Streets of Rage X (Windows / Android)

In Progress Streets of Rage X (Windows / Android) Beta 33

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The project is currently under development.
I watched a tone of people play and they rarely use block button to block. They mostly just roll around instead. I think that due to block and dodge being on the same button

Plus players don’t like to hold still so it might be a good idea to have an option to separate the those 2 actions.

I use the Parry and one of the up and down dodges types.

The other thing i like is being able to use the grab and then using the 3 star attack. (I’m so glad you added this.)

I like to move while parrying. It makes you feel a T-800 chasing down your target
 
I watched a tone of people play and they rarely use block button to block. They mostly just roll around instead. I think that due to block and dodge being on the same button

Plus players don’t like to hold still so it might be a good idea to have an option to separate the those 2 actions.

I use the Parry and one of the up and down dodges types.

The other thing i like is being able to use the grab and then using the 3 star attack. (I’m so glad you added this.)

I like to move while parrying. It makes you feel a T-800 chasing down your target

Honestly, I very rarely use the block even in my own projects. It's almost superfluous. That said, it's extremely annoying when games don't include it. Especially when enemies can block and you can't, so I always appreciate having block to give characters a sense of completeness.

DC
 
I assume that in sor2x the music is from sor remake,
Yes, the old SOR2X have SORR tracks.

is it possible to add it to sorx somehow? very cool remixes.
Sorry friend, I'm avoiding any SORR content at the moment. But I'm glad you liked the Maestro Draven remixes :)
As an option, you can add the SORR tracks manually using the VBOX build, you can download it here. There's some instructions in the zip file.

I watched a tone of people play and they rarely use block button to block. They mostly just roll around instead. I think that due to block and dodge being on the same button
In previous versions I tested block/dodge in separate buttons, but honestly didn't work very well.

Plus players don’t like to hold still
This is true, due to the crowd control we don't have too much time to stand still and block in a beat 'em up, commonly I use it only if an enemy is doing a jumping attack or throwing a weapon.
I also like to use block+counter against bosses, mainly when there's no other enemies on the screen and the fight is 1v1.

I like to move while parrying. It makes you feel a T-800 chasing down your target
Good parry usage 👏👏 I rarely see people using it, sometimes I like to use it against some rage moves.

That said, it's extremely annoying when games don't include it. Especially when enemies can block and you can't, so I always appreciate having block to give characters a sense of completeness
Perfect, I think exactly the same thing.
 
I watched a tone of people play and they rarely use block button to block. They mostly just roll around instead. I think that due to block and dodge being on the same button

Plus players don’t like to hold still so it might be a good idea to have an option to separate the those 2 actions.

I use the Parry and one of the up and down dodges types.

The other thing i like is being able to use the grab and then using the 3 star attack. (I’m so glad you added this.)

I like to move while parrying. It makes you feel a T-800 chasing down your target

It's jarring to have a new block system in a game you're very familiar with, whereas the roll was in OG3 already. Muscle memory thing rather than button thing basically. Anyway, offence is the best defence ;)
 
I tried out beta 33 and it was fairly addicting to play. I also learned more about the other versions of Streets of Rage 1 & 2 and can see how much of a loving tribute this project is to the series.
One question I do have is whether or not you intend on incorporating the dialogues and cutscenes from 1 & 3.
Additionally, there were a few problems I noticed while playing:
1.) The fog layer in the amusement park stage of SOR2 is positioned lower than it is in the original.
2.) The mini boss from that same stage is also positioned differently, is missing animations where it springs out from the center and is missing its background recess entirely.
3.) The clock on the Baseball screen is briefly missing a pip and reappears when progressing forward a little.
4.) The beach stage from SOR1 is missing the downpour transitions when scrolling from one screen to the next. The ocean also seems calmer compared to the original.
5.) SOR3 is missing the explosive effects when hitting switches.
6.) Jugglers in SOR1 are missing animations and lack variation. The red jugglers were supposed to frantically juggle, the gray jugglers on the boat were supposed to toss axes at you, and a green juggler was supposed to toss a torch in the air with one in hand, throw the one from its hand and then catch and throw the other.
7.) The background on the pirate ship in SOR2 appears to show two castles despite there being only one.
8.) Leading up to the entrance of the baseball stadium in SOR2, the background does not properly scroll like it did originally.
9.) Adam's sprite lacks definition in the face, making him stylistically different to the rest of the cast.
10.) Calling the police in certain levels makes it appear as though the chopper is flying indoors. Would there be a way to simply opt for the original animation only?
11.) Names like Onohime and Yasha are inconsistently labelled. Was this intentional?

Despite these complaints, you've done a remarkable job. I loved the alternate routes leading to recreated levels from other versions of the series. Bravo.
 
I tried out beta 33 and it was fairly addicting to play. I also learned more about the other versions of Streets of Rage 1 & 2 and can see how much of a loving tribute this project is to the series.
One question I do have is whether or not you intend on incorporating the dialogues and cutscenes from 1 & 3.
Additionally, there were a few problems I noticed while playing:
Thanks for the feedback :)

I appreciate your your points. However, some things I'm not really trying to make exactly the same as the original, at least very close. In addition, the resolution is completely different and there will certainly be many differences in level design, mainly because I had to rework most level sprites to fit in a 480x272 screen without resizing and losing quality.

That said, let's talk about one by one:

1.) The fog layer in the amusement park stage of SOR2 is positioned lower than it is in the original.
This is because I maintained the original sprite, but I can change it a bit.
Is it good?

Current:
1756519137173.png

New:
1756519124681.png

2.) The mini boss from that same stage is also positioned differently, is missing animations where it springs out from the center and is missing its background recess entirely.
Do you mean Vehelits? Yeah, this one was hard to code, but I can take another look in future updates.

3.) The clock on the Baseball screen is briefly missing a pip and reappears when progressing forward a little.
Do you mean the big panels in the background? If yes, I made it different, they will show "Sega" instead.


4.) The beach stage from SOR1 is missing the downpour transitions when scrolling from one screen to the next.
I'm confused with this one, what transitions are you talking about exactly? Since the original has only 1 level per stage, the only transition is to the next stage 4.
But indeed the rain has a small transition, starting weak and then becoming stronger gradually.

The ocean also seems calmer compared to the original.
Yes, all SOR1 levels were rebuilt using SOR2/SOR3 elements. In this case I used the SOR2 beach.

5.) SOR3 is missing the explosive effects when hitting switches.
Yeah, I added a small smoke but I can improve it in the next update.

6.) Jugglers in SOR1 are missing animations and lack variation. The red jugglers were supposed to frantically juggle, the gray jugglers on the boat were supposed to toss axes at you, and a green juggler was supposed to toss a torch in the air with one in hand, throw the one from its hand and then catch and throw the other.
This version is based on the BKM, not SOR1. So, we will have some differences.
However, all of them have the whole moveset, but the usage is random. It means that they can juggle and throw both torches/axes, no matter the palette.

7.) The background on the pirate ship in SOR2 appears to show two castles despite there being only one.
Done!


8.) Leading up to the entrance of the baseball stadium in SOR2, the background does not properly scroll like it did originally.
What problem does this level have especifically? Is it scrolling too fast or too slow?
Honestly I don't see too much difference, but I can make some adjustments.


9.) Adam's sprite lacks definition in the face, making him stylistically different to the rest of the cast.
I don't know, looks fine if compared with the others. This may be an impression due to not having an official Sega art for comparison.

1756524257764.png1756524325621.png1756524357277.png

10.) Calling the police in certain levels makes it appear as though the chopper is flying indoors.
What levels exactly? Closed levels already have the cop call blocked, most times they are only available in open areas.

Would there be a way to simply opt for the original animation only?
Do you mean the cop car? It depends, in certain levels like the SOR1 boat it does not make too much sense.

11.) Names like Onohime and Yasha are inconsistently labelled. Was this intentional?
Do you mean in the SOR1 route? Yes, I'm following the original cartridge manual.
And in the SOR3 route I named them as Mona/Lisa following the USA version.

1756525417543.png1756525482049.png

1756525527236.png
 
I'm confused with this one, what transitions are you talking about exactly? Since the original has only 1 level per stage, the only transition is to the next stage 4.
But indeed the rain has a small transition, starting weak and then becoming stronger gradually.
I think they're talking about in the original, near the middle/3 quarters of the stage when you're walking & it rains before getting to the next set of enemies.
 
However, some things I'm not really trying to make exactly the same as the original, at least very close.
Well said buddy. I think you would open a Pandora box if you tried to do everything pixel perfect to the original source.

First, people doesn't realize this is your vision about the original project. If someone wants a 100% conversion, it's better to play the original.

Second, as you said, the resolution is different, so things will be different.

I appreciate your will to try to do things close to the original, but I agree you should not pursuit a 100% conversion
 
Kratus. I have a suggestion. Can you add the safe landing from grab for the Yamato boss fight? Shiva, Mona/Lisa, and Break have that, but Yamato doesn’t? At least add it for the third, final, and strongest Yamato. I consider Yamato to be one of the most fun boss fights in the game overall. So I believe that giving Yamato this will improve it.
 
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Well said buddy. I think you would open a Pandora box if you tried to do everything pixel perfect to the original source.

First, people doesn't realize this is your vision about the original project. If someone wants a 100% conversion, it's better to play the original.

Second, as you said, the resolution is different, so things will be different.

I appreciate your will to try to do things close to the original, but I agree you should not pursuit a 100% conversion
Exactly buddy, totally agree. I'm even open to make minor adjustments like the pirate ship background, but complex things like the Vehelits mini boss or Juggler's moveset it's not worth much.

there will be no more dialogues at the end of the level? just intro and credits at the end? (
Basically this is how the original SOR1/SOR2 works, I just extended it to SOR3. However, I'm still considering at least testing the SOR3 dialogues since it's present in the original.

Kratus. I have a suggestion. Can you add the safe landing from grab for the Yamato boss fight? Shiva, Mona/Lisa, and Break have that, but Yamato doesn’t? At least add it for the third, final, and strongest Yamato. I consider Yamato to be one of the most fun boss fights in the game overall. So I believe that giving Yamato this will improve it.
No problelm friend, it's a valid point. I will make some tests.
 
Well said buddy. I think you would open a Pandora box if you tried to do everything pixel perfect to the original source.

First, people doesn't realize this is your vision about the original project. If someone wants a 100% conversion, it's better to play the original.

Second, as you said, the resolution is different, so things will be different.

I appreciate your will to try to do things close to the original, but I agree you should not pursuit a 100% conversion

Thank you.

To be blunt/honest, I thought it kind of rude without even asking or getting an idea about the project/creator's vision to start making suggestions to 'pixel perfect' the original games.
Even at this point, to suggest things from SoRR because clearly this is it's own thing & like you said, if people want the originals, they can play those.

That's why I try to limit my suggestions to things that are bug fixes, move sets or quality of life. Things of that nature.
 
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I think they're talking about in the original, near the middle/3 quarters of the stage when you're walking & it rains before getting to the next set of enemies.
That's precisely what I was referring to.

What problem does this level have especifically? Is it scrolling too fast or too slow?
Honestly I don't see too much difference, but I can make some adjustments.
I was referring to the part right outside the stadium, where the castle is. It scrolls just fine, it's only mildly different from the original.

Regarding the complaint about the jugglers, I just replayed the original and found out that I made a mistake as even they will switch up animations at random. My apologies.

Do you mean the big panels in the background? If yes, I made it different, they will show "Sega" instead
No, I loved that change as it made everything feel more lively. I was referring to the jumbo-tron in the middle. When you first see it, the small clock that's on display in the top right hand corner is missing a pixel on it briefly. However, it will randomly pop up when you begin to advance through the level.

This is because I maintained the original sprite, but I can change it a bit.
Is it good?
Yes, that looks perfect.

I want to apologize for not responding sooner as I had to take care of a few things. If the formatting of this message seems off, I'm still learning how to use the site. I want to thank you and the team of contributors for making this project. Thanks Kratus for taking the time to go through my post so thoroughly, and I apologize for any unnecessary stress my post may have caused due in part from a lack of clarity on my end and from being wrong about how things may have worked in the original titles.
 
I was referring to the part right outside the stadium, where the castle is. It scrolls just fine, it's only mildly different from the original.
It's true, after comparing again I saw the difference. It will not match exactly the same due to the resolution and scrolling speed, but I adjusted a bit to at least make it closer to the original.


No, I loved that change as it made everything feel more lively. I was referring to the jumbo-tron in the middle. When you first see it, the small clock that's on display in the top right hand corner is missing a pixel on it briefly. However, it will randomly pop up when you begin to advance through the level.
Yeah, now I see the problem. Fixed, thanks.


5.) SOR3 is missing the explosive effects when hitting switches.
I made some adjustments to make it closer to the original.


I want to apologize for not responding sooner as I had to take care of a few things. If the formatting of this message seems off, I'm still learning how to use the site. I want to thank you and the team of contributors for making this project. Thanks Kratus for taking the time to go through my post so thoroughly, and I apologize for any unnecessary stress my post may have caused due in part from a lack of clarity on my end and from being wrong about how things may have worked in the original titles.
No problem friend, more feedback is always better than less. Even if in some cases I don't make changes, we can always talk about everything and then I can share my vision about some things.

to suggest things from SoRR
There's a curiosity in this aspect. Mainly in the youtube comments, sometimes people make comparisons supposedly based on the original games, but after talking a bit more I discover that they were remembering the SORR like if it was the original.
But I think it's understandable, considering the big impact this game caused in the video game's history.

Hey buddy, I'm still playing every patch of SORX and I haven't found any bugs or issues for a looong time now, so I guess it's good news and I thought you might want to hear that :D
SOR1 Axel is damn nice too!
Great! Thanks a lot, buddy :)
 
I left a review saying it was the best openbor version of a streets of Rage Game- I stand Corrected. After playing the remake/ and all three originals/ ...This version stands a bit higher in my opinion. I can't believe this is an openbor game... remarkable!!!!
 
Legitimately I just tried to play Remake for the first time in a while and I HATED the feel of it. It felt so slow (for me anyway, the enemies were having a whale of a time :V), the inability to juggle was throwing me off and just everything about it made me wish I was playing SoR X instead, and I honestly don't think I can ever play Remake again.

So whole-heartedly agree with this being the best SoR game out there.
 
I downloaded this, but so far, my numerous attempts at trying to get it to run on my Neo Z1 Android 11 Emuelec box have proved futile. My only success thus far has been with archives packed simply enough with a .pak file, and an executable, which I can easily drag and drop to the OpenBor file. Any configuration different from that, no dice.
 
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