Streets Of Rage 3 Codes

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Streets of Rage 3

Also known as: Bare Knuckle 3 (JP)
Developer: Sega
Publisher: Sega
Platform: Genesis
Released in JP: March 18, 1994
Released in US: March 17, 1994
Released in EU: March 20, 1994

This game has unused areas.
This game has unused graphics.
This game has unused music.
This game has unused sounds.
This game has a hidden level select.
This game has regional differences.

This game has a prerelease article

At the Construction Site, in Stage 3, at the bottom-left, just behind the white blocks, you can obtain a 1-UP by pressing B in that area. Also in Stage 7, (City Hall) there are lots of hidden items as well. Oct 12, 2018  In any case, what Streets of Rage 3 and its Japanese counterpart do have, is a whole lot of cheats and for the first time in the series, some hidden characters as well. There are so many secrets that I thought it would be fun to show every single one, all together in one video.

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Streets of Rage 3 is the third game in the Streets of Rage series. It greatly expands upon the previous sequel, introducing many new play mechanics like running attacks, special moves with weapon and even a charge gauge that allows players to perform special attacks without penalty. However, the game was met with mixed reception, mostly because of its darker tone, experimental soundtrack, and the higher difficulty in the overseas versions that led to the game being considered too hard for the wrong reasons.

The amount of unused content within the game indicate that the game as a whole may have been rushed.

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To do:
The Japanese version is said to have exclusive glitches, investigate. The HUD font of the Japanese version is different.
  • 2Unused Areas
  • 3Unused Graphics
    • 3.3Player Sprites
    • 3.4Enemy Sprites
  • 4Unused Audio

Sub-Pages

Regional Differences
A lot more tinkering with material than before, for better or worse.

Unused Areas

Motorbiking Levels

Two unused motorbike stages exist in the game: one where you ride in the wasteland to get to Mr. X's base while avoiding a biker and his petrol bombs, and the second where you are on a bridge trying to get to the White House/city hall while trying to avoid Donovan and co. Surprisingly enough, both of these levels take you to where you're meant to go, depending upon whether you let the general/chief die or not, suggesting that these came after the battle with Jet.

  • Now WHERE have I seen that blue hedgehog before?

  • Oh look! A biker throwing petrol bombs!

  • A shot of a building that occasionally passes by in the background

  • Donovan throwing barrels off the back of a pickup

  • The pickup slows down and Donovan throws knives at you

  • Then ends up crashing..

However, in Streets of Rage 3 the unused levels are completely unplayable. The pointers for the graphics and palettes are corrupted, and the Wastelands ends almost immediately while the Bridge crashes the game when it ends. There's no slowdown problem in Streets of Rage 3, but if you make the characters visible, the reason for this soon becomes apparent: The riding graphics are no longer being used. Instead, the normal graphics are being used, which looks very strange.

It is possible to restore the graphics by copying the relevant data from a Bare Knuckle III savestate. However, on closer inspection it appears that large parts of the data for the levels, such as the graphics and palettes, were deleted entirely during the conversion with other game data moved to fill the space (for example, the position where the palette for the Bridge level should be is filled with code that appears after the palette in the Japanese ROM). This certainly explains the graphics corruption, and also means that editing the ROM to play the levels correctly (like in Bare Knuckle III) would be quite complex.

The bugs where the Bridge crashes at the end of the level and the Wastelands ends as soon as it begins also appear to be due to this overwriting of data. If the graphics and other data are copied from a Bare Knuckle III savestate into a Streets of Rage 3 savestate, these bugs no longer occur.

Round 6 Hidden Areas

Round 6 is one of the most innovative stages in the game as, instead of moving from left to right beating up punks as in standard stages, you must move around the various floors and rooms of the Syndicate building to release General Ivan Petrov/the Chief of Police in time. As it turns out, there's more to Round 6 than you'd think!

  • What's beyond that wall?

  • An unused corridor!

  • An unused trap room from the unused corridor.

  • There's an unused elevator to the right. Your character tends to disappear a lot here.

  • Head down in the right elevator to get here. There are unused graphics here. Defeating the robots allows you access to both elevators, showing that the basement was the connection between the final game areas and hidden areas. Using the normal elevator afterwards will not allow you to return to the basement.

  • This unused exit corner is accessed with the right elevator. It takes you to the boss scene as normal, but the game plays the 'dead general/chief' story route. This may suggest that you could have left the general/chief for dead, or the game once did a check to see if you rescued him. In the final, the boss scene only takes place once you rescue the general/chief.

  • A map of what Round 6 should look like.

  • What the real map looks like when put completely together.

Unused Graphics

Round 2 Barrier

Present in the graphics loaded into RAM during the first scene of this level. Although it is not present in the final version of the game, it's possible that earlier versions required you to dodge these barriers.

Motorbike Riding Sprites

The motorbike-riding sprites for Axel, Blaze, Sammy/Skate, and Zan are also in the ROM, except the pointers for loading the graphics were altered and the data in the levels wasn't updated, resulting in the game trying to load graphics no longer in that spot of the ROM, causing slowdown.

  • Axel

  • Blaze

  • Skate/Sammy

  • Zan

Player Sprites

Blaze

These unused sprites, located in offsets 00095000, 00095400, 00095A00, appear to show an unused defensive throw move. Even in the American version ROM, Blaze's clothes are red in these three sprites. The first of these three sprites is very similar to one of the static jump attack sprites, but there are some differences.

Sammy/Skate

A couple of sprite frames seeming to relate to the same animation in the ROM. What these would have been used for is unknown.

These unused sprites, located in offsets B27E0, B2C00, B2FC0, appear to show an unused defensive throw move.

Unused migraine attack frame, that also went unused in Streets of Rage 2. Found at AA240

(Source: gsaurus)

Unused vault frame (likely a mistake, as his vault animation should start with this frame). Found at A9F00

Shiva

Shiva's basic punch animation from Streets of Rage 2 lies unused in the ROM. Neither the player or AI enemy version use it (skipping to the palm strike portion of the combo instead).

Zan

Zan actually went through a huge change during production, which can be seen in some pre-release shots and in motion on the Sega Video Magazine #January 1994. The following five frames are found in the Japanese ROM, uncompressed:

Still, for some reason, the second sprite from the left is actually used in the final. Frames of this earlier version of Zan are significantly different from what's usually shown. The early Zan is more muscular, anime-like, and has sprite shading similar to the style in Streets of Rage 2. His feet look more like boots, whereas the final Zan's look more like loafers.

The aforementioned used frame can be seen if the player does a frontal hold attack while holding forward. It's the move that knocks down the opponent. However, if the player pays close attention, it's clear that this frame looks out of place compared to the others in terms of design. His other early frames that go unused have more in common.

The first frame from the left is most likely the first frame of Zan's dashing animation, indicated by the little lines next to his feet. The third, fourth, and fifth frames appear to be part of the same animation, although it may not be a complete one. It may be a jumping attack of some sort or an air throw, which would suggest that he is the replacement for Max.

Despite the game using the early design version of the attack, a proper, new-design sprite exists. Found at D5480.

(Source: gsaurus)

The final Zan also has an unused animation, which would have replaced the early Zan frame. It isn't used due to an oversight, but this animation can be seen with Game Genie code CJLB-ENCL.

Here's an example of a prototype Zan frame with the alternate palette from the Versus mode.

Enemy Sprites

Electra

Etsy refunction crafts. An unused crouch frame for Electra exists, and was even redrawn in her censored form for Streets of Rage 3.

A jump kick set up frame for Electra can also be found, despite the move not returning from Streets of Rage 2. Once again, it is also found redrawn in her censored form in Streets of Rage 3.

Codes

Storm

Frames based on Storm's cheering from Streets of Rage 2 can be found, but go unused as Storm's on-foot sprites were completed removed.

Tiger

An unused frame for Tiger, with a stance/fist strongly resembling Hakuyo from Streets of Rage 2.

Bare Knuckle III Title Screen Animation

Bare Knuckle III actually has an animation for the title screen that isn't shown due to the fact that the game cycles quickly into the demos. It can be viewed with Pro Action Replay code FFF6B0:0001.

(PAR code: Cabo Hicks)

Unused Audio

Music

Track ID 35 in the sound test appears to be an early version of 'Deep Hole' from Beyond Oasis. The tune is unofficially known as 'Early Beyond Oasis Tune', and is titled 'BGM IV' on the official soundtrack. Its original purpose is unknown.

'Kama de Coco' (26) is unused in the American and European versions due to Ash being cut.

Sounds

A number of unused sound effects and voices can be found in the Bare Knuckle III ROM, none of which appear in the in-game sound test. Interestingly, one of them is an unused version of Axel's famous 'Grand Upper!' sound.

Level Select

In the main menu, highlight Battle, hold Up + B (now highlighting Options) and press Start to add a level select to the options menu. However, only up to level 6 can be selected. Game Genie code CC2T-JAC2 will allow levels 7A and 7B to be selected.

Another more comprehensive stage select is hidden, and can be accessed by PAR code FFFB01:0010. Unlike the options stage select, this allows you to select exact scenes, including the two missing bike scenes. Works in both Bare Knuckle III and Streets of Rage 3.

The Streets of Rage series
GenesisStreets of Rage • Streets of Rage 2 (Prototype) • Streets of Rage 3
Game GearStreets of Rage • Streets of Rage 2
Sega Master SystemStreets of Rage • Streets of Rage II
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From StrategyWiki, the video game walkthrough and strategy guide wiki

Streets of Rage 3 Table of Contents Walkthrough

Table of Contents

  1. Round 7A or 7B

The game has 4 different endings:

  1. If you fail to save the general/chief, you play an alternate Round 7 (The City Hall/The White House). At the end of this, you have to face a stronger Shiva as the last boss, instead of Robot Y (known as Neo X in Bare Knuckle 3).
  2. If you do rescue the general/chief, you play the real Round 7 (The Robot Facility). You are expected to defeat Robot Y within a time limit. If you beat it after the timer expires, the bombs will still detonate in the city, turning it into a complete ruin.
  3. If you destroy Robot Y before the timer expires, the bombs are defused and the city is saved; this is the best (and true) ending of the game.
  4. There is an 'Easy mode' ending in the U.S./Euro versions where Robot X in Stage 5 is the last boss. After defeating him, you see an unresolved ending with Mr X that hints at playing the next difficulty mode.

[Go to top]← Streets of Rage 3 Endings Streets of Rage 3 →

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