
Last update: 11/08/06
Notice: This page is in need of higher quality screenshots. That likely won't happen until Model 2 emulation inches a bit further
along.
|
:: Quick Jump ::
[Story |
Gameplay Info |
Comparison |
Lost in Translation |
Codes |
Behind the Screens |
Notes |
Miscellanea]
:: Story ::
Never one to be discouraged, the relentless Dr. Eggman has constructed an even larger, more elaborate Death Egg to replace his fallen space
fortress. From his new base in the stars, Eggman launches an army of robots to invade the planet and stir up some trouble. Fortunately, Tails'
transformable reconnaissance robot has located the Death Egg and transmitted images of the massive ship to Tails' workshop. Young Prower wastes no time in
constructing the Lunar Fox, a space shuttle capable of reaching Eggman's celestial citadel. But there are two problems: firstly, the Lunar Fox requires the
power of 8 Chaos Emeralds to launch. The Emeralds, conveniently enough, happen to be in the possession of 8 guardians: Sonic and Tails each have one, along
with Knuckles, Amy Rose, Fang the Sniper, Espio the Chameleon, Bean the Dynamite, and Bark the Polarbear. The other problem is that the tiny Lunar Fox only
has room for a single occupant. Logically, it should be the strongest of the 8 guardians to launch the one-man offensive against the Death Egg, and there's
only one good way to determine who the strongest is...
:: Gameplay Info ::
With a defiant scoff at genre cohesion, Sega rounds up characters from all corners of Sonic lore and drops them into the Fighting
Vipers engine for Sonic's second (and so far, last) major coin-op. However, despite incubating in Sega's adroit AM2 division, Sonic the Fighters proves
significantly shallower than other titles in the pedigree, being acutely geared toward a younger audience.
The overall goal is to complete a series of 10 one-on-one matches by depleting each opponent's health bar with whatever combination of
punching, kicking, and Spin Dashing you see fit. The fight ends when one player's HP gauge hits empty or the timer reaches 0 (in the case of a Time Over,
the player with the most HP remaining is the victor). The outcome of each match is determined on a best 2 out of 3 basis: if you're the victor, you move on
to the next opponent. Fail, and you have the customary 10-second countdown with which to plunk in a few more credits and try the match again or admit defeat
and save your quarters for a Pepsi or something.
The control panel utilizes AM2's trademark 3-button setup: a bulbous joystick on the left controls character movement while a trio of
action buttons on the right handle fighting commands. Here's a list of the basic commands common to all characters:
- Walk: tilt the joystick in the direction of your opponent
- Back away: tilt the joystick away from your opponent
- Run: tap the joystick twice quickly in the direction of your opponent. If you run into a wall, you'll climb right up and leap off the top.
- Backstep: tap the joystick twice quickly away from your opponent.
- Jump: tilt the joystick upward
- Duck: tilt the joystick downward
- Roll: after getting knocked over, tilt the joystick up or down to roll out of harm's way
- Barrier: (guard) press and hold the Barrier button
- Punch: tap the punch button
- Kick: tap the kick button
- Dodge: press B+P+K at close range to sidestep out of the line of fire and blindside your opponent.
- Turn your back: crouch and press P+K to bravely turn your back on your opponent
- Hyper: tilt the joystick away from your opponent and press P+K to cut loose with a sparkling muteki energy burst. During Hyper mode, your character's
speed and power increase. The effect is brief and costs 1 notch on the Barrier gauge. After performing a Hyper burst, the gauge must recharge before the
trick can be repeated.
- Switch camera: toggle between the normal side view and an over-the-shoulder perspective by pressing the start button
Unique to StF is the Barrier system: rather than the traditional guard command, Sonic and co whip out blue Barriers to protect against
damage. The Barrier will remain active for as long as the guard button is held down, but if the shield gets smacked with a powerful attack, it will shatter.
If your Barrier gets shattered 5 times, it'll break for good and you won't be able to block for the remainder of the match.
There are 8 playable characters each with a unique set of combos and special attacks:
Sonic the Hedgehog -- Sonic is the most agile of the combatants and can chain consecutive attacks smoothly. He has numerous spin techniques
(almost every combo has the potential to end with a spin attack), which allows him to cross the arena quickly. If you can make it to the second
round against Metal Sonic without losing a single match, perform Hyper Start to transform into Super Sonic for a quick win.
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Punch
|
|
Punch Kick
|

|
Double Punch
|

|
Triple Punch
|
 
|
Punch Rush
|
  
|
Super Rush
|
   
|
Rush Spin
|
    
|
Punch Mawarikomi
|
[close range] + +
|
Double Punch Mawarikomi
|
 [close range] + +
|
Hasami Punch
|

|
Ballet Toss
|

|
Toss & Attack
|
  
|
Guru-guru Punch
|
    
|
Spin Attack
|

|
Spiral Spin
|
 
|
Spiral Spin Feint
|
  
|
Spiral Spin Double Feint
|
   
|
Kick
|
|
Double Kick
|

|
Triple Kick
|
 
|
Side Kick
|

|
Double Side Kick
|
 
|
Triple Side Kick
|
  
|
Leg Throw
|

|
Uma Kick
|
 
|
Acchi Ike Kick
|
+
|
Hyper Start
|
 +
|
Furimuki
|
 +
|
Rocket Missile
|
[back to wall] 
|
Head Spin
|
+
|
Bukitori
|
[close range]  +
|
Ashibumi
|
  +
|
Memawashi Spin
|
[close range]      +
|
Mawarikomi
|
[close range] + +
|
Yoke Spin
|
[after Mawarikomi]
|
Yoke High Kick
|
[after Mawarikomi]
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Yoke Spin Dive
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[after Mawarikomi] 
|
Dash Spin
|
[while running]
|
Drop Kick
|
[while running]
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Furimuki Punch
|
[back to opponent]
|
Furimuki High Kick
|
[back to opponent]
|
Fundzuke
|
[down] 
|
Double Spin
|
[down]       
|
Hop Punch
|

|
Hop Kick
|

|
Double Jump High Kick
|
 
|
Skip Kick
|
  
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Hop Kick
|
[in midair]
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Spin Dive
|

|
Fundzuke Dive
|

|
Air Spin
|
[in midair]
|
Air Kick
|
[in midair]
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Air Hyper Start
|
[in midair] +
|
Wall Spin
|
[on wall]
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Wall Stomp
|
[on wall]
|
Emerald Dive
|
[while Hyper]      +
|
Yowa-yowa Punch
|
[while squished]
|
Miles "Tails" Prower -- Tails is a well-balanced fighter and can rapidly flee from danger with his Propeller Dash. The direction of the Dash
can be diverted midway for a quick escape or a surprise attack.
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Punch
|
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Punch Kick
|

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Double Punch
|

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Poka-poka Combo
|
 
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Punch Mawarikomi
|
[close range] + +
|
Double Punch Mawarikomi
|
 [close range] + +
|
Hasami Punch
|

|
Guru-guru Punch
|

|
Poka-poka Punch
|
    
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Spin Attack
|

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Kick
|
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Double Kick
|

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Triple Kick
|
 
|
Kaiten Kick
|

|
Kaiten Double Kick
|
 
|
Guru-guru Kick
|
  
|
Uma Kick
|
 
|
Propeller Dash
|
+
|
Propeller Dash L
|
[after Propeller Dash]
|
Propeller Dash R
|
[after Propeller Dash]
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Propeller Dash F
|
[after Propeller Dash] +
|
Acchi Ike Kick
|
+
|
Hyper Start
|
 +
|
Furimuki
|
 +
|
Rocket Missile
|
[back to wall] 
|
Hikouki Otoshi
|
[close range] +
|
Bukitori
|
[close range]  +
|
Hikouki Nage
|
[close range]   +
|
Ashibumi
|
[close range]   +
|
Mawarikomi
|
[close range] + +
|
Yoke Punch
|
[after Mawarikomi]
|
Yoke High Kick
|
[after Mawarikomi]
|
Yoke Spin Dive
|
[after Mawarikomi] 
|
Fundzuke
|
[down] 
|
Tsukitobashi
|
[while running]
|
Uma Kick
|
[while running]
|
Furimuki Punch
|
[back to opponent]
|
Furimuki High Kick
|
[back to opponent]
|
Hop Punch
|

|
High Kick
|

|
Double Jump High Kick
|
 
|
Skip Kick
|
  
|
Hop Kick
|
[in midair]
|
Spin Dive
|

|
Fundzuke Dive
|

|
Air Spin
|
[in midair]
|
Air Kick
|
[in midair]
|
Air Hyper Start
|
[in midair] +
|
Wall Spin
|
[on wall]
|
Wall Stomp
|
[on wall]
|
Yowa-yowa Punch
|
[while squished]
|
Fang the Sniper -- With his cork gun and whipping tail, Fang makes an excellent long-distance attacker, but is fairly defenseless at close
range (he doesn't even have a basic punch attack). The Shippo Nage throw is a good technique for putting distance between you and your opponent.
|
Cork Shoot
|
|
2-ren Cork
|

|
3-ren Cork
|
 
|
Abare Teppou Dash
|
   
|
Snipe Yooi!
|

|
Snipe 1
|
 
|
Snipe 2
|
  
|
Snipe 3
|
   
|
Snipe 4
|
    
|
Rapid Snipe
|
     
|
Submarine Snipe
|
 
|
Ballet Toss
|

|
Uchiage Abare Teppou
|
 
|
Super Cork
|
  
|
Abare Teppou
|
    
|
Kick
|
|
Double Kick
|

|
Triple Kick
|
 
|
Shippo Kick
|

|
Shippo Double Kick
|
 
|
Shippo Triple Kick
|
  
|
Spring Kick
|
 
|
Shippo Attack
|
+
|
Shippo Double Attack
|
+
|
Shippo Combo
|
+ 
|
Hyper Start
|
 +
|
Rocket Missile
|
[back to wall] 
|
Chabudai Gaeshi
|
[close range] +
|
Bukitori
|
[close range]  +
|
Shippo Nage
|
[close range]   +
|
Ashibumi
|
[close range]   +
|
Mawarikomi
|
[close range] + +
|
Yoke Snipe
|
[after Mawarikomi]
|
Yoke-yoke Snipe
|
[after 2 successive Mawarikomi]
|
Yoke High Kick
|
[after Mawarikomi]
|
Yoke Body Dive
|
[after Mawarikomi] 
|
Shippo Down Kougeki
|
[down] 
|
Tsukitobashi
|
[while running]
|
Uma Kick
|
[while running]
|
Furimuki Low Punch
|
[back to opponent]
|
Furimuki Punch
|
[back to opponent] + +
|
Furimuki High Kick
|
[back to opponent]
|
Hop Punch
|

|
High Kick
|

|
Double Jump High Kick
|
 
|
Skip Kick
|
  
|
Hop Kick
|
[in midair]
|
Body Dive
|

|
Fundzuke Dive
|

|
Air Snipe
|
[in midair]
|
Air Kick
|
[in midair]
|
Air Hyper Start
|
[in midair] +
|
Wall Dive
|
[on wall]
|
Wall Stomp
|
[on wall]
|
Daiabare Teppou
|
[while Hyper] + + 
|
Yowa-yowa Punch
|
[while squished]
|
Bean the Dynamite -- Newcomer Bean rivals Sonic in terms of agility. His attacks are weak but easy to flurry, and almost every combo has the
potential for a bomb toss at the end. Be careful when using the bomb toss at close range, as the explosion will also damage Bean himself.
|
Kuchibashi Attack
|
|
Double Kuchibashi
|

|
Triple Kuchibashi
|
 
|
Kuchibashi Rush
|
  
|
Kitsutsuki Attack
|
   
|
Kitsutsuki Straight
|
    
|
Kuchibashi Mawarikomi
|
[close range] + +
|
Double Kuchibashi Mawarikomi
|
 [close range] + +
|
Guru-guru Punch
|

|
Guru-guru Punch Bakudan Nage Combo
|
 
|
Bakudan 3-tsu Nage
|
 
|
Guru-guru Upper
|

|
Guru-guru Upper Bakudan Nage Combo
|
 
|
Bakudan Nage
|

|
Kick
|
|
Double Kick
|

|
Triple Kick
|
 
|
Side Kick
|

|
Double Side Kick
|
 
|
Triple Side Kick
|
  
|
Bakudan Shoot
|

|
Uma Kick
|
 
|
Acchi Ike Kick
|
+
|
Hyper Start
|
 +
|
Rocket Missile
|
[back to wall] 
|
Kuchibashi Shot
|
[close range] +
|
Bukitori
|
[close range]  +
|
Mooretsu Attack
|
[close range]    +
|
Ashibumi
|
[close range]   +
|
Mawarikomi
|
[close range] + +
|
Yoke Kuchibashi
|
[after Mawarikomi]
|
Yoke High Kick
|
[after Mawarikomi]
|
Yoke Kuchibashi Dive
|
[after Mawarikomi] 
|
Fundzuke
|
[down] 
|
Dash Kuchibashi
|
[while running]
|
Uma Kick
|
[while running]
|
Furimuki Low Punch
|
[back to opponent]
|
Furimuki Punch
|
[back to opponent] + +
|
Furimuki High Kick
|
[back to opponent]
|
Hop Punch
|

|
High Kick
|

|
Double Jump High Kick
|
 
|
Skip Kick
|
  
|
Hop Kick
|
[in midair]
|
Kuchibashi Dive
|

|
Fundzuke Dive
|

|
Kuuchuu Bakudan
|
[in midair]
|
Air Kick
|
[in midair]
|
Air Hyper Start
|
[in midair] +
|
Wall Kuchibashi Dive
|
[on wall]
|
Wall Stomp
|
[on wall]
|
Bean Warp
|
[while Hyper]   + +
|
Yowa-yowa Punch
|
[while squished]
|
Bark the Polarbear -- Newcomer Bark is slow and has few combo attacks, but makes up for it with brute strength. He's a good close range
fighter with a variety of powerful throws. Perform a Tsubushi Punch to squish your opponent, rendering them momentarily helpless save a weak head
butt.
|
Bark Punch
|
|
One Two Punch
|

|
One Two Nage
|
 [close range]
|
One Two GAN!
|
  
|
Hasami Punch
|

|
2-kai Hasami Punch
|
 
|
3-kai Hasami Punch
|
  
|
Low Punch
|

|
Low Hook
|
 
|
Guard & Attack
|

|
Tsubushi Punch
|

|
Tsubushite GAN!
|
 
|
Bark Upper
|

|
Sit Punch
|
 
|
Bark Elbow
|
 
|
Bark Elbow Combo
|
  
|
Buchinko Kick
|
|
Daisharin Punch
|
+
|
Hyper Start
|
 +
|
Barrier Aruki
|
[while guarding]   + +
|
Tatakitsuke
|
[close range] +
|
Bitan-bitan
|
[close range]    +
|
Bark Strike
|
[close range]   +
|
Atama Nage
|
[close range]   +
|
Tsukan de Gangan
|
[close range]   +
|
Giant Swing
|
[close range]      +
|
Mawarikomi
|
[close range] + +
|
Yoke Punch
|
[after Mawarikomi]
|
Yoke Buchinko Kick
|
[after Mawarikomi]
|
Yoke to Bikomi
|
+ + 
|
Fundzuke
|
[down] 
|
Tsukitobashi
|
[while running]
|
Drop Kick
|
[while running]
|
Furimuki Punch
|
[back to opponent]
|
Furimuki High Kick
|
[back to opponent]
|
Hop Punch
|

|
Hop Kick
|

|
Hop Kick
|
[in midair]
|
Ryoute Hammer Dive
|

|
Hip Dive
|

|
Air Hammer
|
[in midair]
|
Genkotsu Otoshi
|
[before landing]
|
Air Kick
|
[in midair]
|
Wall Ryoute Hammer
|
[on wall]
|
Wall Stomp
|
[on wall]
|
Daisharin Dash
|
[while Hyper] +
|
Yowa-yowa Punch
|
[while squished]
|
Espio the Chameleon -- Espio is an all-round solid fighter with decent power and agility. His tongue attack can reach clear across the arena,
but he's just as adept at close range.
|
Slap Attack
|
|
Slap Kick
|

|
Double Slap
|

|
Double Slap Upper
|
 
|
Bero Punch
|

|
Atamatsuki
|
 
|
Espio Chop
|

|
Tsukkomi Chop
|
 
|
Espio Spin
|

|
Naga Bero Kougeki
|
    
|
Kick
|
|
Double Kick
|

|
Triple Kick
|
 
|
Side Kick
|

|
Double Side Kick
|
 
|
Triple Side Kick
|
  
|
Uma Kick
|
 
|
Acchi Ike Kick
|
+
|
Hyper Start
|
 +
|
Rocket Missile
|
[back to wall] 
|
Chabudai Gaeshi
|
[close range] +
|
Bukitori
|
[close range]  +
|
Bero Nage
|
[close range]   +
|
Bero Nage Combo
|
[close range]   +   +
|
Ashibumi
|
[close range]   +
|
Mawarikomi
|
+ +
|
Yoke Bero Punch
|
[after Mawarikomi]
|
Yoke High Kick
|
[after Mawarikomi]
|
Yoke Body Dive
|
[after Mawarikomi] 
|
Bero Down Kougeki
|
[down] 
|
Fundzuke
|
[down] 
|
Dash Bero
|
[while running]
|
Drop Kick
|
[while running]
|
Furimuki Punch
|
[back to opponent]
|
Furimuki High Kick
|
[back to opponent]
|
Hop Punch
|

|
High Kick
|

|
Double Jump High Kick
|
 
|
Skip Kick
|
  
|
Hop Kick
|
[in midair]
|
Body Dive
|

|
Fundzuke Dive
|

|
Air Espio Spin
|
[in midair]
|
Air Kick
|
[in midair]
|
Air Hyper Start
|
[in midair] +
|
Wall Dive
|
[on wall]
|
Wall Stomp
|
[on wall]
|
Espio Warp
|
[while Hyper]   + +
|
Yowa-yowa Punch
|
[while squished]
|
Amy Rose -- Amy is slow but surprisingly powerful courtesy of her new Piko Piko Hammer. The basic hammer swings are fairly direct and easy to
predict, but they can be chained several different ways to keep your opponent guessing.
|
Hammer Attack
|
|
Double Hammer
|

|
Triple Hammer
|
 
|
Combo Hammer Dive
|
   
|
Spin Hammer
|

|
Head Sliding
|
 
|
Hammer Upper
|

|
Combo Hammer Spin
|
  
|
Magical Hammer
|

|
Hammer Nage
|
  
|
Zujou Chuui
|
 
|
Kick
|
|
Double Kick
|

|
Triple Kick
|
 
|
Kaiten Kick
|

|
Kaiten Double Kick
|
 
|
Guru-guru Kick
|
  
|
Hip Attack
|
 
|
Uma Kick
|
+
|
Hyper Start
|
 +
|
Rocket Missile
|
[back to wall] 
|
Umatobi
|
[close range] +
|
Bukitori
|
[close range]  +
|
Acchi Muite Hoi
|
[close range]      +
|
Ashibumi
|
[close range]   +
|
Mawarikomi
|
[close range] + +
|
Yoke Hammer
|
[after Mawarikomi]
|
Yoke High Kick
|
[after Mawarikomi]
|
Yoke Hammer Dive
|
[after Mawarikomi] 
|
Fundzuke
|
[down] 
|
Head Sliding
|
[while running]
|
Hip Attack
|
[while running]
|
Furimuki Hammer
|
[back to opponent]
|
Hip Attack
|
[back to opponent]
|
Hop Hammer
|

|
High Kick
|

|
Double Jump High Kick
|
 
|
Skip Kick
|
  
|
Hop Kick
|
[while in midair]
|
Hammer Dive
|

|
Fundzuke Dive
|

|
Air Punch
|
[in midair]
|
Air Hammer
|
[before landing]
|
Air Kick
|
[in midair]
|
Air Hyper Start
|
[in midair] +
|
Wall Hammer
|
[on wall]
|
Wall Stomp
|
[on wall]
|
16t
|
[while Hyper]  
|
Yowa-yowa Punch
|
[while squished]
|
Knuckles the Echidna -- Knuckles has a staccato feel, specializing (needless to say) in strong punches. He's best at close range, but can
cross the arena quickly with the Spin Attack and Knuckle Glider. His basic throw has 3 phases for big damage if you can time the combo right.
|
Jab
|
|
Punch Kick
|

|
Jab, Straight
|

|
One Two Uppercut
|
 
|
Jab Get Behind
|
[close range] + +
|
One Two Get Behind
|
 [close range] + +
|
Hasami Punch
|

|
Atamatsuki
|
 
|
Uppercut
|

|
Rising Upper
|
 
|
Spin Attack
|

|
Guru-guru Punch
|
    
|
Kick
|
|
Double Kick
|

|
Triple Kick
|
 
|
Side Kick
|

|
Double Side Kick
|
 
|
Triple Side Kick
|
  
|
Uma Kick
|
 
|
Knuckle Glider
|
+
|
Acchi Ike Kick
|
+
|
Hyper Start
|
 +
|
Rocket Missile
|
[back to wall] 
|
Shadow Punch
|
[close range] +
|
Shadow Punch Second
|
[close range] +
|
Knuckle Special
|
[close range] + 
|
Bukitori
|
[close range]  +
|
Ashibumi
|
[close range]   +
|
Mawarikomi
|
[close range] + +
|
Yoke Punch
|
[after Mawarikomi]
|
Yoke High Kick
|
[after Mawarikomi]
|
Yoke Body Dive
|
[after Mawarikomi] 
|
Fundzuke
|
[down] 
|
Tsukitobashi
|
[while running]
|
Drop Kick
|
[while running]
|
Furimuki Punch
|
[back to opponent]
|
Furimuki High Kick
|
[back to opponent]
|
Hop Punch
|

|
High Kick
|

|
Double Jump High Kick
|
 
|
Skip Kick
|
  
|
Hop Kick
|
[in midair]
|
Body Dive
|

|
Fundzuke Dive
|

|
Air Spin
|
[in midair]
|
Air Kick
|
[in midair]
|
Air Hyper Start
|
[in midair] +
|
Wall Spin
|
[on wall]
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Wall Stomp
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[on wall]
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Hyper Upper
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[while Hyper]   
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Hyper Double Upper
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[while Hyper]    
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Yowa-yowa Punch
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[while squished]
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A normal 1-player game consists of 10 matches: the 8 normal opponents plus non-playable bosses Metal Sonic and Eggman. (When your
character faces off against himself in the lineup, Eggman flies by and blasts your hero with a laser that produces a monochrome doppelganger to fight.)
Metal Sonic has moves from every character in the game at his disposal and, on top of that, inflicts much more damage with them. Eggman, contrarily, has no
special moves at all outside of a basic PPP combo and a throw. The catch is that he must be defeated within 15 seconds to access the good ending. If you're
playing as Sonic and make it to the second bout against Metal Sonic without having lost a single Round, perform a Hyper burst to transform into Super Sonic.
Super Sonic is identical to Sonic except faster and invulnerable to damage, which makes the boss fights a good deal easier. Here's a rundown of the 1P story
mode:
- Stage 01: Knuckles the Echidna in South Island
- Stage 02: Amy Rose in Flying Carpet
- Stage 03: Bark the Polarbear in Aurora Icefield
- Stage 04: Espio the Chameleon in Mushroom Hill
- Stage 05: Miles "Tails" Prower in Canyon Cruise
- Stage 06: Fang the Sniper in Casino Night
- Stage 07: Bean the Dynamite in Dynamite Plant
- Stage 08: Sonic the Hedgehog in Giant Wing
- Stage 09: Metal Sonic in Death Egg's Eye
- Stage 10: Dr. Eggman in Death Egg's Hangar
Note that the mercilessly compressed screenshots below were taken on an unfinished emulator and are slightly inaccurate. Luminance tables
are off so colors aren't properly rendered and character models are missing certain details such as tails and tassels.
The game ends if you defeat Eggman or fail and neglect to continue in the 10-second countdown. However the battle ends, high scorers get
to enter their initials for the attract mode display. At any time during your conquest, a second player may plunk some coinage into the 2P side of the unit
and interrupt you in mid-battle for a head-to-head challenge. When this happens, both players warp to the defender's home turf (ie, if player 1 is Sonic,
both P1 and challenger P2 warp to Giant Wing for combat). When the battle is over, the victor begins a normal game from stage 1.
A number of the default game options can be adjusted in the service menu:
- The default cost to play and continue is 1 coin, but greedy operators can set either price to as much as 5.
- Match count can be set at 2, 3, 4, or 5. 2 is default.
- Opponent AI features 4 degrees of difficulty: easy, normal, hard, and very hard. Normal is default.
- Round time can be set to 10, 20, 30, 40, 50, 60, 70, 80, 90, or 99 seconds. 30 is default.
- Both 1P and 2P energy bars can be set to 4 different levels (easy, normal, hard, very hard), effectively extending or reducing average Round time.
Normal is default.
- The Barrier gauge can be set at anything from 1-10, and can also be toggled to reset after each Round. Default is 5 with reset off.
- Automatic: this is basically a button mash mode. When activated, randomly pressing buttons will automatically produce special attacks and combos.
Players who find this offensive can choose to play with manual settings upon selecting a character. (By default, Automatic mode is turned off.)
- Hyper Mode can be toggled on or off. Default is on.
- Damage: this can be set to Normal or Real. I can't tell the difference, but if you can, please educate me.
Normal is default.
- The attract mode BGM can be toggled on or off. Default is on.
- Continues can be disabled, ensuring that the player gets an instant Game Over after losing a single match.
- Region can be toggled between Japan, USA, and export.
- Monitor display can be toggled between C.R.T. (cathode ray tube) and projector. C.R.T. is default.
- VS finish: when activated, both players get Game Over following a versus match, regardless of who won. Default is off.
- Initialize: operators who have screwed up the settings can restore the entire thing to default.
:: Comparison ::
A Saturn version of StF was announced not long after the game's coin-op debut, but the port bobbed around at the bottom of Sega's release
list for several years before finally being cancelled entirely due to lack of resources and general consumer disinterest. The game didn't get a home release
until almost a decade later, when it was included in Sonic Gems Collection for PlayStation 2 and GameCube.
The Gems Collection version is a very straightforward port with no bells & whistles to speak of. Here's a list of the most significant
additions:
- Most of the relevant service mode options are accessible from the main menu. (The region setting remains locked.)
- Match time can be set to infinite for versus mode.
- Players can choose from 3 different controller maps (though none work particularly well without a joystick peripheral.)
- The screen can be stretched to TV size in 3 different ways.
- At any time during combat, players can pause the game to view a complete command list for their character.
- There doesn't seem to be a way to switch to over-the-shoulder perspective.
- The options menu includes a list of credits for the conversion staff.
:: Lost in Translation ::
Sega's US division was initially reticent about releasing Sonic the Fighters in the Americas for fear of drawing a connection between their
corporate mascot and bloody ruthless combat. When the game was quietly released about a month after its Japanese debut, distribution was limited.
All region versions of StF are identical: the locality can be toggled in the service menu. The export version changes Eggman's name to
Robotnik (grossly misspelled as "Robotonic" in the opening cinema) while the US version includes the requisite "Winners Don't Use Drugs" splash. In all
overseas markets, the game was distributed as "Sonic Championship" which is reflected on the export cabinet, though the title screen still reads "Sonic the
Fighters".
:: Behind the Screens ::
With Fighting Vipers recently completed, one of the game's (evidently bored) programmers worked Sonic into the code for shits and
giggles. AM2 head honcho Yu Suzuki caught a glimpse of the gag and thought it was a hoot, so he presented the idea to Yuji Naka over at Sonic Team. Naka
was enthusiastic about the proposal and so development began on Sonic the Fighters.
StF was developed on the Fighting Vipers engine and the two games are indeed extremely similar - the Hyper mode, for example, is
based on FV's armor break and is performed with the same button command. FV's showcase heroine Honey was worked into StF as a cream-colored cat, apparently
as a test character. (The feline version of Honey doesn't appear in the final build, but makes a cameo in the opening cinema of FV on Saturn.) While the
game was developed at AM2, Sonic Team was consulted for continuity - the use of monochromatic "clone" characters in versus matches, for example, was Sonic
Team's suggestion.
:: Notes ::
Bean's origin: Bean the Dynamite was directly inspired by the 1988 Sega coin-op Dynamite Dux, originally released on System 16B hardware. Dux
stars twin birds Bin and Pin as they combat their way through 6 stages of cartoon action to rescue the oh-so-cute Lucy from the clutches of the evil,
cockroach-esque Achacha. The ducks' basic attack is a simple punch, though a variety of comical weapons (including bombs) can be obtained to clear the path
of slapstick villainy. A Master System port was released in 1989.
:: Miscellanea ::
- Bark's name is misspelled on match screens as "Bark the Polerbear".
- Bark and Bean are included as playable characters in Fighters Megamix for the Saturn. The South Island and Aurora Icefield arenas are also
included, though curiously, Aurora Icefield sports the BGM of Flying Carpet.
Written content and original graphics copyright © 1997-2007 Jared Matte. Hosting and administration thanks to Nathan Tsui. Sonic the Hedgehog characters,
logos, and images are trademarks of SEGA Corporation. The GHZ is an independent fansite and is not affiliated with SEGA
Corporation.
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