Streets of Rage X (Windows / Android)

In Progress Streets of Rage X (Windows / Android) Beta 34

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This will probably be a stupid question, but how do you beat SOR3? 😅

I got to stage 6 and got stuck. The toxin level was decreasing and I just kept completing the ninja room because that was the only door open. The toxin level went to zero and the air got poisoned and I died. I did the room with the machine you got to destroy, but the door shut preventing me from going in again. I thought toxin level decreasing meant the "poison" was going away, not increasing. Is there a way to fully "complete" the ninja room, like somehow hitting the red button or something? The level select shows different laser rooms but I don't know how to unlock them

How do I actually complete this level
I think it's negative door (1-3-5-7) but not sure if enough time to save the general
 
This will probably be a stupid question, but how do you beat SOR3? 😅

I got to stage 6 and got stuck. The toxin level was decreasing and I just kept completing the ninja room because that was the only door open. The toxin level went to zero and the air got poisoned and I died. I did the room with the machine you got to destroy, but the door shut preventing me from going in again. I thought toxin level decreasing meant the "poison" was going away, not increasing. Is there a way to fully "complete" the ninja room, like somehow hitting the red button or something? The level select shows different laser rooms but I don't know how to unlock them

How do I actually complete this level
@MrWaalrus No problem friend 😁, I will help you. Indeed there's some differences compared with the original.

@machok is right, the doors 1, 3 and 5 have a computer that needs to be destroyed in order to unlock the exit door at the elevator side B.
To save the General you need to not only destroy the computers, but to find him in the base too. Remember that I added a full version of this stage including the hidden/unused content from the original SOR3/BK3.

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Do not make cheaters life easy, make it harder hahahaha :)
Good point hahaha :ROFLMAO:
 
Here we go my third play (Route3) with Adam this time :)

After playing it many times and finished 2 times I got something to say,
1. Roll/dodge
Since the screen is huge would be nice if dodge move a bit faster and a bit fast, every moves feels very light except dodge still feels stiff
2. Star Attack (not sure what it's called)
In the original we can spam this moves when we have 1-3 stars available, this move is an upgrade regular forward, forward attack
but in SORX we can only use the move rarely and 1 time using it spends 1 star. I still think players should use this move more often.
3. I'd say we need more and new Axel animations :giggle:

overall for beta release this game feels so perfect, congrats @Kratus
 
This game is amazing! Thank you, Kratus. In the next beta versions, I would like to see the following:

1) Music from Streets of Rage Remake
2) On the SoR2 route, make a fork at Streets of Kamurocho
3) Replace robot sounds with original ones from SoR (laser shooting, robot explosion)
4) So that you can change the voice acting of characters on SoR3 / BK3 (applies to Yamato and Shiva)
5) In the SoR3 route, add cutscenes between levels as in the original
6) If it is possible to restore the original version of level 6 from SoR3 (that is, when saving the general in level 7, we ride through the wastelands on a motorcycle and then the jungle and the laboratory; and if we do not save the general, then in level 7 we ride over the bridge on a motorcycle to the city hall and beyond boss Shiva)
7) Fix the exploit: when playing the game for the first time, you can download the game and when downloading, there will be final points. You can do this several times and in this way the game thinks that it has passed and you can open other modes and options very early
 
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Here we go my third play (Route3) with Adam this time :)

After playing it many times and finished 2 times I got something to say,
1. Roll/dodge
Since the screen is huge would be nice if dodge move a bit faster and a bit fast, every moves feels very light except dodge still feels stiff
2. Star Attack (not sure what it's called)
In the original we can spam this moves when we have 1-3 stars available, this move is an upgrade regular forward, forward attack
but in SORX we can only use the move rarely and 1 time using it spends 1 star. I still think players should use this move more often.
3. I'd say we need more and new Axel animations :giggle:

overall for beta release this game feels so perfect, congrats @Kratus
Have you ever played Streets of Rage Zombies? The moveset/specials Axel has in that game still blows my mind. No tutorial, so you'd have to figure out the moves yourself. Adam has some great moves as well
 
Finally got around to recording a Beta 12 playthrough. Left it Unlisted but gonna post it here anyway, lol.
I'm seriously doing like 3-5 playthroughs A DAY which I haven't really done since back when Remake first came out. The only downside to this is that I'm already starting to get a little tired of the base roster, lol, doing that many playthroughs per day with only 6 characters to choose from does start to grate a little, but that's on me for not putting the damn game down lmao.

There's still a couple of awkward little things here and there, but they could be considered minor nitpicks at this point. The rest of the game is flawless.

As for a few nitpicks:
1) Explosions feel a little too powerful. It's very easy to get hit by them (especially if an enemy has knocked you down and the explosion juggles you) and it deals MASSIVE damage. You'll see me get wrecked by them a couple of times in the run and it always felt just a LITTLE unfair, but only a little. From a realism perspective it DOES make more sense that they're deadlier than they are in the originals.
2) I mentioned in DM about how sometimes I try to chain a back attack onto stuff, and sometimes it works, and sometimes it doesn't, like the character isn't reading the input fast enough. I can't really pin-point specific instances but if you see me perform a combo and then stand there awkwardly (or turn around without doing anything), especially after bouncing an enemy off the wall, then assume I tried hitting back attack and nothing happened, lol
3) Sometimes the charge attack doesn't work. The character will flash to let me know it's charged, but when I release the button, nothing happens. It doesn't occur often, but enough to be a minor inconvenience.
4) SoR 2 Knife Galsia feels like the hitbox on his standing/walking knife hold extends too far. I used Adam's Forward Special (the dashing punch) and he got hit by the knife before his punch could connect, which felt.... odd. I nearly didn't put this in because I have a sneaking suspicion it's intentional to roll with the 'knife Galsia is a troll' memes. But on the off-chance it's not, I figured I'd mention it anyway.

I'm trying to think if there were any other things but really it just feels so good, so I guess that's all I can think of for now, lol.

But yeah, definitely looking forward to more full characters now. Would love to see some teaser shots/footage of them once they're in development.
 
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Have you ever played Streets of Rage Zombies? The moveset/specials Axel has in that game still blows my mind. No tutorial, so you'd have to figure out the moves yourself. Adam has some great moves as well
I remember playing it years ago, any update?
will try it tonight, if I'm not mistaken there are some slow movements/combos in sor zombies which I don't like.

Hmm zombie or sor Russia can't remember :unsure:
 
A quick suggestion from a friend of mine: A toggleable option in Game Settings that lets you change characters at the start of each stage :)
 
1. Roll/dodge
Since the screen is huge would be nice if dodge move a bit faster and a bit fast, every moves feels very light except dodge still feels stiff
Agree, after some tests I increased the classic dodge velocity a bit for the next update.

2. Star Attack (not sure what it's called)
In the original we can spam this moves when we have 1-3 stars available, this move is an upgrade regular forward, forward attack
but in SORX we can only use the move rarely and 1 time using it spends 1 star. I still think players should use this move more often.
Hmm... rarely? Maybe with low energy characters like Max/Zan, but you can refill the stars easily by hitting enemies in large groups.

In SORX the mechanic is a bit different from the classics, the supers (1 star moves) had a upgraded damage compared with the original games, plus with invincibility and zero juggle cost but with the price of spending 1 star.

In addition, the supers usually have a damage of 1/3 of the rage move, it's like a "weaker" version of the rage in case you don't want to spend all the 3 stars on a target that is almost dead. If I change it, I will break all the planned energy systems.

3. I'd say we need more and new Axel animations :giggle:
I received some edits for SOR2 Axel, I will reveal them soon :)

1) Music from Streets of Rage Remake
I'm planning to create an unofficial and separated game file to add the remake tracks.

2) On the SoR2 route, make a fork at Streets of Kamurocho
Yeah, already in the plans.

3) Replace robot sounds with original ones from SoR (laser shooting, robot explosion)
All robot sounds were preserved, I just added a few new ones to act as some kind of "voices" to warn players before their attacks.

7) Fix the exploit: when playing the game for the first time, you can download the game and when downloading, there will be final points. You can do this several times and in this way the game thinks that it has passed and you can open other modes and options very early
Sorry friend, I didn't understand how it works. How can I "download" the game while "playing" the game?
Did you mean the debug mode through ESC key? If yes, once the game is in the beta state I let some debug options available for people to make tests, but I will remove in the final version.

1) Explosions feel a little too powerful. It's very easy to get hit by them (especially if an enemy has knocked you down and the explosion juggles you) and it deals MASSIVE damage. You'll see me get wrecked by them a couple of times in the run and it always felt just a LITTLE unfair, but only a little. From a realism perspective it DOES make more sense that they're deadlier than they are in the originals.
Yeah, I can reduce the damage a bit.

2) I mentioned in DM about how sometimes I try to chain a back attack onto stuff, and sometimes it works, and sometimes it doesn't, like the character isn't reading the input fast enough. I can't really pin-point specific instances but if you see me perform a combo and then stand there awkwardly (or turn around without doing anything), especially after bouncing an enemy off the wall, then assume I tried hitting back attack and nothing happened, lol

3) Sometimes the charge attack doesn't work. The character will flash to let me know it's charged, but when I release the button, nothing happens. It doesn't occur often, but enough to be a minor inconvenience.
Honestly I didn't have problems with back/charge attacks, I use it very frequently in all my playthroughs.
The back attack is using the default engine inputs through the "attackboth" animation, there's no script involved that may could cause it to fail.
The charge attack will only work after the white flash ends, if you release the button before/during it will not work. In addition, it will only work during idle/walk/run animations, other conditions can reset the timer and you will need to hold it again.

4) SoR 2 Knife Galsia feels like the hitbox on his standing/walking knife hold extends too far. I used Adam's Forward Special (the dashing punch) and he got hit by the knife before his punch could connect, which felt.... odd. I nearly didn't put this in because I have a sneaking suspicion it's intentional to roll with the 'knife Galsia is a troll' memes. But on the off-chance it's not, I figured I'd mention it anyway.
Usually knife Galsias can be easily beaten with jumping attacks, once most of them (the jumping attacks) have the attack boxes in front of the body boxes. I don't recommend countering knife Galsias with short rage moves.
I checked the Galsia collision boxes and it seems normal.

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A quick suggestion from a friend of mine: A toggleable option in Game Settings that lets you change characters at the start of each stage :)
It's already available in the "unlockables" menu :)

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@machok @Psykai
Thanks a lot for the playthroughs :)
 
Ah, I think perhaps I'm releasing charge during the white flash then. Makes sense. I'm a very fast/frenetic player so I wouldn't be surprised if I'm going too quick with it.

And ah so it seems Galsia is a beast if you approach him on the ground but from the air you can take him and his knife out easily. Come to think of it, I'm pretty sure I used Adam's dive kick on those guys a lot so again that makes sense.

I let my friend know about the character change thing. He was happy, lol :)

Something I forgot to mention, and I THINK it might be visible in the video: there appears to be a bug where Easy difficulty playthroughs (at least I THINK that's what it is) don't display correctly in the Hall of Fame (or perhaps at the end of a run). They show some long string instead that's hard to read 'cause the other text covers it up.
 
Something I forgot to mention, and I THINK it might be visible in the video: there appears to be a bug where Easy difficulty playthroughs (at least I THINK that's what it is) don't display correctly in the Hall of Fame (or perhaps at the end of a run). They show some long string instead that's hard to read 'cause the other text covers it up.
Good catch, thanks for pointing me it :) Certainly I forgot to add the correct text for the hall of fame.
 
A toggleable option in Game Settings that lets you change characters at the start of each stage

And I will throw another idea - since your playable roster is small @Kratus , you can add a "random mode", where you start the stage with a randomly picked character.
I had a mode on my game where you fight a random boss too, but since I have too much players, I can't do the same with the players.
(Although you have mutiple weapons...hum, this could be tricky).
 
And I will throw another idea - since your playable roster is small @Kratus , you can add a "random mode", where you start the stage with a randomly picked character.
I had a mode on my game where you fight a random boss too, but since I have too much players, I can't do the same with the players.
(Although you have mutiple weapons...hum, this could be tricky).
Hmm maybe I can add a "random" input similar to some VS fighting games, this way I can include the randomization without creating a new game mode.
Thanks for the idea, I will test it :)
 
My friend, I have a small problem. After closing the zoom menu, use rage attack and then open the zoom menu will automatically release the zoom effect once.
 
This was a stressful one, haha. SoR 1 Ninjas are no joke (actually, I DO think they're too tough, HP-wise. Most bosses I fought had less health than them. Makes fighting them drag on for ages).

But I wanted to complete a run with Onihime 'cause her general style is my favourite, fast acrobatic etc. I can't wait for her to have a full moveset. She's already super fun.

It's kinda long 'cause it took a while lol. Hope you enjoy it anyway. I probably don't really get into my best skill until like halfway through either but I surprised myself with some of my plays on the last few stages.
 

Kratus, I meant that when passing the game and when viewing the final highscores, the game remembers this. Then, if you exit the menu and click on load game, the screen will show these final highscores, and the game thinks it has been passed again. Thus, previously blocked options are opened in OpenBor projects, which in my opinion looks like a software bug.​

 
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