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This is a full playthrough using Andore in an alternative version of the Arcade version of Final Fight. Read on below for more information... Andore is a regular occurring enemy character in the game. Obviously with the game being a scrolling beat-em-up, he is an unplayable character. In this version of the game however, he can be selected and controlled by a human player. ===== ABOUT PLAYABLE ANDORE ===== With the game edit being unofficial, this obviously means that Andore isn't as technically advanced as his CPU enemy counterpart, and understandably so. Despite this, the playable Andore does have some unique moves of his own. Here is the information on him, as follows: ---- He has two new colour palettes, a turquoise-based one for Player 1, and a lime-based one for Player 2. ---- His special move is a Charging Run that travels around half a screen's distance and goes through enemies. It can only travel in a straight line, and it looks similar to CPU Andore's one. This is a very good move for escaping and taking out groups of enemies. ---- His ground combo consists of three punches for a total of 3 hits, and these punches have excellent range. The punch sprites are taken directly from CPU Andore's ground punches. ---- His jumping attack is the falling sitter, and is the same sprite used for CPU Andore's pounce move. ---- Unfortunately, he cannot grab/hold enemies. ---- He has a new Super move where he sends out a line of explosions whilst being invincible for about 2 seconds at the start of it. In fact, all the playable characters in this version of the game has this feature. ---- He has turbo speed when walking, which also makes his walking animation faster as well. The interesting thing is that for his stage transitions when he automatically walks, his walking speed and walking animation speed is normal. ---- He uses Haggar's voices for when he does his jumping attack, Charge Run and for when he dies. ---- He uses Cody's voice for when he is being choked by the Andores. ---- He uses the correct image icon next to his lifebar. ---- On his lifebar, his name is shortened due to the lack of space as different text is used for his name (Guy, Cody and Haggar use a different text style for their names). ---- Perhaps rather strangely, when starting the game with 2 Players they cannot choose the same character on the main character select screen. However the in-gameplay character select section (for when you lose and continue) does allow both players to choose the same character. ---- He does not have the Pile Driver, Pounce, Choke Hold and the Charging Slam that CPU Andore has. ---- Unfortunately, he cannot use weapons. He just automatically drops them after he picks them up. ---- Like all the other playable characters in the game, he has the ability to get up faster after being knocked down if you mash the controls. ===== ADDITIONAL INFORMATION ===== ---- The game has been edited in a way that picking up non-food and non-weapon items gives the player temporary invincibility. ---- The order of stages has been rearranged, with the only exception being the last stage. ---- The dynamite Continue screen seems to have been removed or bypassed for the obvious reasons. ---- On the final stage when fighting against Belger, when you hit him whilst he is still in the motorized chair with Jessica, the enemy lifebar section shows Jessica - but her image icon is Roxy's one. This is also the case in the original version of the game. Capcom may have forgotten about this... ===== VIDEO KEY MOMENTS ===== ---- vs. Sodom: 3:34 ---- vs. Damnd: 7:53 ---- vs. Abigail: 16:02 ---- vs. F.Andore & G.Andore: 19:44 ---- vs. Edi.E: 21:13 ---- vs. Rolento: 25:28 ---- vs. Belger: 32:38 ===== ABOUT FF1 ALT ===== This is an alternative version of the Arcade game Final Fight that allows the player to select and control a number of enemy characters. As well as Guy, Cody and Haggar, the player is also able to choose from Bred, Roxy, Hollywood, Andore and Damned on the character select screen. The character select screen itself has been redesigned with moving sprites instead. (saves having to draw completely new portrait images for the enemies, lol) The way the playable enemy characters control are quite well-thought out and are probably done in the most "logical" manner for player controls, taking existing sprites from the CPU enemies and applying them as needed. It is interesting to see how the creator has implemented their moves for player use. This version of the game is also known as Street Smart.