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TRS
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* SoOkayItsAverage: The first ''Rushing Beat'' (aka ''Rival Turf'') had only two standout things: one, the Ikari or "Angry" mode, and two, [[WhatDoYouMeanItWasntMadeOnDrugs a swirling cosmic vortex as your backdrop for versus play.]] The only reason anyone paid attention to it was because it had co-op, unlike the [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] version of ''VideoGame/FinalFight''. The sequels, on the other hand, dip into a different territory below. This is likely a factor in why ''Rival Turf'' was massively delayed coming to the SNES Online Service on [[UsefulNotes/NintendoSwitch Switch]] compared to both its sequels.
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* SoOkayItsAverage: The first ''Rushing Beat'' (aka ''Rival Turf'') had only two standout things: one, the Ikari or "Angry" mode, and two, [[WhatDoYouMeanItWasntMadeOnDrugs a swirling cosmic vortex as your backdrop for versus play.]] play. The only reason anyone paid attention to it was because it had co-op, unlike the [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] version of ''VideoGame/FinalFight''. The sequels, on the other hand, dip into a different territory below. This is likely a factor in why ''Rival Turf'' was massively delayed coming to the SNES Online Service on [[UsefulNotes/NintendoSwitch Switch]] compared to both its sequels.
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Works that share a creator are moved to Creator Driven Successor on Trivia per TRS But it's also a Zero Context Example, so just deleting.
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* SpiritualSuccessor: To Creator/{{Jaleco}}'s earlier arcade exclusive BeatEmUp, ''VideoGame/SixtyFourthStreetADetectiveStory''.
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Fixing and Adding
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* SugarWiki/AwesomeMusic: Most of the music is surprisingly catchy, particularly Stage 3 from the first game, which got remixed in ''Rushing Beat Syura''.
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* SugarWiki/AwesomeMusic: SugarWiki/AwesomeMusic:
** Most of the music is surprisingly catchy, particularly Stage 3 from the first game, which got remixed in ''Rushing BeatSyura''.Shura''.
** Most of the music is surprisingly catchy, particularly Stage 3 from the first game, which got remixed in ''Rushing Beat
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* SoOkayItsAverage: The first ''Rushing Beat'' (aka ''Rival Turf'') had only two standout things: one, the Ikari or "Angry" mode, and two, [[WhatDoYouMeanItWasntMadeOnDrugs a swirling cosmic vortex as your backdrop for versus play.]] The only reason anyone paid attention to it was because it had co-op, unlike the Super Nintendo version of ''VideoGame/FinalFight''. The sequels, on the other hand, dip into a different territory below. This is likely a factor in why ''Rival Turf'' was massively delayed coming to the SNES Online service on Switch compared to both its sequels.
to:
* SoOkayItsAverage: The first ''Rushing Beat'' (aka ''Rival Turf'') had only two standout things: one, the Ikari or "Angry" mode, and two, [[WhatDoYouMeanItWasntMadeOnDrugs a swirling cosmic vortex as your backdrop for versus play.]] The only reason anyone paid attention to it was because it had co-op, unlike the Super Nintendo [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] version of ''VideoGame/FinalFight''. The sequels, on the other hand, dip into a different territory below. This is likely a factor in why ''Rival Turf'' was massively delayed coming to the SNES Online service Service on Switch [[UsefulNotes/NintendoSwitch Switch]] compared to both its sequels.sequels.
* SpiritualSuccessor: To Creator/{{Jaleco}}'s earlier arcade exclusive BeatEmUp, ''VideoGame/SixtyFourthStreetADetectiveStory''.
* SpiritualSuccessor: To Creator/{{Jaleco}}'s earlier arcade exclusive BeatEmUp, ''VideoGame/SixtyFourthStreetADetectiveStory''.
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** ''Rushing Beat Ran'' (aka "Brawl Brothers") not only expanded the playable roster with more distinction between each character, but added sprinting and generally was just far, far better to play in general while also being far less of a clone of other games at the time. While it wasn't quite as polished as its competition still, it jumped the gap from the first game's mediocre to a fully acceptable beat-em-up in its own right.
** ''Rushing Beat Shura'' (aka "The Peacekeepers") took everything that ''Ran'' did, and promptly expanded it further in a more deliberate and refined manner. Now you have an actual timed guard mechanic, fighting fields were often larger, and enough work was put in to be held by those who know of it as one of the sleeper hits of the genre. It also had MultipleEndings and different story routes to pursue on a per-character basis, though only mainly in the Japanese version; if one sticks to the localized version overseas, the gameplay improvements don't save this game from its [[BadExportForYou stupendously bad localization changes.]]
** ''Rushing Beat Shura'' (aka "The Peacekeepers") took everything that ''Ran'' did, and promptly expanded it further in a more deliberate and refined manner. Now you have an actual timed guard mechanic, fighting fields were often larger, and enough work was put in to be held by those who know of it as one of the sleeper hits of the genre. It also had MultipleEndings and different story routes to pursue on a per-character basis, though only mainly in the Japanese version; if one sticks to the localized version overseas, the gameplay improvements don't save this game from its [[BadExportForYou stupendously bad localization changes.]]
to:
** ''Rushing Beat Ran'' (aka "Brawl Brothers") ''Brawl Brothers'') not only expanded the playable roster with more distinction between each character, but added sprinting and generally was just far, far better to play in general while also being far less of a clone of other games at the time. While it wasn't quite as polished as its competition still, it jumped the gap from the first game's mediocre to a fully acceptable beat-em-up in its own right.
** ''Rushing Beat Shura'' (aka"The Peacekeepers") ''The Peace Keepers'') took everything that ''Ran'' did, and promptly expanded it further in a more deliberate and refined manner. Now you have an actual timed guard mechanic, fighting fields were often larger, and enough work was put in to be held by those who know of it as one of the sleeper hits of the genre. It also had MultipleEndings and different story routes to pursue on a per-character basis, though only mainly in the Japanese version; if one sticks to the localized version overseas, the gameplay improvements don't save this game from its [[BadExportForYou stupendously bad localization changes.]]
** ''Rushing Beat Shura'' (aka
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* SoOkayItsAverage: The first ''Rushing Beat'' (aka ''Rival Turf'') had only two standout things: one, the Ikari or "Angry" mode, and two, [[WhatDoYouMeanItWasntMadeOnDrugs a swirling cosmic vortex as your backdrop for versus play.]] The only reason anyone paid attention to it was because it had co-op, unlike the Super Nintendo version of ''VideoGame/FinalFight''. The sequels, on the other hand, dip into a different territory below. This is likely a factor in why ''Rival Turf'' was skipped over for the SNES Online service on Switch while both its sequels were uploaded.
to:
* SoOkayItsAverage: The first ''Rushing Beat'' (aka ''Rival Turf'') had only two standout things: one, the Ikari or "Angry" mode, and two, [[WhatDoYouMeanItWasntMadeOnDrugs a swirling cosmic vortex as your backdrop for versus play.]] The only reason anyone paid attention to it was because it had co-op, unlike the Super Nintendo version of ''VideoGame/FinalFight''. The sequels, on the other hand, dip into a different territory below. This is likely a factor in why ''Rival Turf'' was skipped over for massively delayed coming to the SNES Online service on Switch while compared to both its sequels were uploaded.sequels.
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None
Deleted line(s) 1 (click to see context) :
* SoOkayItsAverage: The first ''Rushing Beat'' (aka "Rival Turf") had only two standout things: one, the Ikari or "Angry" mode, and two, [[WhatDoYouMeanItWasntMadeOnDrugs a swirling cosmic vortex as your backdrop for versus play.]] The only reason anyone paid attention to it was because it had co-op, unlike the Super Nintendo version of ''VideoGame/FinalFight''. The sequels, on the other hand, dip into a different territory below.
Added DiffLines:
* SoOkayItsAverage: The first ''Rushing Beat'' (aka ''Rival Turf'') had only two standout things: one, the Ikari or "Angry" mode, and two, [[WhatDoYouMeanItWasntMadeOnDrugs a swirling cosmic vortex as your backdrop for versus play.]] The only reason anyone paid attention to it was because it had co-op, unlike the Super Nintendo version of ''VideoGame/FinalFight''. The sequels, on the other hand, dip into a different territory below. This is likely a factor in why ''Rival Turf'' was skipped over for the SNES Online service on Switch while both its sequels were uploaded.
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None
Changed line(s) 5,6 (click to see context) from:
** ''Rushing Beat Ran'' (aka "Brawl Brothers") not only expands the playable character list with more distinction between each member, but added sprinting and generally was just far, far better to play in general. While it isn't quite as polished as its competition still, it jumped the gap from the first game's mediocre to a fully acceptable beat-em-up in its own right.
** ''Rushing Beat Shura'' (aka "The Peacekeepers") took everything that ''Ran'' did, and promptly expanded it further. Now you have an actual timed guard mechanic, fighting fields were often larger, and generally added enough elbow grease and polish onto the formula to be held as one of the sleeper hits of the genre. It also had MultipleEndings and different story routes to pursue on a per-character basis, though only mainly in the Japanese version; if one sticks to the localized version overseas, the gameplay improvements don't save this game from its [[BadExportForYou stupendously bad localization changes.]]
** ''Rushing Beat Shura'' (aka "The Peacekeepers") took everything that ''Ran'' did, and promptly expanded it further. Now you have an actual timed guard mechanic, fighting fields were often larger, and generally added enough elbow grease and polish onto the formula to be held as one of the sleeper hits of the genre. It also had MultipleEndings and different story routes to pursue on a per-character basis, though only mainly in the Japanese version; if one sticks to the localized version overseas, the gameplay improvements don't save this game from its [[BadExportForYou stupendously bad localization changes.]]
to:
** ''Rushing Beat Ran'' (aka "Brawl Brothers") not only expands expanded the playable character list roster with more distinction between each member, character, but added sprinting and generally was just far, far better to play in general. general while also being far less of a clone of other games at the time. While it isn't wasn't quite as polished as its competition still, it jumped the gap from the first game's mediocre to a fully acceptable beat-em-up in its own right.
** ''Rushing Beat Shura'' (aka "The Peacekeepers") took everything that ''Ran'' did, and promptly expanded itfurther. further in a more deliberate and refined manner. Now you have an actual timed guard mechanic, fighting fields were often larger, and generally added enough elbow grease and polish onto the formula work was put in to be held by those who know of it as one of the sleeper hits of the genre. It also had MultipleEndings and different story routes to pursue on a per-character basis, though only mainly in the Japanese version; if one sticks to the localized version overseas, the gameplay improvements don't save this game from its [[BadExportForYou stupendously bad localization changes.]]
** ''Rushing Beat Shura'' (aka "The Peacekeepers") took everything that ''Ran'' did, and promptly expanded it
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Changed line(s) 1 (click to see context) from:
* SoOkayItsAverage: The first ''Rushing Beat'' (aka "Rival Turf") had only two standout things: one, the Ikari or "Rage" mode, and two, [[WhatDoYouMeanItWasntMadeOnDrugs a swirling cosmic vortex as your backdrop for versus play.]] The only reason anyone paid attention to it was because it had co-op, unlike the Super Nintendo version of ''VideoGame/FinalFight''. The sequels, on the other hand, dip into a different territory below.
to:
* SoOkayItsAverage: The first ''Rushing Beat'' (aka "Rival Turf") had only two standout things: one, the Ikari or "Rage" "Angry" mode, and two, [[WhatDoYouMeanItWasntMadeOnDrugs a swirling cosmic vortex as your backdrop for versus play.]] The only reason anyone paid attention to it was because it had co-op, unlike the Super Nintendo version of ''VideoGame/FinalFight''. The sequels, on the other hand, dip into a different territory below.
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None
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** ''Rushing Beat Shura'' (aka "The Peacekeepers") took everything that ''Ran'' did, and promptly expanded it further. Now you have an actual timed guard mechanic, fighting fields were often larger, and there generally more polish than the immediate predecessor. It also had MultipleEndings and different story routes to pursue on a per-character basis, though only mainly in the Japanese version; if one sticks to the localized version overseas, however, the gameplay improvements don't save this game from its [[BadExportForYou stupendously bad localization changes.]]
to:
** ''Rushing Beat Shura'' (aka "The Peacekeepers") took everything that ''Ran'' did, and promptly expanded it further. Now you have an actual timed guard mechanic, fighting fields were often larger, and there generally more added enough elbow grease and polish than onto the immediate predecessor. formula to be held as one of the sleeper hits of the genre. It also had MultipleEndings and different story routes to pursue on a per-character basis, though only mainly in the Japanese version; if one sticks to the localized version overseas, however, the gameplay improvements don't save this game from its [[BadExportForYou stupendously bad localization changes.]]
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None
Added DiffLines:
* SoOkayItsAverage: The first ''Rushing Beat'' (aka "Rival Turf") had only two standout things: one, the Ikari or "Rage" mode, and two, [[WhatDoYouMeanItWasntMadeOnDrugs a swirling cosmic vortex as your backdrop for versus play.]] The only reason anyone paid attention to it was because it had co-op, unlike the Super Nintendo version of ''VideoGame/FinalFight''. The sequels, on the other hand, dip into a different territory below.
Added DiffLines:
* SurprisinglyImprovedSequel:
** ''Rushing Beat Ran'' (aka "Brawl Brothers") not only expands the playable character list with more distinction between each member, but added sprinting and generally was just far, far better to play in general. While it isn't quite as polished as its competition still, it jumped the gap from the first game's mediocre to a fully acceptable beat-em-up in its own right.
** ''Rushing Beat Shura'' (aka "The Peacekeepers") took everything that ''Ran'' did, and promptly expanded it further. Now you have an actual timed guard mechanic, fighting fields were often larger, and there generally more polish than the immediate predecessor. It also had MultipleEndings and different story routes to pursue on a per-character basis, though only mainly in the Japanese version; if one sticks to the localized version overseas, however, the gameplay improvements don't save this game from its [[BadExportForYou stupendously bad localization changes.]]
** ''Rushing Beat Ran'' (aka "Brawl Brothers") not only expands the playable character list with more distinction between each member, but added sprinting and generally was just far, far better to play in general. While it isn't quite as polished as its competition still, it jumped the gap from the first game's mediocre to a fully acceptable beat-em-up in its own right.
** ''Rushing Beat Shura'' (aka "The Peacekeepers") took everything that ''Ran'' did, and promptly expanded it further. Now you have an actual timed guard mechanic, fighting fields were often larger, and there generally more polish than the immediate predecessor. It also had MultipleEndings and different story routes to pursue on a per-character basis, though only mainly in the Japanese version; if one sticks to the localized version overseas, however, the gameplay improvements don't save this game from its [[BadExportForYou stupendously bad localization changes.]]
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* CrowningMusicOfAwesome: Most of the music is surprisingly catchy, particularly Stage 3 from the first game, which got remixed in ''Rushing Beat Syura''.
** ''Rushing Beat Shura'''s [[https://www.youtube.com/watch?v=C7d1LfIWgAg boss theme]].
** ''Rushing Beat Shura'''s [[https://www.youtube.com/watch?v=C7d1LfIWgAg boss theme]].
to:
* CrowningMusicOfAwesome: SugarWiki/AwesomeMusic: Most of the music is surprisingly catchy, particularly Stage 3 from the first game, which got remixed in ''Rushing Beat Syura''.
** ''Rushing Beat Shura'''s [[https://www.youtube.com/watch?v=C7d1LfIWgAg bosstheme]].theme]].
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** ''Rushing Beat Shura'''s [[https://www.youtube.com/watch?v=C7d1LfIWgAg boss
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Changed line(s) 1 (click to see context) from:
* CrowningMusicOfAwesome: Most of the music is surprisingly catchy, particularly Stage 3 from the first game, which got remixed in ''Rushing Beat Syura''.
to:
* CrowningMusicOfAwesome: Most of the music is surprisingly catchy, particularly Stage 3 from the first game, which got remixed in ''Rushing Beat Syura''.Syura''.
** ''Rushing Beat Shura'''s [[https://www.youtube.com/watch?v=C7d1LfIWgAg boss theme]].
** ''Rushing Beat Shura'''s [[https://www.youtube.com/watch?v=C7d1LfIWgAg boss theme]].