gets in the way)
Missing sfx for some actions (jumping, picking up food, etc.)
Some trial & error (learning which moves override others, boss patterns, some fast attacks from off screen)
Repetitive (lack of level hazards or pits, mostly non-interactive environments)
Weapons are dropped when moving between sub stages
CPU ally can't use continues
Weak or muffled sounds overall
A black enemy was turned white for the western versions
Character specific moves and weapon proficiencies aren't shown in the game
Weapons are too rare
One annoying music track (the hip hop inspired one)
Some enemies appear in unfitting areas at times (german soldier, baseball player)
Pointless delay when pausing while a cheesy jingle plays
Mostly forgettable art direction
Worse title screen in the western versions
Notes:
Guy is best with the nunchaku, Haggar excels with the pipe, Lucia is good with the club and the weapon of choice for Dean is the hammer
Moves: http://rq87.flyingomelette.com/FF/F/3/chars.html
Level Design-7 Frustration-6.5 Fun-6.5/ Originality-5
Overall Score-7
+
CPU controlled ally mode (choose between three AI levels - weak/normal/strong)
Difficulty and control options (the former affects the ending)
Two new characters (one of them replaces the blonde guy (Cody) from FF1)
SoR 2-inspired specials system
New moves (backwards dodge move (double tap backwards while holding l/r or running), option to keep facing one direction like in DD2 (hold l/r), run move and two running attacks (punch into combo or running jump kick), elbow drop (Guy; lets you jump attack and follow with a combo instead of knocking the enemy down), get up faster by mashing the attack and jump buttons)
Decent intro and between level cutscenes (mostly stills)
A few alternate paths and secret rooms found by destroying the environment (can affect the ending)
A few weapons (nunchaku, clubs, pipes, hammers - different characters have different proficiencies)
Power bar and super attacks (fill up the bar by attacking, then pull off the button combo)
Pretty fast paced overall
Two bonus rounds (simple mini-games)
Possible sequence break at one point (skip level 5 boss)
Life refill after each beaten stage,
+/-
Double tap run move (could've been mapped to X or a shoulder button)
More cartoony than for example SoR (Haggar gets a pony tail)
Weapons tend to vanish when dropped
Short range/small AoE and a bit of a delay on the running attack (Guy)
Limited continues (5 on Normal)
Special attack doesn't override all enemy attacks (such as being grabbed and lifted up by bigger enemies)
Some moves and enemies seem borrowed from SoR 2 and Turtles in Time
Harder to pull off Lucia's super move, off the wall jump kick not more effective than a regular one? (you barely get to used it anyway)
-
Can't move/dodge/jump vertically/sideways (some bosses can jump attack like this)
Slowdown
Some waiting for enemies to move on screen
No "no friendly damage" mode (CPU controlled player sometimes hits you and often gets in the way)
Missing sfx for some actions (jumping, picking up food, etc.)
Some trial & error (learning which moves override others, boss patterns, some fast attacks from off screen)
Repetitive (lack of level hazards or pits, mostly non-interactive environments)
Weapons are dropped when moving between sub stages
CPU ally can't use continues
Weak or muffled sounds overall
A black enemy was turned white for the western versions
Character specific moves and weapon proficiencies aren't shown in the game
Weapons are too rare
One annoying music track (the hip hop inspired one)
Some enemies appear in unfitting areas at times (german soldier, baseball player)
Pointless delay when pausing while a cheesy jingle plays
Mostly forgettable art direction
Worse title screen in the western versions
Notes:
Guy is best with the nunchaku, Haggar excels with the pipe, Lucia is good with the club and the weapon of choice for Dean is the hammer
Moves: http://rq87.flyingomelette.com/FF/F/3/chars.html