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Streets of Rage Remake v5.2 is here!

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Post  Mr.Din on Mon Dec 14, 2020 9:14 pm

Heh, Spamming Max's 2 star was boring as hell anyway lol. This guy still has an amazing base blitz attack, insane damage (even with the nerf in balance mode) and really good special moves and standard attacks. Cancelling bear punch into thunder tackle will destroy an entire life bar (or close to it on balanced mode). All the nerf did was remove the blatantly broken stuff. Max is only an inch short of being a god now. :V

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Post  bareknuckleroo on Fri Dec 18, 2020 3:00 pm

I've put some serious time in as Adam; I'm convinced his new 2 Star Blitz is better than the straight punch was. It has faster startup, and the hitbox is gigantic, much longer than the animation makes it appear. It works wonders for quick knockdowns, whereas his longer 3 Star tends to pass through enemies if used at close range.

The only problem with his multihit blitzes is if you're playing at a slower pause delay, where he'll get locked into their animation longer and be more vulnerable. Enemies are very capable of running behind and hitting you out of blitzes in Mania so Adam's relative safety on his 0 and 2 Star is very handy.

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Post  bareknuckleroo on Sun Dec 27, 2020 8:33 pm

Because I hadn't done the SoR3-inspired route in a while and had forgotten about this, for those wondering how to reliably find the console to disarm the bomb, here's the trick to doing it:

Spoiler:
Based on my tests, version 5.2 picks a room layout at random from one of two possible layouts, which is the same as in 5.0 and 5.1 if I remember correctly. I've listed the layouts as follows, with floor 4 being the upper starting floor, and floor 1 being the bottom one you need the keycard to access:

Layout 1

Floor 4: (Entrance)
Floor 3: (Trap room: double floor spark) (Keycard for floor 1) (Trap room: low ceiling lasers)
Floor 2: (Trap room: vertical laser) (Trap room: ground laser) (Disarm console)
Floor 1: (Exit & Shiva boss fight, keycard required)

---

Layout 2

Floor 4: (Entrance)
Floor 3: (Trap room: vertical laser) (Disarm console) (Trap room: double floor spark)
Floor 2: (Trap room: ground laser) (Keycard for floor 1) (Trap room: low ceiling lasers)
Floor 1: (Exit & Shiva boss fight, keycard required)

None of the room positions are duplicated between layouts, therefore knowing the layouts instantly means you know where all the rooms are (most importantly the disarm console) after checking your first room. The best room to check first is the middle room of the 1st floor first which contains either the keycard or the disarm console. If you get the keycard, run to the next floor down, and check the far room.

If you don't know the information above, on Mania difficulty you'll only just barely be able to check 4 out of the 6 rooms at most before time runs out and you get the bad ending. That's assuming you don't grab the keycard and then immediately run to beat Shiva before disarming the bomb, of course. Shiva's got too much health on Mania to reliably and safely kill him in the time limit even if you grab the keycard as your first door pick then run immediately to him, and letting the building blow up is not a terribly heroic thing to do, right?

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Post  Final Crash on Sun Dec 27, 2020 8:53 pm

Anyway, I was able to beat him with no problem Smile
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Post  Late goodbye on Fri Jan 01, 2021 11:50 am

On new year's eve (happy new year everyone, btw), i finally found the time to go on a full-on playing binge in V5.2, and the improvements were apparent from the get-go. While the notably increased difficulty took me off-guard, i believe i will adapt to the new challenge soon enough and learn how to deal with the new details in enemy behavior. Resorting to pre-made savestats to unlock all features is off the table for me.

Some changes will take time to get used to, but one that i'm fully onboard with, is the decision to rework the jetski-stages as a (sort of) bonus stage; the limited combat and the frustrating ramp jumps was nothing to stretch out for extended periods, cutting it down did wonders for the overall pacing. The new fountain-stage is quite amazing to look at, and plays very well. Haven't had the chance to give a closer look to SORR-Maker yet, but from what i understand, the mods can now be incorporated in a more modular fashion, omitting the necessity to tinker with the palette files in the main game directory. I will give it a shot ASAP, but from what i gather now, i think it's logical to build my project around V5.2.

I still will keep V5.1 handy for mod compatibility, and because over the years, i've grown fond of the hand-drawn artwork in the intro and outro scenes (the change of direction left me with mixed feelings). Anyhow, my impression so far is, that the benefits far outweigh the downsides. But the most amazing fact i get from this is that the project - against all my expectations - is still being updated. For that alone, the least i owe to the contributors is a whole-hearted "Thank you" for all the hard work you put into this.

I'd really wish there were more positive sentiments towards the new version. It was a much-needed shot in the arm for the whole SORR-project, and it's not like the earlier versions cease to exist because of that.

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Post  MRMIdAS on Tue Jan 12, 2021 2:56 am

Hey, old fart from the original bombergames forum checking in, still see some familiar names, so that's fun.

On the topic of 5.2, I'm liking *most* of it, but good god what happened to the AI? Cheap doesn't even begin to describe it, 90% of the time you feel as if you're being constantly robbed, as enemy hurtboxes are seemingly much larger than yours, and they constantly turtle a pixel out of range ready to punish, which, while it's a good idea *in theory* having the AI seemingly *constantly* in that state just makes me want to stop playing and go back to previous versions, where me getting hit was my fault, as opposed to hitbox jank and Mortal Kombat/SNK AI.

So yeah, that's my 2 cents, gone from clearing Very Hard on a credit to not even clearing Hard on 3 Credits. It's just not fun anymore.

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Post  Saven on Mon Jan 18, 2021 6:04 pm

Glad to see more familiar names on here as of late! Always good to see people from that kick ass forum. Hope all is well with everyone! Very Happy
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