Final Fight 3 (SNES) – Play as The Bosses | Glitches, Bugs, Crashes & Softlocks (Part 2)
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Final Fight 3 (SNES) – Play as The Bosses | Glitches, Bugs, Crashes & Softlocks (Part 2)
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208 просмотров · 2 недели назад
This is Part 2 of my exploration into controlling the normally unplayable bosses in Final Fight 3 for SNES.
Part 1 demonstrated how the bosses can be selected and controlled, including their attacks, special abilities and moveset-swapping techniques. This part focuses more on the strange results: graphical corruption, broken animations, glitches, flawed grabs, CPU behavior, freezes, crashes and softlocks.
This is NOT a modified ROM. This experiment was performed on the European/PAL version using the game's existing data and debugging/memory-viewing methods.
PART 1: • Final Fight 3 - (SNES) Play as Bosses/Cont...
CHARACTER SELECTION GLITCHES
The video begins with corrupted behavior on the character-selection screen, including graphical glitches, broken visuals, freezes and other unusual problems. Forcing these characters into the stage can create even more instability.
DAVE
Dave returns with his Jumping Slam, stick attacks and expanded movesets through moveset swapping. Part 2 also shows his flawed grab and his hand-swing combo finisher.
His attacks can make enemies approach him, allowing limited stage progression. However, Dave remains highly unstable. His bluish corrupted Haggar-like sprite can appear, sometimes causing graphical distortion, freezing or a complete reset. Different moveset swaps can also produce different attacks and animations.
CALLMAN
Callman returns with his shoulder-rush attacks, punches, kicks and grab. His grab can become severely glitched, while his kick may hit an invisible target. He can also enter an arms-crossed state where he becomes invincible.
CAINE
Caine retains his spanner strike, barrage attacks and grabbing ability. His movement can become a strange backwards moonwalk, while corrupted graphics may appear during his ranged attacks. His grab can become stuck until another enemy hits him.
In some situations, Caine can cause other characters to die alongside him, sending the game to the Continue screen.
WONG
Wong has many abilities available even without moveset swapping. His rolling attacks, charging attack, hand attacks and talisman animations are revisited here.
His talisman finishing animation can appear separately from his complete hand combo, and he can also enter a bizarre vertical jumping state resembling a corrupted version of Dave and Drake's butt-slam-type movement.
DRAKE
Drake's anchor behavior, attacks and grabs return with additional glitches. His walking and animations remain unstable, his anchor can appear with corrupted colors, and his grabs can produce broken jumping and punching animations.
A new discovery occurs in Stage 1, Phase 1, where Drake becomes stuck carrying a strange chocolate-brown anchor. The game continues running, but the phase never progresses, creating a softlock rather than a complete crash.
STRAY
Stray returns with his Jumping Pounce, barrage/rushing punch and other abilities from Part 1. His sprite can remain normal while his walking becomes heavily corrupted, and his attacks and grabs can also glitch.
In his own stage, Stray can interact with the large construction lifting hook, grabbing onto it while player-controlled. This can save him from danger and may also cause nearby enemies to appear with strange corrupted colors.
BLACK
Black is the most unusual case.
In Part 1, moveset swapping allowed me to demonstrate his expanded attacks and different Spinning Clothesline variations. However, his knife-throwing behavior was not shown there.
Part 2 examines Black with his original moveset. His directly usable attack is primarily the Spinning Clothesline, while being knocked down can trigger additional CPU behavior, including his Whip attacks, Palm Energy attack, knife-throwing behavior and different Spinning Clothesline variations.
His movement is heavily glitched: he slides while standing and faces left when he stops. His grab can also become corrupted.
The biggest discovery occurs in Stage 1. Black reaches the point where the next phase should begin, but remains standing while the game continues running. His whip animation can remain active even when his body becomes corrupted, yet the stage never progresses. This is a softlock, not a complete crash.
Black can also trigger his electrocution defeat animation outside the final stage, followed by the Continue screen.
PART 2
Part 1 showed how the bosses can be controlled.
Part 2 explores what happens when that control is pushed further: selection-screen glitches, corrupted sprites, broken movement, flawed grabs, hidden attacks, CPU behavior, strange enemy interactions, freezes, crashes and softlocks.
Part 1: Making the bosses playable.
Part 2: Exploring what happens when they break.
HASHTAGS
#FinalFight3 #SNES #SuperNintendo #PlayableBosses #BossGlitches #GameGlitches #RetroGaming #SNESGaming #BeatEmUp #DebugMode #MemoryHacking #GamingGlitches #HiddenMechanics #ClassicGaming #InfernosSaga