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:
New:
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.


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.

