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.
Random silly idea, but for the SoR 1 jugglers, what do you think about having them drop their axe/torch if you knock them down whilst they're holding one, and then allowing the player to pick it up and throw it (similar to how the bottle currently is only throwable)?

Totally unnecessary I know. I just thought it might be a fun little detail :)
Hmm this is not a bad idea haha, I will test it. Thanks :)
 
Thank you for the suggestion of SORX to use under linux Batocera/Knulli ANBERNIC RG35XXSP device. When I ssh into the handheld and try to run ./SORX.sh get the error "bash: ./SORX.sh"... No such file or directory. When I try to install via Portmaster - it intalls but when I try to launch the game from menu - nothing happens. Screen goes black for a moment and then back to Ports screen. Other games from Poartmaster run fine.

Any chance you can send the full instructions. Assume no way just to install via Portmaster selections?
 
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I got my 2nd no death on mania with Dr. Zan with the max amount of emeries. Lvl 7 is the stage for me.
Thanks a lot, friend :)

Thank you for the suggestion of SORX to use under linux Batocera/Knulli ANBERNIC RG35XXSP device. When I ssh into the handheld and try to run ./SORX.sh get the error "bash: ./SORX.sh"... No such file or directory. When I try to install via Portmaster - it intalls but when I try to launch the game from menu - nothing happens. Screen goes black for a moment and then back to Ports screen. Other games from Poartmaster run fine.

Any chance you can send the full instructions. Assume no way just to install via Portmaster selections?
@dosgmaer

Sorry friend, I can't give support for ANBERNIC RG35XXSP device but I can post the instructions I followed from the batocera wiki in my PC.
Basically you must move the .sh file I provided to the "roms/ports" folder and the SORX game folder inside the "roms/ports/.data" folder.
The .sh file will tell to the batocera system where the SORX.AppImage is in order to run it.

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That worked great. Wow - what is the backstory to the development of the dev team on this? Was the dev team out of Japan?
Separately, is there anyway for the game to be placed in demo mode so it runs through the entire game play?
Many thanks for your help with this amazing port.
 
That worked great. Wow - what is the backstory to the development of the dev team on this? Was the dev team out of Japan?
Separately, is there anyway for the game to be placed in demo mode so it runs through the entire game play?
Many thanks for your help with this amazing port.
Glad to know that SORX is working fine in ANBERNIC devices :)
About the dev team, it's me together with the Chrono Crash community.
 
Kratus updated Streets of Rage X (Windows / Android) with a new update entry:

Beta 31

### BETA 31 ###
- Minor adjustment in the SOR3 Axel rage move
- Minor fixes/improvements in some level sprites
- Added a minor delay at the beginning of each level to avoid calling cops during the stage presentation or level fade effect, prevent some wrong spanws too
- Fixed the infinite walking loop near a hole for enemies, prevent from stucking in levels like SOR1 st4a or SOR2 st1a
- Max update, added "Hulk" like palette
- SOR2 Max update, added a new counter attack
- Minor delay fixes in...

Read the rest of this update entry...
 
Had a bug when installing Beta 31 for android. I uninstalled the old build prior, after installing the android volume UI was not showing during the SoRX app menu running. Also when i changed the touch control layout, the key presses didn't respond correctly; pressing one of them lowered the volume! Anyways after an app restart it was perfectly fine. Not experiencing any other bug from the initial setup.
 
Just in time for the New Year. 🙌🏾
🎇 Happy New 2025 everybody! 🎇
Happy New Year everyone :)

Had a bug when installing Beta 31 for android. I uninstalled the old build prior, after installing the android volume UI was not showing during the SoRX app menu running. Also when i changed the touch control layout, the key presses didn't respond correctly; pressing one of them lowered the volume! Anyways after an app restart it was perfectly fine. Not experiencing any other bug from the initial setup.
Thanks for the report :)
I reinstalled it on my phone to confirm but didn't experience the same issue. Maybe this was some temporary conflict between the operating system and SORX apk in your phone, since the engine is the same as the beta 30.
But I'm glad that it's working fine after restarting the game.
 
Another suggestion, for the game settings menu. Allow for juggling to have 'players only'.

To be kinda blunt, there are situations where the juggling is laughably unfair on enemies. The whip ladies (especially if more than one swing at you at the same time) can stunlock you in the air because for some odd reason one swing of their whip hits like three or four times, and SOMEHOW knife Glasia can juggle you with a single knife rush, which does nearly half your health. To my way of thinking, a move should not multi-hit unless more than one swing/motion occurs (or in the event of energy blasts like Blaze's ultimate), but it would be at least tolerable if they couldn't juggle with it. With the speed in which enemies can attack, I've even had times where an SoR 1 Hakuyo flying kicks me, then instantly juggles me with a standing double kick. I've tried to tolerate it because if I can juggle then they should probably be allowed to as well, but my patience finally broke, so I figured I'd suggest a players only option since we have that for Rage moves and such anyway.

EDIT: Oh, I was also wondering if the command to summon the cops could be changed via option? Currently, it is Attack+Extra button, but due to the position of these on my keyboard, my long fingernail keeps hitting the extra button when I'm pressing the attack button, causing me to waste it 😅. I'd like to be able to assign it to another combo of buttons that I won't press by accident lol.
 
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Another suggestion, for the game settings menu. Allow for juggling to have 'players only'.

To be kinda blunt, there are situations where the juggling is laughably unfair on enemies. The whip ladies (especially if more than one swing at you at the same time) can stunlock you in the air because for some odd reason one swing of their whip hits like three or four times, and SOMEHOW knife Glasia can juggle you with a single knife rush, which does nearly half your health. To my way of thinking, a move should not multi-hit unless more than one swing/motion occurs (or in the event of energy blasts like Blaze's ultimate), but it would be at least tolerable if they couldn't juggle with it. With the speed in which enemies can attack, I've even had times where an SoR 1 Hakuyo flying kicks me, then instantly juggles me with a standing double kick. I've tried to tolerate it because if I can juggle then they should probably be allowed to as well, but my patience finally broke, so I figured I'd suggest a players only option since we have that for Rage moves and such anyway.
On the topic of knife Galsia, I can understand him getting a knife is supposed to make him dangerous but I feel like he's a bit overtuned... more than SOR4 even, and knife Galsia was already gratuitous there lol. His entire body being a hit box as soon as he decides to take a step is a bit much when the AI on higher difficulties are already jerks with trying to cross you up all the time lol
 
On the topic of knife Galsia, I can understand him getting a knife is supposed to make him dangerous but I feel like he's a bit overtuned... more than SOR4 even, and knife Galsia was already gratuitous there lol. His entire body being a hit box as soon as he decides to take a step is a bit much when the AI on higher difficulties are already jerks with trying to cross you up all the time lol
I agree. There's quite a few times I feel some enemies and bosses have been made harder/more unfair than they already were in the originals, which I feel is unecessary.

Abadede for example (partially because of the juggling issue in my previous post) can shred your health in moments, and unlike the original games, where you could kick him out of his charges, he seems to just power-armors straight through and hit you anyway. And he is VERY grab/slam happy. The throw you can tech, but the back slam, which does a huge amount of damage, is impossible to prevent. He's possibly one of the only bosses who I kind of freeze and think "uh, OK, what do I do now?" when he shows up, 'cause there feels to be no strategy you can really try on him.

Another point I want to raise is enemies/bosses who block. I don't think it's fair to use your rage art, only to have a Pheasant/etc. block the whole thing like it's nothing. Regular attacks, sure, but a hyper move should never just be blocked like that. If a player is expending their entire resource, it should do SOMETHING. I'm aware that there is a system of 'guard breaking' in place, but it seems to be hit based, rather than damage based, so a hyper move that only hits once will get totally negated, whereas a multi-hit hyper MIGHT break through, but barely do anything.
 
Another point I want to raise is enemies/bosses who block. I don't think it's fair to use your rage art, only to have a Pheasant/etc. block the whole thing like it's nothing. Regular attacks, sure, but a hyper move should never just be blocked like that. If a player is expending their entire resource, it should do SOMETHING. I'm aware that there is a system of 'guard breaking' in place, but it seems to be hit based, rather than damage based, so a hyper move that only hits once will get totally negated, whereas a multi-hit hyper MIGHT break through, but barely do anything.

This part, 💯 to be honest.
 
Update: I just had an SoR 1 Galsia grab Adam OUT OF his Blitz. That's how effed the enemy grab ability is at times, lol.
 
I agree. There's quite a few times I feel some enemies and bosses have been made harder/more unfair than they already were in the originals, which I feel is unecessary.

Abadede for example (partially because of the juggling issue in my previous post) can shred your health in moments, and unlike the original games, where you could kick him out of his charges, he seems to just power-armors straight through and hit you anyway. And he is VERY grab/slam happy. The throw you can tech, but the back slam, which does a huge amount of damage, is impossible to prevent. He's possibly one of the only bosses who I kind of freeze and think "uh, OK, what do I do now?" when he shows up, 'cause there feels to be no strategy you can really try on him.

Another point I want to raise is enemies/bosses who block. I don't think it's fair to use your rage art, only to have a Pheasant/etc. block the whole thing like it's nothing. Regular attacks, sure, but a hyper move should never just be blocked like that. If a player is expending their entire resource, it should do SOMETHING. I'm aware that there is a system of 'guard breaking' in place, but it seems to be hit based, rather than damage based, so a hyper move that only hits once will get totally negated, whereas a multi-hit hyper MIGHT break through, but barely do anything.
That may be more a character issue. I main SOR3 Blaze only and Abadede is a joke when baiting him to clothesline. Guard+Energy and it shreds his super armor and gives Blaze a free juggle combo that'll give back the star she used to launch him in the first place, repeat. On the other hand Barbon is a complete a-hole with doing max range roundhouse kicks so a guard counter may whiff from either being too far or Barbon having far too many iframes during recovery.

Edit: Also the juggling issue I can understand kinda, but air recovery into an aerial attack usually stops it as long as you still have it available and that's usually enough to get you back on the ground and re-position.

Edit2: On Abadede here is what I mean
Skip to 2:25 for Abadede, the elevator part was included lol. This is only a bit more difficult on SOR1 because of the amount of adds he has.
 
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Another suggestion, for the game settings menu. Allow for juggling to have 'players only'.
@Psykai

Thanks for the feedback :) Let's talk about the points.

In this case I think it's better to make specific adjustments on every enemy one by one by managing the juggle limit instead of creating one more game settings option.
Honestly I don't see a reason for that, since juggles are a double-edge blade and works for both player/enemy (already can be disabled too), plus heroes have the aerial recovery in order to escape and being invincible until landing or canceling into a jumping attack.

for some odd reason one swing of their whip hits like three or four times
According to the original, this attack has 6 hits, I just replicated the same move. I can increase the juggle cost and reduce the total amount of aerial hits a bit.



a move should not multi-hit unless more than one swing/motion occurs
Although I understand your point about Galsia's knife move, this is not exactly a rule. There's some examples in fighting games where one swing/motion attack hits multiple times. However, I can make the knife move to hit once only, so it's reduced to one hit on the ground or one hit in the air.
Here's one, the first Balrog's special in the video is based on a unique dash move that can hit multiple times.


SoR 1 Hakuyo flying kicks me, then instantly juggles me with a standing double kick
Frankly I see it as a part of the challenge when fighting against this enemy, since he is highly skilled in the SOR1 (I have a theory that SOR2 Shiva is a SOR1 Hakuyo promoted lol).

Currently, it is Attack+Extra button
No problem, I can think about another button layout, but for now I suggest mapping it to other distant keys in your keyboard.
The current layout was also planned to help Android users with touchscreen controls, by simply sliding fingers between buttons A and X.

I agree. There's quite a few times I feel some enemies and bosses have been made harder/more unfair than they already were in the originals, which I feel is unecessary.
Although SORX is very close to the originals, the game reached a point where it has its own identity. I mean, at the same time I want to follow the original in many aspects, I also want to risk many new things.
Indeed this is my "fuel" to keep making this game, I would not make another SoR if they would be exactly the same as the classics.

As an example, in the SOR4 I don't like the excessive use of the super armor even for common enemies (Donovan), IMO it's a lazy way to create a challenge, but this is how the creators think it's cool, and that's it. Plus there's no option to disable it like in the SORX, so players need to find a way to bypass it by creating new strategies, I suggest the same for the SORX.

Abadede for example (partially because of the juggling issue in my previous post) can shred your health in moments, and unlike the original games, where you could kick him out of his charges, he seems to just power-armors straight through and hit you anyway. And he is VERY grab/slam happy. The throw you can tech, but the back slam, which does a huge amount of damage, is impossible to prevent. He's possibly one of the only bosses who I kind of freeze and think "uh, OK, what do I do now?" when he shows up, 'cause there feels to be no strategy you can really try on him.
Abadede was one of the most nerfed characters since the first SOR2X, I think it's very close to the original now.
Here's how to beat him using the classic SOR2 strategy.


Another point I want to raise is enemies/bosses who block. I don't think it's fair to use your rage art, only to have a Pheasant/etc. block the whole thing like it's nothing. Regular attacks, sure, but a hyper move should never just be blocked like that. If a player is expending their entire resource, it should do SOMETHING. I'm aware that there is a system of 'guard breaking' in place, but it seems to be hit based, rather than damage based, so a hyper move that only hits once will get totally negated, whereas a multi-hit hyper MIGHT break through, but barely do anything.
If you are using block type "hold":
- guard points are subtracted by the real damage.
- health is subtracted by 1/4 of the real damage.

If you are using block type "parry":
- guardpoints subtraction is fixed in 1 by each hit.
- no health subtraction, since this feature is harder to perform.

Keep in mind that in both cases the max guardpoints value is 20.
Enemies can block rage moves, but players/cpu partners too (in case I made any rage unblockable, both sides will suffer). Blocking a rage move is always costly and dangerous to the part that is blocking it.
In the new game update, you can use rage while grabbing opponents, so you can easily force any enemy to use block by doing any distant attack, hold him and then cast rage.


His entire body being a hit box
@ty1989 Not exactly, I restricted the knife attack box to only the knife sprite, same as I did with other weapons (you can confirm it by enabling the debug mode). The same format was applied to all Galsia versions.

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but I feel like he's a bit overtuned
At what point exactly? I even understand reducing the juggle capability a bit, but other than that you can beat them with a single jumping attack.

This part, 💯 to be honest.
@Blit-X- TV [LIVE]
In fact many fighting games allow you to block supers, this is very common. This increases the strategy requirements in order to open the opponent's defense.
Unlike SOR4 that have very limited star itens by level, in the SORX you can fill energy stars at every time by hitting enemies, so you can always try again in case enemies block your rage move.
 
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At what point exactly? I even understand reducing the juggle capability a bit, but other than that you can beat them with a single jumping attack.
True, by himself he's mildly annoying but it's a little strange overall he's more of a threat than pipe Donovan. I'll check later but it definitely does not feel like his hit box is limited to only the knife sprite, he exhibits behavior similar to SOR4 knife Galsia where can hit you even if you were a little behind him and tried to approach while he was dashing diagonally, which in the original 2 and 3 was fine. If he tried to run at you, you olé him and try to grab him immediately by moving to his back at an angle, you got the grab. Here and 4, you try to do that, you get stabbed, lmao.

Another question about AI, sometimes I am not even near an enemy but they'll break an object but then that's it. Are they going to break stuff to look for items in the future? I don't mean the Galsias in SOR2 Stage 3 in the arcade, I know that's intentional. But for example I knock away a Galsia on the Stage 7 elevator by the two breakables, I'm not even in his vicinity but sometimes he'll turn to one of the objects then punch to break it before going back to pursuing me.
 
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