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[GEN] Streets of Rage 2

 
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Johnny Undaunted



Joined: 08 Sep 2003
Posts: 286

PostPosted: Thu Apr 16, 2015 7:34 am    Post subject: [GEN] Streets of Rage 2 Reply with quote

Found this on Twitter. It seems Yuzo Koshiro uploaded the original design documents for Streets of Rage 2 on Dropbox. Check it out.
https://www.dropbox.com/sh/x4sclsbbwptzfaw/AABUSelS1sJXtI_ha4IAiQyga/BARE2.TXT?dl=0

It's all in Japanese though. I would probably translate it myself if nobody does it in a few days.
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TheRedEye
The Internet's Frank Cifaldi
The Internet's Frank Cifaldi


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Location: Oakland, CA

PostPosted: Fri Apr 17, 2015 5:05 pm    Post subject: Reply with quote

Surely the design doc is more than one page of text?
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Johnny Undaunted



Joined: 08 Sep 2003
Posts: 286

PostPosted: Sat Apr 18, 2015 1:35 am    Post subject: Reply with quote

Sorry. I posted the link to the first file and not the whole directory. Here's the correct link
https://www.dropbox.com/sh/x4sclsbbwptzfaw/AACbSE3IoAhUYgdsLhy8zLnua
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Johnny Undaunted



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Posts: 286

PostPosted: Mon Apr 20, 2015 7:12 am    Post subject: Reply with quote

https://www.dropbox.com/sh/x4sclsbbwptzfaw/AABUSelS1sJXtI_ha4IAiQyga/BARE2.TXT?dl=0
Quote:

Preliminary Planning for Bare Knuckle 2
Planning and Production by Ancient Corp.

This project is a sequel to the Mega Drive game Bare Knuckle.

Choose From 3 Game Modes:
The game is composed of the following modes.
1. A single player "story mode" that follows the Final Fight formula like the previous game did.
2. A two players version of the above.
3. A one-on-one "versus mode" similar to Street Fighter II where two players fight each other in a fixed location (it cannot be played against a computer opponent).

Differences from the previous game:
We're considering in taking advantage of the increased memory size (8 Megabit) to add more stages and events, or even more playable characters.

Since the original game was pretty lacking when it came to stage traps and events, we're going to increase them in order to not bore players, while still making the game a pleasant experience for everyone. There won't be any poorly implemented RPG elements.

The bazooka-launching backup won't be showing up this time. Instead we're going to take full advantage of the 3-button configuration to provide more variety in skills and ingenuity. This also adds more possibilities to the 2-player versus mode with the increased number of moves.

The playable characters will be more diverse. The original Bare Knuckle was done in a style very similar to Double Dragon in the sense that the main characters fought too conservatively and were limited in what kind of techniques they could perform. We wondered if we could broaden the possibilities by adding characters such as a sword-wielder or a specialist in aerial techniques or make their stances more unique between each other.

There will be four playable characters, but if there's room we might increase that to six. Because of their individuality, players can take into consideration their strengths and weaknesses and choose the best one to clear certain fights, traps or events.

Our Aim With This Game and Possible Problems:

Our reason for adding a 2-Player Versus Mode in this game was none other than to provide an alternative to Street Fighter II on the Mega Drive. We thought about making a strictly one-on-one fighting game, but realized this might bring some problems.

First, the original Bare Knuckle had a different image and style of gameplay. Fans of the first game are likely expect the sequel to be just like it.

Secondly, in order to make a game just like Street Fighter II that approaches its quality, we have to take serious consideration into the Mega Drive's hardware capabilities and the balancing, which might prove to be very difficult to market. Making a game that combines the appeal of Street Fighter II and Bare Knuckle might be better off just being a new property.

You could create a new type of game by taking the appeal of Bare Knuckle, the top-half perspective and dramatic storytelling, and then applying that into the same level of balancing and variety you see in Street Fighter II.
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Johnny Undaunted



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Posts: 286

PostPosted: Mon Apr 20, 2015 7:07 pm    Post subject: Reply with quote

https://www.dropbox.com/sh/x4sclsbbwptzfaw/AAAt4U9sPNnahO6yINGyFgbja/BARE2_1.TXT?dl=0
Quote:

Streets of Rage 2 preliminary planning
Planning and production by Ancient Corp.

Story:
Metro City has been corrupted by a criminal drug ring. With even the city's police force being no match for them, the ordinary citizens have no choice but to yield before this group. Axel, Blaze and their friends, after learning that their old nemesis Mr. X was involved in this organization, stood up against him once again.

Playable characters:

White Guy (Axel)
Specialty: Martial Arts
Characteristics: His skills, destructive power and speed are overall pretty average. He is the most accessible character to use in general. Because he is strong yet nimble, he is pretty good at grappling moves and indirect attacks.
Special Moves: Moonsault Attack

Black Guy (no name given)
Specialty: Kickboxing
Characteristics: His punches and kicks are very destructive and quick thanks to his great inertia. His throws makes use of his strength, while his skills are not very good.
Special Moves: Dynamite Uppercut, Dynamite Kick

Lady (Blaze)
Specialty: Kung-Fu, Karate
Characteristics: Weak but quick and very skillful in techniques. She can also extend her reach by wield weapons such as nunchakus or three-sectioned staffs.
Special Moves: Energy Wave Fist, Hundred Crack Nunchaku

XXXX
Specialty: Pro Wrestling
Characteristics: The strongest of the playable characters. Despite his slowest, he has techniques such as hurling attacks and knockdown blows that are destructive and deadly in one blow.
Special Moves: Lariat Bomber, Body Suplex

Game Content:
The player starts by choosing the game mode at the option screen.
>1P Story Mode
>2P Story Mode
>2P Battle Mode

The player proceeds to select their character from a choice of four. Two characters are chosen if another player is present. (We might add support for up to 3-Players if we're allowed to make use of the the joystick port on the backside of the Mega Drive)

Story Mode - Players progress through a storyline with their character of choice. The basic rules of the game are the same as the original Bare Knuckle. In 2P Mode, two players can cooperate with each and defeat enemies with more ease.

Battle Mode - A purely competitive mode that pits two players against each other. Each one chooses their character and fight each other until one of them runs out of health and the time limit is up.
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Johnny Undaunted



Joined: 08 Sep 2003
Posts: 286

PostPosted: Mon Apr 20, 2015 7:35 pm    Post subject: Reply with quote

Didn't realize until now that I posted this thread on the "Unreleased Games" sub-forum. Anyone cares to move it to the general?
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ICEknight



Joined: 15 Dec 2003
Posts: 549

PostPosted: Mon Apr 20, 2015 11:44 pm    Post subject: Reply with quote

Quote:
(We might add support for up to 3-Players if we're allowed to make use of the the joystick port on the backside of the Mega Drive)
I find it really interesting that somebody at SEGA was considering, at one point, to make use of the modem port as a third controller port.

There's one official controller test ROM that shows a third "AUX" controller, which might have to do with this. I wonder if they ever announced plans for an adapter that would allow for it.
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Johnny Undaunted



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Posts: 286

PostPosted: Tue Apr 21, 2015 9:49 pm    Post subject: Reply with quote

https://www.dropbox.com/sh/x4sclsbbwptzfaw/AAB4EjIkmMn1-GCI_RkAjA_ka/BARE2_2.TXT?dl=0
Quote:

Basic Controls of Bare Knuckle 2: Preliminary Edition
Planning by Ancient

Abbreviations are as follow:
L,R,D,U: Left, Right, Down, Up
A,B,C,: Action buttons
S: Start button

Normal Controls (common controls for each character)
The controls are as follow when the player character in his or her normal stance (i.e. away from the enemy)

While Standing/Walking
D-Pad: Move left or right, as well as closer or away from the background
A: Punches
B: Kicks
C: Jump
C+A Vertical Jump Punch
C+B Vertical Jump Kick
R+C+A: Diagonal Jump Punch to the Right
R+C+B: Diagonal Jump Kick to the Right
L+C+A: Diagonal Jump Punch to the Left
L+C+B: Diagonal Jump Kick to the Left
The player can also punch or kick while pressing A or B while jumping.
Push the d-pad left or right twice to dash.

While Dashing
Dash+A Tackle
Dash+C+A Running Jump Punch
Dash+C+B Running Jump Kick

Combat Controls (common controls for each character)
When the player approaches the enemy at a certain distance, the game will change from walking mode to fighting mode. The player can press the d-pad away from the opponent to crouch or down to crouch. The player can also alter the strength or reach of their attacks depending on how long they hold the attack buttons (up to three levels).

While in Fighting Stance
D: Crouch
Away: Guard (Block)
Away twice: Guard (Sway)
D+A: Low Punch (Crouching Punch)
U+A: High Punch (Standing Kick)
D+B: Low Kick
U+B: High Kick

While in close distance
When the player approaches an enemy very closely, the player can perform throws or indirect attacks if the timing is right.

Hold A near the enemy to grab him.
Press the d-pad towards the opposite direction fro a back throw.
Press C while grabbing the enemy to jump behind him.

On taking an item
Hold Left or Right to approach a target, and then press A or B to get it.

On throwing an item
Press the A button when the enemy is about to strike with something like an oildrum or a steel pole.

Special and unique moves
Each character has their own set of special moves. The input method varies between them.

Palm Heel Strike
Super Jab
Dynamite Upper (an uppercut that soars through the air similarly to the Dragon Punch)
Dynamite Kick (a powerful roundhouse kick with a long reach)
Sabaori (sumo bear hug)
Spinning Round Throw (causes an enemy spin while being thrown)
Pile Driver
Backbreaker
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Johnny Undaunted



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Posts: 286

PostPosted: Wed Apr 22, 2015 8:56 pm    Post subject: Reply with quote

https://www.dropbox.com/sh/x4sclsbbwptzfaw/AACSkjq35M20F51LdFBhtnCwa/ENEMY1.TXT?dl=0
Quote:

Enemies (grunts) in Stage 2
Galsia and the Punks: They're just like the ones from Stage 1, but they also appear to be a bit stronger and faster. The punks have the ability to avoid the player's attacks with their slide.

Kung-Fu Masters: These are the enemy grunts from the first game that appeared flying out in the first game during stages such as the ship. They appear during the highway segment of Stage 2 by flying out to attack from the other side of the guardrails. For their algorithm, please refer to the first game. They primarily rely on quick attacks such as kung-fu kicks and jump kicks.

Bikers: They appear in groups (usually of 2 or 3), passing through in high speed. He will toss dynamites when he passes through the player. Their dynamites can be picked up and thrown back at them before they blow. Some of the Galsias and Punks can be seen riding on their backs.

Sub-bosses: Inside the truck the player will be fighting against twin brothers who are the leaders of the Punks. They're very skilled with all the sorts of weapons (knives and steel pipes) that are hidden (or just placed) inside the truck.

Their main attack patterns include:
Knife throw and pipe swings
Jump kicks (as an anti-air attack)
Knee kicks (when either one grabs a player, he will do a barrage of them)
Slide
One-Two Rush (comparable in speed to Axel)
Combined Throwing Kick (one of them grabs and throws the other, who then performs a kick. This is very similar to a technique featured in the first game.)


https://www.dropbox.com/sh/x4sclsbbwptzfaw/AADMO0srU3bAS3ze8JfW2fJfa/ENEMY2.TXT?dl=0
Quote:

Grunts in Stage 3 (from the Amusement Park to the Pirate Ship)
The Galsias appears in this stage once again.
Galsia No. 2 (temporary name): He resembles or looks just like Galsia, but presumably palette swapped. Having the position of being a Higher form Galsia, he has greater attack power than the regular Galsias, high defense and is extremely aggressive. Tends to wield lots of weapons.

Ninjas (red and blue): They first appear inside the video arcade. They're powerful grunts who can humble their opponents with their quick agility and possess a variety of techniques such as shuriken throws and rolling attacks. The red ninjas are characterized by their excellent taijutsu, while the blue ninjas specialized in ninjutsu.

Ninja Corps Leader (sub-boss): Appears during the Pirate Ship segment. A formidable foe that specializes in both, taijutsu and ninjutsu. He naturally fights alongside cronies in addition to having the ability to conceal himself.

Enemies inside the Alien House
Punks
Galsia No. 2
Ninjas

Head of the Ninja Corps (stage boss): He wields a large claw (similar to the one Vega uses in Street Fighter II). In addition to having all the techniques of the Ninja Corps Leader, he also has the ability to create duplicates of himself and can perform long-reaching attacks with his claw.
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ICEknight



Joined: 15 Dec 2003
Posts: 549

PostPosted: Thu Apr 23, 2015 5:30 pm    Post subject: Reply with quote

I'm glad they went with the same control scheme of part 1 in the end.

Pressing A+C for a special attack would have been really awkward, unless they were planning on releasing a SNES-style controller.
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Johnny Undaunted



Joined: 08 Sep 2003
Posts: 286

PostPosted: Thu Apr 23, 2015 9:36 pm    Post subject: Reply with quote

The planned control scheme sounded like a clusterfuck. It probably would've worked well if the game was designed around fighting one enemy at a time, but would've been pretty confusing in situations involving crowds. Who does your character target? It probably would've ended up playing like God Hand where you character gets manhandled if he's fighting two enemies at a time.
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Johnny Undaunted



Joined: 08 Sep 2003
Posts: 286

PostPosted: Sun Apr 26, 2015 7:57 pm    Post subject: Reply with quote

3D Bare Knuckle II postmortem from Ancient's blog with several design documents.
http://ancgames.blog28.fc2.com/blog-entry-55.html
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Johnny Undaunted



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Posts: 286

PostPosted: Tue Apr 28, 2015 5:19 pm    Post subject: Reply with quote

Interview with Ayano Koshiro and Makoto Wada.
http://ancgames.blog28.fc2.com/blog-entry-56.html
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StriderVM



Joined: 08 Nov 2004
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Location: Philippines

PostPosted: Tue Jun 30, 2015 1:46 am    Post subject: Reply with quote

The only thing that interests me in the design documents is that their initial plan is to keep the 3 original characters (Axel, Blaze and Adam) while adding the wrestler (Max). I wonder what happened so they changed their plans?
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