Streets of Rage 3/Bare Knuckle 3 (MD, 1994)(JP ver.)
Graphics-8 (8.5) Sound-6.5 Control-9 Challenge-7 Story-5, ?j
Level Design-6.5 Frustration-7.5 Fun-7.5, 8j/7*, 7.5j* Orig-6
Overall Score-7.5
j=JP ver.
*1p
+
Improved combat system overall (cooldown/stamina bar tied to using a special attack which lets you use them sparingly without losing HP+upgradeable special attacks based on your score (minor RPG element), back attack and specials mapped to their own buttons on a six button controller; Blaze is a bit stronger)
Some other gameplay innovations (running, weapon specials, side roll dodge, multiple paths (three hidden ones in stage 5, the three different endings depending on time limits in a couple of levels, can blitz (offensive special attack) while using a weapon now)
Decent cutscenes
Four endings in total including the easy mode bad ending in the western version (all except one are basically bad endings though)
Unlockable playable chars (Shiva, Ash and Roo)
Bouncing barrel hazard which can be knocked into enemies
+/-
You can't fight vertically/on the z-plane (only to some degree using certain attacks)
Double tap running and dodging
Lifebar on weapons which is drained even for standard attacks (only has a purpose as limiting number of specials) - weapons are good but not really OP
-
Western version is censored (no Ash) and much more challenging/tedious (tweaked damage/HP stats)
Some boring and ugly enemies
Poor palette choices at times
Mostly poor soundtrack (noisy and random with only some exceptions, sound quality is still great in the more traditional tracks)
Pretty repetitive
Some very tedious segments (the mine)
No Max or Adam
Alternate (word document):
Streets of Rage 3/Bare Knuckle 3 (MD)
Graphics-8/8.5** Sound-6.5 Control-9 Challenge-7*(**)/7.5** Story-5/6**
Level Design-6.5/7** Frustration-7.5** Fun-7*/7.5*(**)/6.5/7** Orig-6
Overall Score-7.5**
*2-player
** JP version
+
Multiple paths
Some gameplay innovations (running, dodging/sideway rolling, weapon specials, upgradeable double tap dash attack (the star system; play well/collect enough points to gain an upgrade (up to three levels) - lose one level if you die), block some projectiles)
Improved combat system overall (wait until a meter fills to perform specials without losing health, Blaze is a bit stronger)
Decent cutscenes in-between levels
New characters (Zan – replaces Max, Roo – an unlockable kangaroo, Ash – gay stereotype)
Difficulty and control options (utilizes the six button pad)
Some new stage hazards (floor and ceiling traps, cannons in the background, bouncing barrels) and the pits are back
Some hidden items (1-ups, gold (points), health)
+/-
Some stupid enemies in the mine level and near pits
Double tap running and dodging
Cooldown time after the third punch in a standard combo when trying to combine it with a double kick (Y button)
Can’t attack while in the background during the second mine segment (with the ninjas; no negative effect but it gives a weird impression)
Learn hidden combos to keep using the level 1/2 grand upper/double tap dash attacks after upgrading (see below; sometimes useful since you can’t cancel the rather lengthy fully upgraded moves) – these are overpowered since there’s no penalty for using the best one right from the beginning of the game to the end without any stars
No instant death from pits
No overall time limit (just in one level – round 5)
Lifebar on weapons which is drained even for standard attacks (only has a purpose as limiting the number of specials you can perform with a weapon)
-
Western version is censored and much more challenging/tedious (enemies take more hits to kill and do more damage)
Some boring and ugly enemies
Sometimes poor palette choices
Mostly poor soundtrack (noisy and random tunes with only a few exceptions, sound quality is great in the more traditional tracks)
Pretty repetitive
Some tedious elements (the second mine segment – frequent carts on the rails that you need to avoid by waiting in the background, waiting for enemies to return on screen after knocking them off screen)
No Max or Adam
You can't fight vertically/on the z-plane (only to some degree using certain attacks) nor jump or run vertically/sideways
Some cheap attacks (at the end of the bulldozer chase (suddenly your attacks don’t stall it), Shiva, Axel robot on harder modes, enemies dropping down while attacking in the elevator in round 5, final boss)
Pretty scratchy voices and sfx overall
You can beat the final boss with just the upgraded grand upper attack by knocking it off screen repeatedly (the fight is a pretty big difficulty spike otherwise though)
Sometimes sloppy hit detection (final boss, Axel’s charge move when pressing forward (punch combo followed by a jumping uppercut – forgiving range)
Need to get all items before finishing an area (or the character auto-walks out of there when the last enemy dies)
Notes:
X Combos:
Axel – X, F, F – Grand upper; X, D, F – spinning uppercut, X, B, D, F – spinning uppercut + dragon uppercut
Level Design-6.5 Frustration-7.5 Fun-7.5, 8j/7*, 7.5j* Orig-6
Overall Score-7.5
j=JP ver.
*1p
+
Improved combat system overall (cooldown/stamina bar tied to using a special attack which lets you use them sparingly without losing HP+upgradeable special attacks based on your score (minor RPG element), back attack and specials mapped to their own buttons on a six button controller; Blaze is a bit stronger)
Some other gameplay innovations (running, weapon specials, side roll dodge, multiple paths (three hidden ones in stage 5, the three different endings depending on time limits in a couple of levels, can blitz (offensive special attack) while using a weapon now)
Decent cutscenes
Four endings in total including the easy mode bad ending in the western version (all except one are basically bad endings though)
Unlockable playable chars (Shiva, Ash and Roo)
Bouncing barrel hazard which can be knocked into enemies
+/-
You can't fight vertically/on the z-plane (only to some degree using certain attacks)
Double tap running and dodging
Lifebar on weapons which is drained even for standard attacks (only has a purpose as limiting number of specials) - weapons are good but not really OP
-
Western version is censored (no Ash) and much more challenging/tedious (tweaked damage/HP stats)
Some boring and ugly enemies
Poor palette choices at times
Mostly poor soundtrack (noisy and random with only some exceptions, sound quality is still great in the more traditional tracks)
Pretty repetitive
Some very tedious segments (the mine)
No Max or Adam
Alternate (word document):
Streets of Rage 3/Bare Knuckle 3 (MD)
Graphics-8/8.5** Sound-6.5 Control-9 Challenge-7*(**)/7.5** Story-5/6**
Level Design-6.5/7** Frustration-7.5** Fun-7*/7.5*(**)/6.5/7** Orig-6
Overall Score-7.5**
*2-player
** JP version
+
Multiple paths
Some gameplay innovations (running, dodging/sideway rolling, weapon specials, upgradeable double tap dash attack (the star system; play well/collect enough points to gain an upgrade (up to three levels) - lose one level if you die), block some projectiles)
Improved combat system overall (wait until a meter fills to perform specials without losing health, Blaze is a bit stronger)
Decent cutscenes in-between levels
New characters (Zan – replaces Max, Roo – an unlockable kangaroo, Ash – gay stereotype)
Difficulty and control options (utilizes the six button pad)
Some new stage hazards (floor and ceiling traps, cannons in the background, bouncing barrels) and the pits are back
Some hidden items (1-ups, gold (points), health)
+/-
Some stupid enemies in the mine level and near pits
Double tap running and dodging
Cooldown time after the third punch in a standard combo when trying to combine it with a double kick (Y button)
Can’t attack while in the background during the second mine segment (with the ninjas; no negative effect but it gives a weird impression)
Learn hidden combos to keep using the level 1/2 grand upper/double tap dash attacks after upgrading (see below; sometimes useful since you can’t cancel the rather lengthy fully upgraded moves) – these are overpowered since there’s no penalty for using the best one right from the beginning of the game to the end without any stars
No instant death from pits
No overall time limit (just in one level – round 5)
Lifebar on weapons which is drained even for standard attacks (only has a purpose as limiting the number of specials you can perform with a weapon)
-
Western version is censored and much more challenging/tedious (enemies take more hits to kill and do more damage)
Some boring and ugly enemies
Sometimes poor palette choices
Mostly poor soundtrack (noisy and random tunes with only a few exceptions, sound quality is great in the more traditional tracks)
Pretty repetitive
Some tedious elements (the second mine segment – frequent carts on the rails that you need to avoid by waiting in the background, waiting for enemies to return on screen after knocking them off screen)
No Max or Adam
You can't fight vertically/on the z-plane (only to some degree using certain attacks) nor jump or run vertically/sideways
Some cheap attacks (at the end of the bulldozer chase (suddenly your attacks don’t stall it), Shiva, Axel robot on harder modes, enemies dropping down while attacking in the elevator in round 5, final boss)
Pretty scratchy voices and sfx overall
You can beat the final boss with just the upgraded grand upper attack by knocking it off screen repeatedly (the fight is a pretty big difficulty spike otherwise though)
Sometimes sloppy hit detection (final boss, Axel’s charge move when pressing forward (punch combo followed by a jumping uppercut – forgiving range)
Need to get all items before finishing an area (or the character auto-walks out of there when the last enemy dies)
Notes:
X Combos:
Axel – X, F, F – Grand upper; X, D, F – spinning uppercut, X, B, D, F – spinning uppercut + dragon uppercut