This prototype was released by TX Davies in 202x. It's a late prototype, but features many differences.


Prototype
Final
The prototype lacks the introduction sequence, and goes straight to the title screen. The "Final Fight" text is closer to the number 2 in the proto, and the shading on the top of the two is slightly different as well.

The prototype lacks an option mode, has the word "SAMPLE" on the bottom left, and lacks the R next to the 2 that the final has.

The prototype also plays a jingle at the title screen, which the final lacks. However this jingle would see use in the final version, as it was used when you start the first round.



Prototype
Final

The character select screen. Haggar and Carlos' images were not touched for the final version, however Maki's was changed quite a bit.

Some stats were changed, with all characters losing some weight for the final version, especially Haggar. Maki and Carlos also got a bit taller.




Prototype
Final
In the prototype, when you start the game, your character will be in the middle of the screen. In the final, they'll walk on from the left, and stop to the left side of the screen.

The proto has a differently colored map, and all of the country flags are colored. In the final, the flags will only be colored depending on which level you're on. The proto lacks the name of the country you're in, and the time.

Finally, the "CAPCON" was corrected to "CAPCOM" on the sign.



Prototype
Final
This barrel was moved up and to the right in the final version.



Prototype
Final
The building behind Chun-Li was altered for the final version.

In the prototype, a Jony enemy will walk towards you here. In the final version, you need to go further to the right to get him to appear.



Prototype
Final
In the proto, there are two barrels here, but there's only one in the final.

The scenery in the background is also spaced differently in the proto -look at the shelves, they're closer to the table than they are in the final.

As with what happened earlier, above the door it says "CAPCON" in the proto. This was fixed to "CAPCOM" in the final.



Prototype
Final
Another example of CAPON/CAPCOM. In the final version, the building on the right of the screen was moved further to the right when compared to the final. The position of the clouds in the background was also altered.

The final has a Jack here, in the final version there's an Elias casually leaning on the wall to the right.



Prototype
Final
Another big difference with the prototype is that it lacks most of the area transitions seen in the final game. Instead, the screen will simply go dark.



Prototype
Final

Due to the lack of area transitions, the prototype will start you in slightly different locations when you arrive at the next part of a level.

There is also a musical difference for this part of the level, In the prototype version, "Carve a Dragon Wood" plays, which is the music from the first part of the level. In the final version, a different tune, "Creeping Weeping" plays instead.

This is really minor, but if you look closely at the background, notice how the talismans aren't ripped in the prototype:




Prototype
Final
In the proto, you can't go any further to the right in this section until you've defeated the enemies. In the final, you can go further to the right.



Prototype
Final
The final version added a box here. The proto also has an Elick show up at this point, in the final version he appears later on in the level.



Prototype
Final

In the prototype, this bookcase, is blue, whilst it was changed to red in the final version. The bookcase next to it is also slightly different, as is part of the ground:




Prototype
Final
This part of the level has an altered background in the prototype. It also features a barrel, which the final version replaced with a box.



Prototype
Final
In the prototype, this wall is larger and features more text on it. There is a barrel here in the final version, but in the prototype...



Prototype
Final
...the barrel is found here. The proto also features different clouds, and is also missing the city that you can just about see in the final version.



Prototype
Final
More barrel to box madness.



Prototype
Final
In the prototype, the boss is called Ri, his name was changed to Won Won in the final version.

The city in the background has different sprites between versions.

In the prototype, Ri is already on the ground when you get to him. In the final, he has an intro where he jumps down off some boxes.



Prototype
Final
Ri is very easy to defeat in the prototype, as he doesn't use his jump attack much when compared to the final version. He also doesn't get any assistance from the Mad Gear gang -in the final version some Mad Gears will come on screen to back him up.

The girders are slightly different in the proto, when compared to the final.

The boss makes a different noise upon his defeat, and the end of level jingle is completely different between versions -in the final, it was replaced with the tune "Work's Done".

The prototype also lacks the text-only cutscene that the final has, after this level is beaten.
Prototype
Final



Prototype
Final
This is the start of the France round. The prototype features brighter colors for a lot of things, most noticeably the sky and floor. The sign was also altered for the final version.

May as well mention this now: in the prototype, if you wait around, a hand will appear and point to the right. The final version replaces the hand with an arrow.



Prototype
Final
The prototype has a Mic here, in the final he got replaced with a Bull.



Prototype
Final
There is also a small graphical glitch on the bottom right corner here, which the final fixed.



Prototype
Final
On the next part of the level, most of the colors in the prototype are the same as they are in the final, other than the sky.



Prototype
Final
In the proto, there is a Jack here, but in the final, he got replaced with a Bull.



Prototype
Final
Another barrel location difference. The final has an Elick in this section, who doesn't appear in the prototype.



Prototype
Final
In the prototype, the distance to the airport is in miles, in the final it was changed to kilometers. There's another barrel location difference here too.

In the prototype, you'll get to fight an Andore Jr here, but in the final, you'll fight a G. Andore.

The prototype also only features one Elick here, whilst in the final, there are two.



Prototype
Final
As the scene transitions are missing in the prototype, the fence on the left here never gets smashed like it does in the final. There are some slight differences with the boxes in the background too.



Prototype
Final
The prototype does not have a box here, but does have a Jony, who doesn't appear here in the final version.



Prototype
Final
The Elick here was replaced with an Eliot in the final.

The prototype also lets you see the fence at this point, in the final you can't see it until you've beaten up a set of enemies.



Prototype
Final
Part of the background on the left is different here, but the biggest change is the numbers on the hangar door.



Prototype
Final
In the final, the numbers on the next hangar were removed entirely. A box was also added here.



Final
This part is not in the prototype. In the final, this hangar door opens, and you have to fight these enemies. In the prototype, the door opens, but there are no enemies, you can just go right on to the boss.



Prototype
Final
In the proto, this boss is called Centaurs. His name was changed to Freddie in the final version. The boss gets no Mad Gear backup in the proto, but does in the final.

His sprites was altered in several ways for the final version, including giving him some chest hair, and giving his boots additional detail.

The hangar door does not open up as much in the proto as it does in the final version.

In the prototype, Centaurs uses a scream the regular enemies makes upon his defeat. This was changed for the final version.



Prototype
Final
The prototype does not have the mines here, which were added to the final version.

Parts of the background are also slightly different -the windmills were made taller in the final version, and you can also see more of the lake.



Prototype
Final
The Bull featured here in the prototype was replaced with an Eliot in the final.



Prototype
Final
On the next wave of enemies, the proto's Jack was replaced with the final's Bull.



Prototype
Final
On the next wave, the set of enemies was completely changed.



Prototype
Final
The barrel here in the proto was removed from the final version, and replaced with two sets of mines.



Prototype
Final
In the proto, you can't move as far to the right here as you can in the final.



Prototype
Final
In the prototype, the enemies here come on from the right, in the final they come on from the left. The prototype is also missing the box that's here in the final version (the Mark won't spawn until the box has been broken).



Prototype
Final
The prototype's elevator platform was redrawn for the final version. Some machinery on it was also removed.



Prototype
Final
Once you're off the platform, the place your character walks to is slightly different between versions. The final also gets your character to turn around once the platform starts to descend.



Prototype
Final
In the prototype, you get an Elias, Eliza and Elijah to fight here. In the final, you get two Elizas and one Mary.

After these have been beaten, the proto has a Mic show up, in the final he was replaced with a G. Andore and a Schot.



Prototype
Final
A barrel was added to this section in the final version.



Prototype
Final
This section was altered for the final version, adding a broken building, along with a sign.


Prototype
Final
This barrel was moved slightly in the final version. You can see some more background differences too.



Prototype
Final
There are a few graphical differences with the broken building here.



Prototype
Final
A lot of background differences here -the sign on the left was changed, the placement of the barrels was altered and the building was made different, especially to the right.

The G. Andore walks on from the right in the proto, and from the left in the final.



Prototype
Final
The floor graphics here are different between versions. There is also a coloring difference with part of the background, click here if you can't see it.

Two Joes appear in this section in the final version, but they're missing in the prototype.



Prototype
Final
The boss of this level is called Guild in the prototype, he had his named changed to Bratken in the final. In the prototype, he's stood outside when you first see him. In the final, he had a special intro added, where he smashes down a door.

As with the previous bosses, this guy gets no help from the Mad Gears in the proto, but does in the final.

He also has a different death scream in the proto.



Prototype
Final
Level four has your character's starting position in the middle of the screen in the prototype, in the final version they walk on and stop at the left.

The biggest difference here is the music -the prototype features a tune which was removed from the final game, and replaced with "Bust up the Railway".
Prototype
Final



Prototype
Final
A barrel was added here in the final version.



Prototype
In the prototype, some steam will blow out from under this carriage's wheel. This animation was removed from the final game.



Prototype
Final
The final version adds a barrel here.



Prototype
Final
The prototype has a Mic here, he was replaced with an Elias in the final version.

Also of note is that in the prototype, the scrapped music track used earlier in the level is played here, but in the final, "Creeping Weeping" plays.



Prototype
Final
The prototype seems to completely lack the Joe enemy type, but there are several of him here in the final version.



Prototype
Final
In the prototype, there are a few enemies to fight here, but there aren't any in the final version.



Prototype
Final
After you beat the enemies, the prototype ends. In the final, this is the place where you fight Philippe, the level's boss. However...



Prototype
Final
...with a little bit of hacking, you can access some more levels that are in the prototype. The fifth round, Italy, features different background colors, and different background object placement.



Prototype
Final
The pillars in the prototype are thinner than they are in the final. There's also a Schot enemy here, who was removed from the final.



Prototype
Final
There are some differences with the floor graphics here, but the proto is missing a box that's there in the final.

The proto also doesn't have as many enemies here as the final does. There is no Mary in the final version, but you do get another wave of enemies to fight after the ones in the above screen are beaten.



Prototype
Final
In the prototype, you're stuck here -the game will tell you to go down, but you can't. In the final version, your character will automatically jump down at this point. Note the red graphics on the ground, and a black square sprite on the left.

In the final version, once you jump down, you have this additional scene to get through, which doesn't appear to be accessible in the prototype.



Prototype
Final
Some background differences here, the most noticeable is that the people watching were redrawn for the final version.



Prototype
Final
Some enemy placement differences. In the prototype, you get a variety of enemies here, but in the final, you only get Marys and Elizas.



Prototype
Final
In the prototype, once you get to this point, it'll end -you'll get the continue message seen earlier. In the final, you have to fight some enemies before you can move on.



Prototype
Final
You can force the proto to load this part of the level, but it basically ends as soon as it begins -your character won't appear, and then it's switch to the "to be continue" screen. You can see that there are some palette differences here, and the bridge is in a different place.



Prototype
Final
The elevator section doesn't work in the proto -again, it'll end as soon as it begins. There are some glitchy tiles on the floor, the wall on the left lacks graffiti, the fence is different, there's no background behind the fence, and the door to the right is different.

The prototype still plays "Sleep Junk Down" for this section, in the final "Lift Fighter II" is used.



Prototype
Final
In the prototype, your character starts to the right of the door, in the final they smash through it. The building in the background is placed differently and has different colors, the sky has different graphics, as does the floor. The door to the right has different damage to the brickwork in places.

Then there's the boss. Spelt "Rolento" in the prototype (the same spelling as in the first game), his name was shortened to just "Rolent" for the final version. The boss has some palette differences too.



Prototype
Final
In the prototype, you can't hurt the boss, and he can't hurt you. He will just cycle through of of his animation frames, and sometimes walk left or right.

The right side of the screen is different too, and was changed for the final version.

Finally, the prototype has "Sleep Junk Down" play during this part, in the final, "Lift Fighter II" is used.



Prototype
Final
In the prototype, the start of the final level lacks the rain the final version has. There are some palette differences, and some stuff in the background had their graphics changed for the final version.



Prototype
Final
In the final, the screen locks at this point, and you have to beat up some enemies before you can move on. However in the prototype, you can continue right a bit further.

In addition to more palette differences, the wall in the background had some of its graphics altered for the final version. The prototype also lacks the mines that are here in the final.



Prototype
Final
The prototype only has one enemy in this entire section, obviously the final adds many more. Again, the proto lacks the mines that are here in the final. The door in the background is closed in the prototype, but opened in the final.



Prototype
Final
The next section had quite a few things changed for the final version. The wall isn't broken anywhere in the prototype, but is in the final. The floor was altered, and so were the trees.



Prototype
Final
The prototype lacks enemies for this entire section of the level. There are some more differences to the floor here, and the fence on the left is different, as is the bamboo on the right.



Prototype
Final
The background here is clearly unfinished in the prototype, and was changed around for the final.



Prototype
Final



Prototype
Final



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Final



Prototype
Final



Prototype
Final
As the proto lacks most scene transitions, your character does not smash through the wall here like they do in the final. The prototype also lacks a barrel, and has a lot of coloring differences.

The prototype plays "Bears are Hiding in the Woods" here, whilst in the final, "Creeping Weeping" is played.



Prototype
Final
As with the previous section, the prototype lacks any enemies to fight here. Part of the background is also completely missing.



Prototype
Final
Final
In the prototype, this section ends here. But in the final, an extra bit was added before you get to the stairs.



Prototype
Final
Aside from all the background differences here, the prototype plays "Bears are Hiding in the Woods" here, whilst in the final, "Creeping Weeping " is played.


Prototype
Final
As with the last few sections, the prototype lacks any enemies to fight, you can just walk right on to the end. There are lots of background differences though.



Prototype
Final
Along with the obvious background differences, the proto doesn't feature a barrel here.



Prototype
Final



Prototype
Final
In the prototype, the level ends here -you can move further to the right, but you can't actually continue on to the next part of the level, and you don't even get the "to be continue" screen.

The sign and armor look different in the prototype, and a barrel was added here in the final version. There's some other background differences too.

This seems to be as far as you can go with the prototype -the final part of this level, where you fight Retu, doesn't appear to be in the game yet.



Prototype
Final
The first bonus game is in the prototype, but it's not playable without hacking. Forcing it to load will have the car magically destroy itself. The weapons are missing, some details in the background are different, and the car sprite also has differences. You also have 99 seconds in the prototype, compared to the final's 30.

The prototype uses the tune "Spit on the Floor" here. In the final version, "The Frenzy" is used. "Spit on the Floor" is still in the final version -it's not used in the game, but can be played in the sound test.

The bonus game can be seen in the prototype, but only as one of the demos. In the demo, Carlos will move around as the car destroys itself, then the demo ends.



Prototype
Final
The second bonus stage is in the prototype, and can be fully played. The floor is different and some things are missing (namely the light posts and rail). Some of the barrels are in different places when compared to the final. Again, you get a lot more time in the prototype than you do in the final.

The barrels don't emit fire in the prototype, whilst they will in the final. The prototype has a single Mic enemy to fight at the end, who's not there in the final version.



Prototype
Final

The prototype's continue screen lacks the water pouring down that is featured in the final version. The font for the continue text and timer is different, and even though the prototype states you have zero credits, you can still continue.

In the prototype, the music played here is from whatever level you were on. In the final version, "Finished" is played.




Prototype
Final

The player select icons for Haggar and Carlos were changed for the final.




Prototype
Final

Apparently someone didn't like Maki's face for her continue screen sprite. The final version changes her quite a bit.




Prototype
Final

When you use a continue, her animation is also different. Note that her player select icon was also changed for the final.




Prototype
Final
Maki's idle stance is different in the prototype. As seen in some magazine scans, Maki originally had a completely different sprite. It looks like at this point her new sprite was mostly done, although the change to her idle stance must have been really late -her artwork in the instruction manual matches the prototype sprite.



Prototype
Final

Most of Maki's sprites were slightly changed for the final version. There are too many for me to list here, so here are a few examples.




Prototype
Final




Prototype
Final




Prototype
Final




Prototype
Final




Prototype
Final
Carlos' sprite is complete, but the final version changed his skin color a bit.



Prototype
Final
Eliot's purple jacket and bandanna were changed to black for the final version.



NOTES

-Collecting food whilst at 100% health will turn your character's life bar green. This lets you go beyond 100% health, if you get attacked, the bar will eventually return to yellow and you'll start taking damage as usual.

This gameplay mechanic was removed from the final game.

-Pressing the select button will freeze everything on screen in the prototype, although the music will stay play. Press select again to unfreeze. The final game removes this functionality.

-You start off with 6 lives per credit in the prototype, but in the final, you only get 4.

-Every time you enter a new area in the prototype, you will have 6 lives in the prototype. The final does not do this.

-In the prototype, if your characters gets knocked down, mashing buttons will not get them up faster like it does in the final game. This can lead to some pretty nasty situations with Andore's slam attack.