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YMMV / Rushing Beat

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  • Awesome Music:
    • Most of the music is surprisingly catchy, particularly Stage 3 from the first game, which got remixed in Rushing Beat Shura.
    • Rushing Beat Shura's boss theme.
  • So Okay, It's Average: The first Rushing Beat (aka Rival Turf) had only two standout things: one, the Ikari or "Angry" mode, and two, 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 SNES version of Final Fight. 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.
  • Surprisingly Improved Sequel:
    • 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 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 Multiple Endings 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 stupendously bad localization changes.

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