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Final Fight 2
View on Wikipedia| Final Fight 2 | |
|---|---|
North American cover art | |
| Developer | Capcom |
| Publisher | Capcom |
| Producer | Tokuro Fujiwara |
| Designers | Tatsuya Minami Hyper Bengie Ichiro Mihara |
| Series | Final Fight |
| Platform | Super Nintendo Entertainment System |
| Release | |
| Genre | Beat 'em up |
| Modes | Single-player, multiplayer |
Final Fight 2 (ファイナルファイト2, Fainaru Faito Tsū) is a 1993 beat 'em up game released by Capcom for the Super Nintendo Entertainment System. It is the direct sequel to the 1989 arcade game Final Fight, which was previously also released for the SNES. Final Fight 2 was developed by Capcom's consumer division with no preceding coin-op version. The game was re-released onto Wii's Virtual Console service in 2009 worldwide.
Unlike the SNES version of the first game, Final Fight 2 supports two-player simultaneous play and has a total of three playable characters. The only playable character from the first game to return is Mike Haggar. Two new player characters were introduced: Carlos Miyamoto and Maki Genryusai. In the game's plot, the three battle the resurgent Mad Gear gang at various locations around Asia and Europe to rescue Maki's sister and father, who are also the fiancée and teacher respectively of Guy from the first Final Fight.[1]
Capcom followed up the game with another SNES-exclusive sequel, Final Fight 3, which saw the return of Guy to the series. None of the new characters from Final Fight 2 returned, although Maki made appearances in various Capcom fighting games years later.
Gameplay
[edit]
Final Fight 2 does not deviate much from the original Final Fight in terms of gameplay, although unlike the SNES version of the first game (and the alternate version Final Fight Guy), Final Fight 2 features a two-player cooperative mode in addition to the single-player mode. The player has a choice between three characters: Haggar, who uses professional wrestling techniques; Maki, a female master of the fictional ninjutsu school of Bushin-ryū Ninpō, similar to Guy from the first game; and Carlos, a South American martial artist of Japanese descent who uses a sword for his Special Move. Through use of a code, two players can select the same character. Like in the original game, each character has their own set of fighting techniques and abilities unique to each character.
The gameplay remains the same as in the original game. The player has two main action buttons (Attack and Jump), which when pressed together, makes the player's character perform their Special Move (a third button can also be assigned for this purpose). The player proceed through levels fighting against hordes of underlings before reaching a boss character at the end of each stage.[2] Health-restoring food items and other bonus point items are hidden away in breakable drums and barrels. There are also three retrievable weapons in the game, a tonfa, a piece of lumber and a knife. There is also a "Genryusai Doll" which makes the player invulnerable for a limited period and a "Guy Doll" which gives the player an extra life.
There is a total of six stages in the game, each set in a distinct Eurasian location:[2] Hong Kong, France, Holland, England, Italy and Japan. As in the original game, the player will be pitted against numerous types of recurring enemy characters thorough the game. The only returning enemy characters from the original SNES game are the Andore family. Rolento, a boss character who was in the first Final Fight but omitted from the SNES port, appears as a boss character in this game (with his name spelled "Rolent").
| Stage | Location | Time | Boss |
|---|---|---|---|
| 1 | Hong Kong | 12:00pm | Won Won |
| 2 | France | 5:00pm | Freddie |
| Bonus | Break Car | ||
| 3 | Holland | 4:00pm | Bratken |
| 4 | England | 8:00pm | Philippe |
| Bonus | Break Drum | ||
| 5 | Italy | 12:00pm | Rolento |
| 6 | Japan | 11:30pm | Retu |
The player can adjust the difficulty (along with other settings) of the game in the options menu. Like in Final Fight Guy, each difficulty setting reveals only a certain portion of the ending, with the full ending being shown only by completing the game on the Expert setting.
The Japanese version of Final Fight 2 features two enemy characters named Mary and Eliza, who are knife-wielding female enemies with acrobatic techniques. Mary and Eliza were replaced by two substitute characters named Leon and Robert in the international versions of the game. Additionally, the first stage boss Won Won, wields a meat cleaver in the Japanese version, which was also removed in the overseas versions.
Plot
[edit]After the death of Belger and the defeat of the Mad Gear Gang, the trio of Mike Haggar, Cody, and Guy, who were celebrated as the heroes of Metro City by the citizens had returned to their normal lives; Cody goes on vacation with his girlfriend Jessica, Guy departs on a training journey, and Haggar continues to run Metro City as Mayor. However, the surviving Mad Gear members have secretly regrouped under a new leader and seek their revenge against the trio. They begin by kidnapping Guy's fiancée Rena in Japan, along with her father, Guy's former sensei Genryusai.
Rena's younger sister, Maki Genryusai, calls Haggar and informs him of the situation. Accompanied by his friend Carlos Miyamoto, Haggar travels to Eurasia and meets up with Maki, and the three of them join forces to take on the newly revived Mad Gear. After a series of fights in several countries, the trail leads to Japan where they fight Retu, the new leader of the Mad Gear. The three defeat Retu and rescue Genryusai and Rena. Guy then writes a letter to his friends from abroad thanking them for all they have done.
Reception
[edit]| Aggregator | Score |
|---|---|
| GameRankings | 68.62%[3] |
| Publication | Score |
|---|---|
| Computer and Video Games | 83/100[4] |
| Famitsu | 27/40[5] |
| GamesMaster | 75%[6] |
| Hyper | 80%[7] |
| Official Nintendo Magazine | 58/100[8] |
| Super Play | 75%[9] |
| Total! | 4[10] |
| Electronic Games | 86%[11] |
| SNES Force | 60/100[12] |
| Super Action | 70%[13] |
| Super Control | 76%[14] |
| Super Gamer | 79%[15] |
| Super Pro | 79/100[16] |
| VideoGames | 7/10[17] |
This section needs expansion. You can help by adding missing information. (April 2025) |
According to Famitsu, Final Fight 2 sold 145,455 copies in its first week on the market and 399,756 copies during its lifetime in Japan.[18] The game sold 1.030 million copies worldwide by May 2001, becoming one of Capcom's highest-selling titles and one of the best-selling SNES games.[19][20][21] It received a 23.3/30 score in a readers' poll conducted by Super Famicom Magazine.[22] The game also received an average reception from critics, holding a rating of 68.62% based on four reviews according to review aggregator GameRankings.[3]
GamePro's Matt Taylor praised the game's graphics and sound effects, but found the music disappointing compared to the tracks from the first Final Fight and the gameplay predictable.[23] Nintendo Power highlighted the game's visuals and controls, but felt that better enemy AI would have provided a greater challenge.[24] IGN's Lucas M. Thomas called it "decent brawler experience" even as "pretty straightforward" and "a bit bland", although questioned why Guy was not included when his fiancée was kidnapped in the story.[2]
In 2014, GamesRadar included the game on their best Super Nintendo games of all time list, stating that "We were afraid the sequel might see similar limitations, but this one was built from the ground up for Nintendo's super console, so everything we'd want from an arcade Final Fight 2 made its way to the cartridge. This was the Final Fight we always wanted".[25] In 2018, Complex also included the game on their best Super Nintendo games of all time list, saying that the game is better than its predecessor in every way.[26]
References
[edit]- ^ "Final Fight 2 - Instruction Booklet" (PDF). RetroGames.cz. Retrieved 19 September 2018.
- ^ a b c Thomas, Lucas M. (October 12, 2009). "Final Fight 2 (Wii) Review". IGN. IGN Entertainment. Archived from the original on 2009-10-17. Retrieved 2025-04-27.
- ^ a b "Final Fight 2 for Super Nintendo". GameRankings. CBS Interactive. 2013. Archived from the original on 2013-02-13. Retrieved 2025-04-27.
- ^ Anglin, Paul; Keen, Steve; Rand, Paul (July 1993). "Review: Final Fight 2". Computer and Video Games. No. 140. EMAP. pp. 44–47.
- ^ "NEW GAMES CROSS REVIEW: ファイナルファイト2". Famitsu (in Japanese). No. 233. ASCII Corporation. June 4, 1993. p. 37. (Transcription by Famitsu.com. Archived 2014-08-27 at the Wayback Machine).
- ^ Douglas, Jim (August 1993). "Reviews: Final Fight 2". GamesMaster. No. 8. Future Publishing. pp. 38–39.
- ^ Clarke, Stuart (December 1993). "Review: Final Fight 2". Hyper. No. 1. nextmedia. p. 47.
- ^ Lawrence, Ed; Merrett, Steve; Boone, Tim (July 1993). "Review: Final Fight 2". Nintendo Magazine System. No. 10. EMAP. pp. 36–41.
- ^ Davies, Jonathan; Brookes, Jason (August 1993). "Import Review: Final Fight 2". Super Play. No. 10. Future Publishing. pp. 28–31.
- ^ Feldmann, Maris (June 1994). "Test: Final Fight 2". Total! (in German). No. 12. MVL-Verlag. p. 38.
- ^ Camron, Marc (August 1993). "Video Game Gallery: Final Fight 2". Electronic Games. Vol. 1, no. 11. Decker Publications. p. 66.
- ^ Evans, Will; Hayward, Chris (September 1993). "Review: Final Fight 2". SNES Force. No. 3. Impact Magazines. pp. 42–45.
- ^ Sharples, Jay (November 1993). "Import Review: Final Fight 2". Super Action. No. 14. Europress. pp. 20–21.
- ^ Simmons, Alex; Mallinson, Paul; Boardman, Julian (August 1993). "Super Review: Final Fight 2". Super Control. No. 3. Maverick Magazines. pp. 28–31.
- ^ "A-Z of Games - Nintendo Games Index: Super NES". Super Gamer. No. 1. Paragon Publishing. April 1994. pp. 122–124.
- ^ Westley, Dave (July 1993). "Import Review: Final Fight 2". Super Pro. No. 8. Paragon Publishing. pp. 18–19.
- ^ Horwitz, Jer (September 1993). "Video-Game Reviews: Final Fight 2". VideoGames - The Ultimate Gaming Magazine. No. 56. Larry Flynt Publications. p. 53.
- ^ "Game Search". Game Data Library. Archived from the original on 2025-04-03. Retrieved 2025-04-27.
- ^ "開発戦略 FY2001 Business Strategy ~R&D~" (PDF). Company Profile. Capcom. May 2001. pp. 5–7. Archived (PDF) from the original on 2003-03-14. Retrieved 2025-04-27.
- ^ "Platinum Titles". Capcom. Archived from the original on 2006-06-14. Retrieved 2025-04-27.
- ^ Ivan, Tom (May 23, 2008). "Capcom Reveals Life-to-Date Series, Game Sales". Next-Gen.biz. Future Network USA. Archived from the original on 2008-05-26. Retrieved 2025-04-27.
- ^ "超絶 大技林 '98年春版". PlayStation Magazine (special) (in Japanese). Vol. 42. Tokuma Shoten Intermedia. April 15, 1998. p. 375.
- ^ Taylor, Matt (July 1993). "Super NES ProReview: Final Fight 2". GamePro. No. 48. IDG. pp. 94–95.
- ^ "Now Playing: Final Fight 2". Nintendo Power. Vol. 51. Nintendo of America. August 1993. pp. 100, 105.
- ^ "Best Super Nintendo games of all time". GamesRadar. Future plc. March 6, 2014. Archived from the original on 2014-03-07. Retrieved 2025-04-27.
- ^ Knight, Rich (November 21, 2016). "The Best Super Nintendo Games of All Time". Complex. Complex Media. Archived from the original on 2018-01-18. Retrieved 2025-04-27.
External links
[edit]Final Fight 2
View on GrokipediaDevelopment
Conception
The success of the original Final Fight arcade game prompted Capcom to plan a sequel exclusively for the Super Nintendo Entertainment System, forgoing an arcade version to capitalize on the console's enhanced capabilities for home play.[7] This approach allowed developers to create a more ambitious entry tailored to the SNES hardware, addressing the constraints of the prior console port.[7] At its core, the conception of Final Fight 2 expanded the beat 'em up formula by incorporating a global travel theme, with stages set across various Eurasian locales including Japan, Hong Kong, France, Italy, the Netherlands, and England, drawing inspiration from the international scope of Street Fighter II.[7] To diversify combat styles and appeal to a broader audience, the team introduced new playable characters alongside returning protagonist Mike Haggar: Maki, a nimble ninja practitioner representing Bushin-ryu martial arts, and Carlos, a swordsman emphasizing ranged attacks.[7] The narrative motivation was deepened through family ties, centering on the resurgence of the Mad Gear gang, who kidnap Maki's older sister Rena and their father Genryusai to lure Guy out of seclusion; Haggar joins the rescue effort to honor his past allies, reinforcing themes of loyalty and protection.[7] Early design choices emphasized cooperative play with a two-player simultaneous mode, restoring a feature absent from the SNES version of the original, while incorporating special moves activated via the controller's buttons to suit the platform's input scheme.[7]Production
Final Fight 2 was developed exclusively for the Super Nintendo Entertainment System by Capcom's consumer division, distinguishing it from the arcade-originated first entry in the series.[8] The project marked a shift toward console-specific production, allowing the team to tailor the game to home hardware capabilities without arcade constraints.[9] Key personnel included producer Tokuro Fujiwara, who oversaw the effort as part of Capcom's consumer-focused initiatives. Planning and design were led by Tatsuya Minami (credited as Hyper Mickey), Hyper Bengie, and Mizusima-Ya, who shaped the game's structure and character mechanics.[10] The development team addressed SNES hardware limitations by optimizing sprite rendering and enemy behaviors, enabling smooth gameplay with multiple on-screen foes and integrated weapons. The three playable characters feature distinct movesets—Haggar's wrestling techniques, Maki's ninjutsu style, and Carlos's swordplay.[11] The title was completed within Capcom's consumer division and launched in Japan on May 22, 1993, emphasizing enhanced graphical detail suited to the SNES over arcade-style visuals.Gameplay
Mechanics
Final Fight 2 is a side-scrolling beat 'em up game structured around six linear stages that progress from Hong Kong through various international locations to Japan, each divided into multiple zones filled with waves of enemies, platforming elements, and culminating in boss encounters.[12] Players advance by defeating groups of foes in a continuous horizontal scroll, with occasional vertical movement for navigating multi-level areas like elevators or trains, and a time limit on each stage to prevent stalling.[12] The gameplay emphasizes fast-paced progression through enemy encounters, where failure to clear waves promptly can lead to overwhelming odds or stage failure.[12] Core combat revolves around basic melee attacks using punches and kicks activated via the Y button, which can chain into short combos for increased damage against single or grouped enemies.[13] Close-range grappling is initiated by walking into an opponent and pressing Y, allowing follow-up throws, slams, or pummels to deal heavy damage or reposition foes.[13] Special moves, performed by jumping and pressing the attack button, consume a portion of the player's health bar but deliver area-of-effect attacks effective against crowds, such as spinning kicks or aerial strikes tailored to each character's style.[13] Weapons like pipes, knives, or bottles are picked up from the ground or breakable objects and used for enhanced melee strikes until dropped or depleted.[12] The health system features a depleting life bar that recovers partially through food items like roast chicken or whiskey found in destructible barrels and crates scattered throughout stages.[12] Extra lives are awarded via 1-up icons hidden in objects or earned by achieving high scores, with continues granted based on remaining points after game over, allowing up to a fixed number per playthrough.[12] Two-player cooperative mode supports simultaneous play on a shared screen, where players can assist each other against enemies but share the continue pool.[12] Unique environmental interactions include breakable objects that yield power-ups or weapons, as well as hazards like flames, spikes, or falling debris that damage players if not avoided.[12] Stages incorporate location-specific enemy types, such as bikers in urban France or sumo wrestlers in Japan, adding variety to combat encounters without altering core controls.[12] These elements encourage strategic use of the environment to manage crowds and resources during progression.[12]Playable characters
Final Fight 2 offers three playable protagonists, each bringing unique abilities and fighting styles that affect movement speed, attack reach, and damage output, enabling varied approaches to the beat 'em up gameplay. All characters are selectable from the beginning with no unlockables required, and their special moves follow a shared framework that consumes a portion of the player's health bar for enhanced power.[14][15] Mike Haggar returns as the wrestler-turned-mayor of Metro City from the original Final Fight, focusing on brute strength with slow but powerful grappling techniques. His moveset includes close-range grabs like the Head Butt and Suplex for single-target takedowns, as well as the Spinning Piledriver—a mid-air grab that damages multiple nearby enemies—making him effective for clearing groups at the cost of vulnerability during recovery animations. Haggar's high damage output on special moves suits aggressive players, though his limited speed demands reliance on positioning to avoid being overwhelmed.[14][15] Maki Genryusai, a nimble 20-year-old ninja, excels in speed and agility with fast strikes, flips, and evasive maneuvers tailored for hit-and-run combat. Her arsenal features quick combos ending in Jump Kicks, the Flying Elbow for overhead strikes, and the Off the Wall Kick, where she rebounds from walls to deliver surprise attacks, providing superior mobility to dodge foes and maintain distance. Though her base power is lower than her counterparts, Maki's rapid attack rate and special move, the Spinning Handstand Kick, allow for sustained pressure on enemies, particularly in tight spaces; her involvement ties to rescuing kidnapped family members.[14][15] Carlos "Miyamoto" Miyamoto serves as the balanced option among the trio, a martial artist whose versatile moveset combines punches, kicks, and extended reach for effective crowd control. He performs standard grapples like the Knee Bash and Back Roll Toss for close encounters, alongside aerial options such as the Flying Kick and Jumping Fist Drop, with his super move unleashing a sweeping Sword Attack that hits multiple targets at medium range. This equilibrium of moderate speed and power makes Carlos adaptable for both solo and co-op play, without the pronounced weaknesses of the others.[14][15] The choice of character significantly alters encounter handling, as Haggar's extended grab range and high special move damage favor power plays, Maki's swift recovery and short reach emphasize evasion, and Carlos' balanced profile supports hybrid strategies, all while sharing core mechanics like health-based special activations.[15]Story and characters
Plot
One year after the defeat of the Mad Gear gang in Metro City by Mayor Mike Haggar, Guy, and Cody Travers, the criminal organization secretly regroups under a new leader, Retu, seeking revenge and global dominance.[16] To strike back, Mad Gear kidnaps Rena, the sister of Maki Genryusai, and their father Genryusai, who is also Guy's martial arts master, forcing Maki to contact Haggar for aid while Guy is away training.[16] With Cody unavailable, Haggar assembles a team including Maki and the biker Carlos Miyamoto to pursue the gang across the world.[15] The heroes embark on an international journey, beginning in Hong Kong where they battle Mad Gear enforcers and confront the sumo wrestler boss Won Won in the streets and warehouses.[12] Their path continues through France, battling in urban areas against boss Freddie; Holland, facing the hulking Bratken; England, taking on the agile Philippe; and Italy, clashing with the militaristic Rolento in a weapons factory.[12] Each location showcases the gang's expanding syndicate, with fights escalating from back alleys to industrial sites and historic districts, highlighting themes of family loyalty as the protagonists fight to rescue their kin.[16] The climax unfolds in Japan, where the team storms Mad Gear's stronghold for a final confrontation with Retu, a powerful martial artist wielding a staff.[12] Defeating Retu allows the heroes to rescue Rena and Genryusai, dismantling the gang's international operations and restoring peace, though the events underscore the persistent threat of organized crime beyond Metro City's borders.[16]Supporting characters
In Final Fight 2, the primary antagonist is Retu, the new leader of the reformed Mad Gear gang, who orchestrates a global criminal network aimed at domination through kidnappings and intimidation.[17] Retu employs agile, martial arts-inspired attacks, including a spinning jump kick reminiscent of techniques from Capcom's Street Fighter series, along with grapples and melee strikes, fought in the final stage set in Japan.[18] His motivations stem from revenge against previous defeats of the gang and a drive to expand Mad Gear's influence across continents, using the kidnapping of key figures to coerce alliances.[19] Sub-bosses represent Mad Gear's international branches, each tailored to their locale. Won Won, the boss of the Hong Kong stage, is a massive, brutal enforcer and former sailor affiliated with the 108 Dragons, utilizing powerful stomps, punches, and grapples; in the Japanese version, he wields a meat cleaver, which was censored internationally.[18] Rolento, encountered in the Italy stage, serves as Mad Gear's military trainer, deploying grenades, baton strikes, and rapid jumps in a style consistent with his appearances in other Capcom titles.[12] Other mid-stage bosses include Freddie, a mercenary ex-Marine in France with knee bashes and wrestling moves; Bratken, a hulking, unstable brute in Holland using throws and jumps; and Phillipe, a clown smuggler in England armed with a cane for slides and grabs.[18] Knife-wielding thugs like Billy and Andy appear as recurring elite enemies, often guarding key areas with quick slashes and dodges.[15] Enemy types vary by stage to reflect Mad Gear's diverse recruits, including variants of the Andore family—such as the standard red-shirted Andore, blue-shirted Andore Jr., and gray-shirted Great Andore—who charge with bull-like rushes and body slams.[18] Female enemies Mary and Eliza, exclusive to the Japanese version, are acrobatic knife-users with slapjacks and flips, but were censored and replaced with male counterparts Leon and Robert in international releases to avoid depicting women as combatants.[18] Generic gang members form the bulk of opposition, comprising slow basic thugs like Bull and Elijah (with predictable kicks), fast punchers like Mark and Mic, punk-style fighters like Schot and Jack, obese attackers Elick (using electric forks), tall blackjack wielders Elias and Elliot, and muscular grapplers like Atlas and Jony (with bear hugs).[18] Minor non-playable characters include the kidnapped victims Rena, Guy's fiancée, and her father Genryusai, a bushido master whose expertise Mad Gear sought to exploit for their operations; both are rescued in the Japan finale.[12] The game features subtle cameos, such as background appearances referencing Street Fighter characters like Chun-Li and Guile, enhancing the shared Capcom universe without direct involvement.[20]Release
Initial release
Final Fight 2 was developed and published by Capcom exclusively for the Super Nintendo Entertainment System (SNES), marking it as a direct home console sequel to the original Final Fight without an arcade version.[5] This focus on the SNES platform stemmed from production decisions to leverage the system's capabilities for enhanced cooperative gameplay. The game launched in Japan on May 22, 1993, followed by a North American release on August 15, 1993, and a European debut in December 1993.[21] Marketing efforts highlighted the game's two-player cooperative mode, which allowed simultaneous play—a feature absent from the SNES port of the first Final Fight—and the addition of new playable characters Carlos Miyamoto and Maki Genryusai alongside the returning Mike Haggar.[1] Promotional materials, including comic book advertisements, portrayed the adventure as a high-stakes battle against the Mad Gear gang's worldwide expansion, emphasizing themes of revenge and global domination.[22] The Japanese release retained uncensored elements, such as knife-wielding female enemies Mary and Eliza, who employed acrobatic attacks in certain stages; these characters were replaced by male fighters Leon and Robert in the North American and European versions to align with regional content standards.[23] Initial packaging across regions featured dynamic box art depicting the protagonists in combat poses against urban and international backdrops, reinforcing the narrative's globe-trotting scope from Japan to Hong Kong and beyond. Accompanying instruction manuals included detailed character biographies—such as Haggar's role as Metro City's mayor, Maki's background as a nimble ninja, and Carlos's expertise as a judo master—along with comprehensive control guides explaining attacks, jumps, grabs, and special moves.[24]Re-releases
Final Fight 2 was first re-released digitally on the Wii Virtual Console in 2009, emulating the original Super Nintendo Entertainment System (SNES) version with added features such as save states for mid-game progress and optional widescreen filtering to adjust the display on modern televisions.[25][2] The release occurred on October 9 in Europe and Australia, and October 12 in North America, priced at 800 Wii Points.[25][2] Subsequent digital ports expanded access on Nintendo platforms. On the Wii U Virtual Console, it launched in North America and Japan on October 3, 2013, in Europe on April 27, 2014, and in Japan on August 27, 2014, retaining the core emulation with save states and compatibility for the Wii U Pro Controller.[26][27] The New Nintendo 3DS Virtual Console version was released in Europe on September 8, 2016, North America on September 22, 2016, and Japan on November 21, 2016, using the US edition of the game and offering original resolution mode alongside save states for portable play.[28][29][30] These re-releases preserved the original 4:3 aspect ratio and control scheme, adapted for modern controllers without significant alterations to gameplay mechanics.[29] Beyond Virtual Console, Final Fight 2 has not appeared in major Capcom compilations or standalone remasters as of 2025, unlike the original Final Fight which featured in the 2018 Capcom Beat 'Em Up Bundle; no SNES-specific collections have included it post-2009.[31] International versions of these digital ports generally reflect the censored content from the 1993 SNES releases outside Japan, where female enemies Mary and Eliza were replaced by male counterparts Leon and Robert to align with Nintendo's content guidelines, the boss Won Won's visible hacksaw was removed, and specific location names like the French airport were generalized to "Aero Port."[32] As of November 2025, following the closure of the Wii U and 3DS eShops in 2023, digital versions remain accessible only to prior purchasers on legacy hardware, while physical SNES cartridges are available through second-hand markets. Capcom expressed interest in 2024 toward reviving dormant legacy titles across its portfolio to enhance corporate value, potentially including beat 'em ups like Final Fight, though no confirmed re-releases for Final Fight 2 have been announced.[33][34]Reception
Critical response
Upon its release in 1993, Final Fight 2 received mixed reviews from critics, with an average score of 71% across major gaming magazines of the era.[35] Publications such as GamePro awarded it 4 out of 5, highlighting the thrilling two-player cooperative mode that enhanced the beat 'em up experience, while Nintendo Power gave it 3.4 out of 5, commending the responsive play control alongside its global stage variety.[35] However, outlets like SNES Force scored it lower at 62% and 58%, criticizing the game's ease and lack of lasting challenge, and Super Play noted at 75% that it felt like just another beat 'em up without revolutionary elements.[35] Critics frequently praised the game's graphical presentation, which featured detailed sprites and effective parallax scrolling that surpassed the original Final Fight's SNES port in visual fidelity and stage diversity.[36] Die Hard Game Fan described the visuals as the best seen since certain contemporaries, emphasizing the bold, animated backgrounds set in locations like Hong Kong and France that added vibrancy to the action.[35] The co-op mode was lauded for its seamless integration, allowing players to tackle hordes of enemies together, though some noted uneven AI that made foes predictable and lacking in coordination.[37][35] The audio received more criticism, with the soundtrack viewed as weaker than the original Final Fight's memorable themes, featuring forgettable tunes that failed to stand out despite solid sound effects for combat.[38] GamePro specifically called the music weak, noting it did little to elevate the repetitive gameplay loops.[35] In retrospective analyses, Final Fight 2 has been appreciated for its character diversity, including the addition of a female playable ninja alongside staples like Mike Haggar, which broadened appeal in later SNES best-of lists.[39] Reviews from 2009 onward, such as Nintendo Life's 6/10 score, acknowledged the fun co-op and varied environments but criticized the strong sense of déjà vu from unchanged core mechanics.[36] A 2022 Destructoid retrospective positioned it as a solid sequel worthy of play for its improvements over the first SNES entry, though not particularly innovative in the beat 'em up genre.[39]Commercial performance
Final Fight 2 achieved notable commercial success as a key title in Capcom's Super Nintendo Entertainment System lineup, with the publisher reporting lifetime sales of 1.03 million units worldwide.[40] This figure, confirmed in Capcom's platinum titles data as of their most recent updates, underscores the game's enduring appeal in the beat 'em up genre.[41] In Japan, according to Famitsu, it sold 399,756 copies lifetime. The title benefited from Capcom's established reputation for adapting popular arcade games to home consoles, helping to bolster the overall strength of the SNES software library during the 16-bit era. In terms of market positioning, Final Fight 2 directly competed with Sega's Streets of Rage 2, another prominent side-scrolling beat 'em up released around the same time, yet it carved out a strong niche thanks to its ties to the original Final Fight arcade hit. Sales were particularly robust in North America, where the franchise's prior arcade popularity drove demand among console players. Performance in Europe was more modest, reflecting broader regional preferences for competing platforms and genres at the time. Over the long term, the game's physical cartridges have gained significant value in the retro gaming market, with loose copies selling for approximately $60 and complete-in-box versions for $280 or more as of 2025, indicating sustained collector interest.[42] Following its 2009 re-release on the Wii Virtual Console, no specific digital sales figures have been publicly tracked or reported by Capcom or Nintendo.Legacy
Sequels
Final Fight 3, released in 1995 exclusively for the Super Nintendo Entertainment System, acts as the primary sequel to Final Fight 2 within Capcom's beat 'em up series. Developed by Capcom's consumer division, it builds on the home console focus established by its predecessor, diverging from the arcade roots of the original Final Fight by remaining a console-only title.[43][44] The game introduces new playable characters Lucia, a detective from Metro City's Special Crimes Unit, and Dean, a street fighter seeking revenge against the antagonists after the murder of his family, while bringing back Mike Haggar and Guy from the first entry.[43] In contrast to Final Fight 2's protagonists Maki and Carlos, who do not return, the storyline centers on a fresh threat from the Skull Cross Gang inciting riots across the city, effectively bypassing the prior game's plot resolution involving the Mad Gear organization's remnants.[43][45] Gameplay retains two-player cooperative mode but evolves it with tag-team mechanics, allowing players to select and switch between paired characters during levels, alongside an "Auto 2P Play" option for CPU-assisted co-op.[45] Additional refinements include dashing attacks, a power gauge for super moves executed via Street Fighter-inspired input commands, and branching paths leading to multiple endings, enhancing replayability while maintaining the side-scrolling brawler core.[43] Beyond Final Fight 3, the series produced no immediate direct continuations in the beat 'em up format, with Capcom shifting toward spin-offs and crossovers. Final Fight Revenge, launched in 1999 for arcades and later ported to the Sega Saturn, represents the next entry as a 3D one-on-one fighting game developed by Capcom's U.S. studio.[46][44] It draws primarily from the original Final Fight's cast, excluding characters unique to Final Fight 2 and 3, and was released only in Japan for its home version, marking a genre departure without advancing the Metro City narrative.[46] The series returned to its beat 'em up roots with Final Fight: Streetwise in 2006 for PlayStation 2 and Xbox, developed by Capcom Studio 8. This 3D action game features protagonist Kyle Travers, brother of Cody from the original, as he investigates his sibling's disappearance amid a new drug-fueled gang threat in Metro City. Gameplay incorporates open-world exploration, combo-based combat, and cell phone interactions for story progression and side missions, but received mixed reviews for its controls and pacing, contributing to the franchise's subsequent dormancy.[47] The SNES-exclusive nature of Final Fight 2 and 3 influenced the franchise's trajectory, emphasizing home console development amid Capcom's evolving priorities in the mid-1990s, which led to a hiatus in core sequels after 1995.[44] Characters like Maki found continued presence in Capcom's broader ecosystem, appearing in Street Fighter Alpha 2 (1996) as a playable fighter, integrating her Bushin-ryu style into crossover titles rather than Final Fight proper.[48]Cultural impact
Final Fight 2's characters have left a lasting mark on Capcom's shared universe, particularly through crossovers and expanded lore. Maki Genryusai, introduced as one of the game's three playable protagonists, was later integrated into the Street Fighter series starting with Street Fighter Alpha 2 in 1996, where she appears as a bushin-ryu ninja practitioner wielding tonfa weapons, drawing directly from her Final Fight 2 backstory as a former delinquent seeking to rescue her sister.[49] Similarly, Mike Haggar embodies the wrestler archetype that recurs across Capcom titles, influencing designs in games like Marvel vs. Capcom 2 (2000), where his piledriver and spinning lariat moves highlight the power-focused brawler style, and even in Street Fighter V's narrative cameos as Metro City's mayor. Carlos Miyamoto also appears as a non-playable character in Street Fighter 6 (2023)'s World Tour mode, assisting the player in Metro City encounters.[50] The game contributed to the evolution of 16-bit beat 'em ups by emphasizing console-exclusive features like simultaneous two-player co-op and a selectable roster of three distinct characters—Haggar for heavy grapples, Carlos for agile swordplay, and Maki for speedy strikes—setting a template for variety in player choice that enhanced replayability on home systems.[51] This approach helped bridge arcade intensity with living-room accessibility, influencing the genre's shift toward more personalized combat experiences in subsequent console titles. In broader pop culture, Final Fight 2 has sustained interest through retro gaming communities and fan-driven enhancements. It appears in various digital re-releases on platforms like the Wii Virtual Console and Nintendo Switch Online's SNES library, fostering nostalgia among players. Fan mods, such as the 2025 "2x Strength Hack" that rebalances damage output for faster pacing, demonstrate ongoing community efforts to modernize its gameplay without altering core mechanics.[52] Discussions in the 2020s about remaster potential align with Capcom's stated interest in reviving legacy titles, as articulated by producers emphasizing ports of classic fighters and brawlers to contemporary hardware.[53] Notable trivia includes subtle crossovers, such as a background cameo of Street Fighter's Chun-Li dining at a restaurant in the first stage's Japan setting, nodding to Capcom's interconnected worlds. International versions also sparked early conversations on 1990s localization practices, with alterations like reduced blood effects, renamed locations (e.g., Charles de Gaulle Airport changed to "Aero Port"), and modified enemy designs to comply with regional content guidelines, reflecting broader industry shifts toward family-friendly adaptations.[32]References
- https://strategywiki.org/wiki/Final_Fight_2
- https://strategywiki.org/wiki/Final_Fight_2/Characters
- https://strategywiki.org/wiki/Street_Fighter_Alpha/Maki
