Archive for the ‘English’ Category

Streets of Rage Remake v5.0

Sunday, April 3rd, 2011

Welcome back to the blog!

It has been 8 years of work, but the final version is here, this is complete and ready for download, Surprised? ;)

First of all, you can read the terms of use.

Streets of Rage Remake is a project created from scratch, it does not use reverse engineering nor a single line of code from the original games. It’s all based on visual interpretation, comparing how things work in the original games and trying to mimic it for Streets of Rage Remake.

Some of its functions:
* Animation timing, animation positioning, control response, X/Y/Z positions and physical movement for all characters are accurate to the original games.
* 64 modules of AI per enemy to represent walking and reactions.
* Collisions and damages based on the original games.
* The same score system algorythm that is used in SOR2.
* Grabs and vaults as in the original games.
* Autosave savestates that allow you to continue the game from the same point, exit windows,  alt+x, etc.
* Prediction of resources, to speed loading times.
* All functions of all the original games in the series are emulated:
- Over 30 configurable options in the menu
- Star and Special Meter sytems
- 6-button controller actions
- Different types of weapons, and Special Weapon attacks
- Police specials
- And much more

Tests have been conducted for months to ensure that the game plays well, plays accurately, has the smallest possible number of bugs and an appropriate difficulty level.

The following material has been created exclusively for Street of Rage Remake V5, and V4 (with all that implies).

The game includes original cutscenes between stages, totalling over 40 cutscenes and 8 endings.

There are stages in the game that are either completely new or remastered, adding more colors, more scrolling layers, interactive details not present in the original games and much more.

Over 10 designers have been working for years to create new sprites, creating 19 playable characters all with a complete set of moves, new enemies, new details on the stages and much more.

The music has been remixed by 5 different musicians, they are in OGG format (44khz, 128kbps) and contain practically all the songs in the original series, including Game Gear versions and some new tracks, a total of 76 songs.
* All songs have been volume controlled and EQ.

The game contains audio sounds from the original games that have been recorded directly from a Megadrive/Genesis.
* Each enemy and character has their own voice channel (a total of 24 channels of audio)
* The shrill sounds accumulate in specific channels to avoid distorting the audio.
* Ambient sounds are a new feature of the game.


You can see the promotional poster for the game here.

- 93 stages in story mode
- 5 stages in extra modes
- 5 stages in the Prototype mod (separate download)

- SOR1 characters remastered with new moves
- SOR2 characters with new moves
- SOR3 characters with new moves
- New playable characters

- All enemies from SOR1 remastered.
- All enemies SOR2 (RGB color correction).
- All enemies SOR3 (RGB color correction).
- New enemies based on the Game Gear versions and even the cover the game!

- 76 in V5.
- 7 in the Prototype mod.

- Profile Editor
- Color Editor
- Name Editor
- Sormaker
- Cutscene Viewer
- Profile Viewer (and commands)
- Image Gallery
- 16 cheats
- Battle Mode
- Survival Mode
- Boss Rush mode
- Events Mode (16 events)
- Volleyball Mode
- Allied cpu mode
- And more than 30 customizable options

The planned online feature had to be scrapped as there were problems getting the game to run lag free, even from early build. It would of taken longer to wait for an improvement on this, so it was left out and more time was spent on improving the game itself.

News for Feb. 3rd, 2010

Wednesday, February 3rd, 2010


(This stage replaces the blue lab used in v4)

(Recorded while testing, will probably have some differences in the final version)



POLICE (beta)

News for Nov. 11th, 2009

Wednesday, November 11th, 2009

This time I wanted to do a full update, because it’s one of the last few there will be.
The game progresses very well and the game release, if there are no setbacks, is near. The exact date will be announced in this blog a week before the release, so you can subscribe to the RSS feed to get it as soon as it’s published.

New and last set of remixes, from Duke:
Ready funk
Back to the industry


Implementing this into the engine took an entire week. In beat ‘em ups vectors are commonly used, but it’s essential for making SORMaker mods easily.

  • Wall collisions are controlled by the map.
  • Characters can slide along some walls just by pressing up or down (SOR3).
  • Pits have been added, now they work as they should.
  • Unlike the original games, different pit types have been added:
    • Fall and die (SOR1)
    • Fall and come up again (SOR3)
  • The enemy IA has been improved to avoid jumping right into a pit.
    • When creating a SORMaker mod you have to take into account that some enemies’ way of moving is jumping, so these ones will likely end falling into pits; people will need to use the hardness map and enemy placement wisely.

This is the definitive list of official ports for the game:

  • Windows
  • Linux (x86)
  • Wiz

Alongside the game, information about how to port it to other platforms will be provided as well as minimal requirements. In fact, if someone is interested in porting I can give them the information since the port is actually done for the language the game is programmed in and not of the game itself.

There’s a high chance of getting it ported to Wii and XBox, but unless the ports are already done they will not be there for the game launch and/or they might not be official or adapted independently like the Wiz one.

100% done, there are some things adapted from the PC versions.

  • Redesigned menu so options meant for 2 players are not shown.
  • Added touchscreen controls for the name and palette editors.
  • Some options are blocked (specially video related ones). The optimal ones have been chosen and can’t be modified.
  • 60 FPS using a 1 or 2 frameskip in some places. I will try to improve this point.


The controls map is predefined.

Virtual keyboard

A virtual keyboard has been added for all versions, so in any port the editors will stay functional.

ENEMIES (43/64)

Video of Vehelits in an early stage of development:

Some snapshots:

To read in depth about enemies’ improvements:

News for Sept. 15th, 2009

Tuesday, September 15th, 2009


There are still 5 characters to be completed. 2 of them are quite advanced, like Adam here batting Big-Ben.


Characters and enemies are two of the basic pillars for the game. While I get the rest of the material to finish the characters this will be the bulk of the next updates.


At the same time we’re working on remaking some stages, so there’s no point on using the step list anymore since everything is being worked simultaneously.
New scroll planes and different textures have been added to the stage, but I don’t discard making some changes (JPG blurs the image a bit).


Every playable character will have a profile. Characters without portraits will have now their own personal ones just like Shiva here. (The info shown in the image is WIP).


+ Vsync added.
+ “Collision type” option added:

  • Sor2 : Hits are shown wherever the character collision box is.
  • Sor3 : Hits are shown on the clash point between two characters.
  • Pixel : Hits work like in SOR3 and collisions work at pixel-level precision.
    (although this last option is more realistic it can affect gameplay, since SOR is based on collision boxes that don’t have to necessarily be in contact with the player).

** We’re studying the way to add 16:9 and 3x zoom support.

Complete list of corrections :
1. Menu scroll bug after playing a game and going back to the menu. (fixed)
2. Having Caps Lock on won’t let you type in the profile editor. (fixed)
3. The enemy lifebar doesn’t show up when that enemy burns you. (fixed)
4. A stage selected with the stage selection cheat is left marked if you go back to the menu and choose any other game mode. (fixed)
5. Improved the position for some holds in fast moves. (+)
6. Barrels on the conveyor belt could be passed through. (fixed)
7. Debugging holds on the conveyor belts. (done)
8. SOR1/2 characters will be able to do the + A special move while holding an enemy. (+)
9. Walking over an item when there’s a nearby enemy, pressing the attack button will make the player attack the enemy instead of stopping to get the item. (+)
10. Even when you die there could be enemy lifebars on your scoreboard (specially because of cheats). (fixed).
11. When there are bikers and a player loses a continue, those die one after another. (fixed)
12. When a player holds a weapon in SOR3 mode and is thrown by another player, the weapon will appear sticked on the fall (TN. What?). (fixed)
13. You can pause a battle before the Round 1 Start message appears, but the proper message doesn’t pause. (fixed)
14. Firearms counter blinks when there are no bullets left. (fixed)
15. Like in SOR3, characters leave their weapons before going to a new stage. It’s not available in the SOR2 weapons mode or if there’s a cheat activated. (+)
16. Different flying heights for enemies after being hit are not used when they die. (fixed)
17. Characters don’t have different fall height levels when another character hits them. (fixed)
18. Player 2 in volleyball mode never ran out of hits. (fixed)
19. Added momentum for the SOR3 jump type. If a character doesn’t run sufficiently the momentum will be reduced. (fixed)
20. Added lag when Y is pressed so the player can’t spam the combo finishing move (like in SOR3). (+)
21. Several bugs on Bongo’s flame. (fixed)
22. Added a recovery time span after a fall, where the character can’t be hit or held (SOR3). (+)
23. Same walking and running speed as in the original games. (+)
24. Only SOR3 Axel can throw a knife while walking. (+)
25. Characters can enter a stage running now (SOR3). (+)
26. Removed the stage’s initial lag, where characters didn’t react for an moment. (+)
27. Enemies have a strange way to hit characters in the air. (fixed)
28. There were some death bugs that caused a Time Over. (fixed)