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Playing through "Final Fight 3" for Super Nintendo in Mesen, on the "Expert" difficulty, using the "Optimized v1.1" romhack, and Infinite Lives cheat code 3C6C-84AF! My beat-em-ups playlist: • smbhax's Beat-'Em-Up adventures! 0:00 - intro 5:08 - non-Optimized AUTO 2P slowdown 13:13 - Optimized AUTO 2P 15:12 - Guy 31:51 - baton 41:07 - Drake 54:30 - Wong 1:12:21 - Stray 1:19:22 - Aliens film props 1:24:22 - 4 (small) enemies! 1:32:26 - boss 1:37:05 - ending 1:39:35 - wrap! I edited out two accidental triggerings of Guy's strobing SUPER move (at ~ 0.40 and 1.17), as well as the extended strobe effect that plays right after you KO the end boss ~ 1.37. ; P The red/blue flashing text stage ends isn't great... FF3 came out in late '95 in Japan; that red/blue strobing Pokemon episode that gave hundreds of Japanese kids seizures didn't air until late '97. Fatal Fury 3 Optimized v1.1 romhack from https://www.romhacking.net/hacks/8473/ Infinite Lives cheat code from Mesen cheats library The "Optimized v1.1" romhack greatly reduces the slowdown normally prevalent in 2P gameplay (and maybe in 1P? I mean I haven't played enough without it to see if there's normally slowdown in 1P); it also adds expands the background display by three SNES pixel rows at the top of the screen, letting you see a bit more BG art. The game has no credit roll, and just stops on "Presented by CAPCOM"; you have to reset the cartridge. Some pretty darn cool mechanics added to the series gameplay here: down-kick from a jump to stun opponents, setting them up for a combo, and double-tap left or right to dash, then hit the attack button for a rushing combo. There's also the "AUTO 2P PLAY" mode, which lets you play as 1P with 2P controlled by the CPU--although this probably makes the game quite a bit easier. "HIT CONFIG." in OPTION MODE actually means "Friendly Fire," and for some silly reason defaults to ON. ; P Alex from Street Fighter first appeared in SFIII: New Generation, 1997--so two years after his skinny lookalike here, baddie "Ray." This walkthrough https://gamefaqs.gamespot.com/snes/58... has this to say about branching paths in the game: "Breaking doors allows you to access alternate routes and sub-areas. You can break them by throwing an enemy (or yourself) at them. Once in a sub-area, you'll return to the main area if you touch the left end of the area or when you defeat all the enemies." "There are seven stages in total. Stages 1, 2, 5 and 6 are (largely) mandatory. Stage 3 can be ended prematurely, in which case you'll move on to Stage 4A, whereas completing Stage 3 takes you to Stage 4B. Going through Stage 4A gives you a chance to sidetrack in Stage 5 in order to complete Stage 4B as well (with slightly different enemies and items)." The game is nearly as stingy with pickup items as FF2, although weapons don't disappear QUITE as quickly as they do in that game; they're also probably a bit too easy to use in the few moments when you DO have them. Not sure why they can't just make weapons work like they do in the original arcade game. ; P Overall though it's a huge improvement over FF2 and probably far and away the best beat 'em up I've played on SNES/SFC! Even if the bosses are perhaps mostly not as memorable as bosses could be, the music is pretty okay, a step up over FF2's forgettable score, there's a decent variety of enemies and a pleasant fluidity about the combat, and you can't just stand there mashing Attack like you can in FF2; heck, you can't even just stand at the edge of the screen punching offscreen to hit baddies out there, like you can do occasionally in the original arcade game--in this game, the AIs will move to a higher or lower position before moving back onscreen, effectively flanking you. I just got a Return of Double Dragon cart though so we'll see how that stacks up... 1/24/26 #finalfight #finalfight3 #capcom #videogame #videogames #videogaming #mesen #gameplay #letsplay #snes #supernintendo #game #games #gaming #gamingvideo #gamingvideos #beatemup #beatemups #beatemupgames #playthrough #longplay #1990s #90s #guyfinalfight