I’ve beaten Rushing Beat (aka: Rival Turf)!
One of the many games following up in Final Fight’s wake, Rushing Beat is a belt scroller set in a not-too distant future although if its sequels didn’t exist, you wouldn’t really tell. You get to pick between “Extremely generic beat’em up protagonist” Norton and his buddy Bild, who can kicks people in the nuts. Beside offering two players co-op when the SNES port of Final Fight didn’t, its big gimmick is “Angry mode”, a superpowered state that makes you invincible and extra-powerful for a limited time if you’ve taken one too many hits, although this is inexplicably turned off by default in the western versions. It’s a cute gimmick and probably the only reason I’ve even managed to beat this game.
Usually I append some bragging like “I one-lifed [game]” in my posts in here but for Rushing Beat, I’m quite content in merely beating the game within the default allotment of lives and continues because, quite simply, it’s a bit broken. The first problem is that your default punch string is mostly useless for one of the protagonist, and entirely worthless for the other one. It’s weak, short-ranged and most enemies can break it and punish you hard. While Norton can still use it on lower-tier enemy and some bosses, Bild’s is far too slow and thus completely unusable, which makes him majorly disadvantage for one mid-game boss that punish you heavily for trying to grab him. This means the best way to play Rushing Beat is by running like you’re on crack (mercifully this is assigned to the shoulder buttons) and repeatedly throwing and suplexing enemies ASAP rather than anything you’d expect from a sane beat’em up. It does lend the game quite a frantic feel.
You sort-of have a crowd control attack but instead of being drawn for your health, you get one use for every 11 enemies killed and while powerful, the attacks are brief and have weird hitboxes.
Another problem is that damage values are somewhat fucked up. The “Stick” enemy has a long-ranged and instant kick that kills you in four hit, and he’s one of the most commonly-encoutered enemies. Another enemy, the short fat guys, can take out more than half of your lifebar with one of their attacks. Health refills are very rare (typically one per level) and there’s no way to earn extra lives during gameplay so it’s quite punishing. Speaking of damage, both your and enemie’s health bar take a weirdly long time to reflect attacks. This lead to a weird quirk where you’ll sometimes grab enemies immediately after having attacked them, and in doing, ignore the damage you did on your first attack!
Oh and the western release removes the ability to set difficulty and lives in the option menu and make some other gameplay tweaks that are mostly to your disadvantage. Not good.
Despite having the major jank and thrown-together feel most of Jaleco’s non-shmup games do, there are legitimately some things to like about Rushing Beat
-The graphics are quite nice! While the characters are nothing to write home about in terms of design or animation, the backgrounds are very nicely drawn and quite varied. The first stage, for instance, has you start in the streets, then you board a crowded bus, and end outside a baseball stadium. This is something a lot of belt scrollers didn’t really bother with (including the first Streets of Rage, a game that’s otherwise superior to Rushing Beat in every way) so that they bothered here is appreciated.
-Playing as Bild is fun because they genuinely nailed the feel of impact from his moves. Suplexing sods is as fun as the 11110th time as it is the first.
-You can kick people in the nuts (but only in Japan!)
There are videos of brazilian players one-crediting and two-crediting the game so clearly it’s possible to be one with the jank. I don’t have the patience for that, but I found Rushing Beat is fun enough if you don’t take it seriously.