This is stage 7 from the great game Streets of Rage 7
Sprites from Genesis game.
Sprites are property of Sega.
This Stage is intended for personal use!
This was initially a private release, but i thought "oh, what the heck" I'll let others enjoy this stage.
With that said.. I hope you enjoy the stage. I know, i enjoyed creating it.  
Sprites are not to be sold under any circumstances.
Please DO NOT upload these files on your site. This will keep creators making stuff and people enjoying it. Thanks!
This one goes to my baby girl  Christina.
===============||Mugen History||==============
Released: April 06, 2006
Author: Ruben
E-mail: Trunks_1000000pw@MugenHistory.com
Http://www.MugenHistory.com
===============||Mugen History||==============
[Info]
 ;Name of the stage.
name = "Elevator"
Author= Ruben
;===============what's left to do=============================
; The timing of the elevator might be a bit off. I have to adjust it.
; I might add a few more thing to it.
; Anything else please feel free to contact me.
; trunks_1000000pw@mugenhistory.com.
;--------------------------------------------------------
[Camera]
 ;Camera starting position: Usually 0 for both
 ;***
startx = 0
starty = 0

 ;Left and right bound of camera
 ;You may want to fiddle a bit with these values to make sure the
 ;background doesn't move too far or too little
 ;***
boundleft = -40
boundright = -40

 ;High and low bound of camera
 ;High is a negative number. Make is more negative if you want to
 ;camera to be able to move higher.
 ;Low should usually be 0.
 ;If omitted, defaults to -25 and 0 respectively
 ;***
boundhigh = -52
boundlow = 0

 ;This is how much the camera will move vertically towards the
 ;highest player. Valid values are from 0 to 1. A value of 0 will mean
 ;the camera does not move up at all. A value of 1 will makes the camera
 ;follow the highest player.
 ;Typically .2 for normal-sized backgrounds. You may need to pull this
 ;value up for taller backgrounds.
verticalfollow = .2

 ;Minimum vertical distance the highest player has to be from the floor,
 ;before the camera starts to move up to follow him. For extremely
 ;tall stages, a floor tension of about 20-30 coupled with a
 ;vertical-follow of .8 allows the camera to follow the action.
floortension = 0

 ;Horizontal distance player is from edge before camera starts to move
 ;left or right. Typically 50 or 60.
tension = 60


;--------------------------------------------------------
[PlayerInfo]
;--- Player 1 ---
 ;Player 1 starting coordinates.
 ;p1startx is typically -70 and p2startx is 70.
 ;p1starty and p1startz should be 0.
p1startx = -120          ;Starting x coordinates
p1starty = 0            ;Starting y coordinates
p1startz = 0            ;Starting z coordinates
p1facing = 1            ;Direction player faces: 1=right, -1=left

;--- Player 2 ---
p2startx = 70
p2starty = 0
p2startz = 0
p2facing = -1

;--- Common ---
 ;Don't change these values.
leftbound  = -1000 ;Left bound (x-movement)
rightbound =  200 ;Right bound
topbound  =  0     ;Top bound (z-movement)
botbound  =  0     ;Bottom bound

;--------------------------------------------------------
[Scaling]
 ;No need to change these values
topz     = 0       ;Top z-coordinate for scaling
botz     = 50      ;Bottom z-coordinate for scaling
topscale = 1       ;Scale to use at top
botscale = 1.2     ;Scale to use at bottom

;--------------------------------------------------------
[Bound]
 ;Distance from left/right edge of screen that player can move to
 ;Typically 15
screenleft = 15    ;Dist from left of screen that player can move to
screenright = 15   ;Right edge

;--------------------------------------------------------
[StageInfo]
 ;Z offset for drawing
 ;Adjust this value to move the ground level up/down in the screen.
 ;It's the position where the players stand at.
 ;Up - smaller, Down - larger
 ;***
zoffset = 180

 ;Leave this at 1. It makes the players face each other
autoturn = 1

 ;Set the following to 1 to have the background be reset between
 ;rounds.
resetBG = 1

;--------------------------------------------------------
[Shadow]
 ;This is the shadow color given in r,g,b. Valid values for each
 ;range from 0 (lightest) to 255 (darkest).
 ;Defaults to 92,92,92 if omitted.
color = 32,32,32

 ;This is the scale factor of the shadow. Use a big scale factor
 ;to make the shadow longer. You can use a NEGATIVE scale factor
 ;to make the shadow fall INTO the screen.
 ;Defaults to 0.4 if omitted.
yscale = .1

 ;Set to 1 to draw "reflection" shadows. Defaults to 0.
reflect = 0

;--------------------------------------------------------
[Music]
 ;Put a filename for a MOD, MP3 or MIDI here, or just leave it
 ;blank if you don't want music. If an invalid filename is
 ;given, then no music will play. To play CD audio, put
 ;the track number followed by ".da". Using a track number of
 ;0 will play a random audio track. For example, to play
 ;track 3 from a music CD, use:
 ;  bgmusic = 3.da
bgmusic = 

 ;Adjust the volume. 0 is normal, negative for softer, and
 ;positive for louder (only for mp3, mods and CDA)
bgvolume = 0

;========================================================
;--------------------------------------------------------
; Background definition
; ***
;-------------------------------------
; [BG x]
; type = ?       "Normal"/"Parallax"/"Height"  (def: "normal")
; spriteno = ?, ? Sprite group and number: groupno, imgno  (req'd)
; start = ?, ?   Starting location (integer)  (def: 0, 0)
; delta = ?, ?   Change in location per camera unit moved (float)  (def: 1,1)
; trans = ?      Transparency settings: "none"/"add"/"sub"/"avg" (def: "none")
; mask = ?       Masking (int): 0 - off, 1 - on  (def: 0)
; velocity = ?, ? Velocity: x, y (float): speed background moves (def: 0, 0)
; tile = ?, ?    Tiling: xtile, ytile (int): 0 - off, 1 - infinite,
;                        >1 - tile that number of times  (def: 0, 0)
; tilespacing = ?, ? Tiling: x, y (int) : space between tiles (def: 0, 0)
;  Parallax-only:
; xscale = ?, ?    Top xscale, bottom xscale (float) (if used, then no tiling)
; width = ?, ?     Top width, bottom width (int)  (if used, then tiles;
;                             use either this or above, but not both)
; yscalestart = ?  Starting y-scale (float, in percent)  (def: 100)
; yscaledelta = ?  Change in y-scale per unit (float, in percent)  (def: 0)
;-------------------------------------

;-------------------------------------
; Main background definition
[BGdef]
 ;Filename of sprite data
spr = stages/SORElevator.sff

 ;Set to 1 if you want to clear the screen to magenta before
 ;drawing layer 0 (the default background). Good for spotting "holes"
 ;in your background.
 ;Remember to turn this off when you are done debugging the background,
 ;because it slows down performance.
debugbg = 0

[BG elevator light]
type  = anim
spriteno = 2
mask = 1
delta= 1,1
actionno =2
layerno=1

[begin action 2]
2,0,0,0,53
loopstart
2,1,0,0,1

;----------
[BG Main Buildings]
type  = anim
spriteno =0
start = 0, 0
delta = 1, 1
mask = 1
tile = 0, 0
id=20
actionno =0

[begin action 0]
0,0,0,0,17
0,2,0,0,17
0,3,0,0,17
0,4,0,0,17

[BGCtrlDef 20]
CtrlID = 20


[BGCtrl 20.1]
type = PosSet
time = 0
x = 0
y = 0


[BGCtrl 20.2]
type = VelSet
time = 50
x = 0
y = 1

[BGCtrl 20.3]
type = VelSet
time = 250
x = 0
y = 1

[BGCtrl 20.4] 
type = VelSet
time = 310
x = 0
y = 0

[BGCtrl 20.6] 
type = VelSet
time = 600
x = 0
y = 1


[BGCtrl 20.5] ; second controller part 1
type = PosAdd
time =0
x = 0
y = 0

[BGCtrl 20.6] ; second controller part 2
type = VelSet
time = 855
x = 0
y = 0


[BGCtrl 20.7] ;this one determines how long the thing is idle previous; part 3
type = VelSet
time = 1200
x = 0
y = 1


[BGCtrl 20.8] ; third controller
type = PosAdd
time =0
x = 0
y = 0

[BGCtrl 20.9] ; this is where you set the hight
type = VelSet
time = 1452
x = 0
y = 0

[BGCtrl 20.10] ;this one determines how long the thing is idle previous; part 3
type = VelSet
time = 1700
x = 0
y = 1

[BGCtrl 20.11] ; fourth controller
type = PosAdd
time =0
x = 0
y = 0

[BGCtrl 20.12] ; this is where you set the hight; fouth stage
type = VelSet
time = 1955
x = 0
y = 0

[BGCtrl 20.13] ;this one determines how long the thing is idle previous; part 3 +
type = VelSet   ; this must be higher than previous one
time = 2300
x = 0
y = 1

[BGCtrl 20.14] ; fourth controller
type = PosAdd
time =0
x = 0
y = 0

[BGCtrl 20.15] ; this is where you set the height; fourth stage
type = VelSet
time = 2558
x = 0
y = 0

;======================================
[BG side doors]
type  = normal
spriteno =10,0
start = 0, 0
delta = 1, 1
mask = 1
tile = 0, 1
id=21

[BGCtrlDef 21]
CtrlID = 21


[BGCtrl 21.1]
type = PosSet
time = 0
x = 0
y = 0


[BGCtrl 21.2]
type = VelSet
time = 50
x = 0
y = 5

[BGCtrl 21.3]
type = VelSet
time = 250
x = 0
y = 5

[BGCtrl 21.4] ; the first height; first stop control
type = VelSet
time = 306
x = 0
y = 0

[BGCtrl 21.6] 
type = VelSet
time = 600
x = 0
y = 5


[BGCtrl 21.5] ; second controller part 1
type = PosAdd
time =0
x = 0
y = 0

[BGCtrl 21.6] ; second controller part 2;second stop control
type = VelSet
time = 856
x = 0
y = 0


[BGCtrl 21.7] ;this one determines how long the thing is idle previous; part 3
type = VelSet
time = 1200
x = 0
y = 5


[BGCtrl 21.8] ; third controller
type = PosAdd
time =0
x = 0
y = 0

[BGCtrl 21.9] ; this is where you set the hight;third stop control
type = VelSet
time = 1456
x = 0
y = 0

[BGCtrl 21.10] ;this one determines how long the thing is idle previous; part 3
type = VelSet
time = 1700
x = 0
y = 5

[BGCtrl 21.11] ; fourth controller
type = PosAdd
time =0
x = 0
y = 0

[BGCtrl 21.12] ; this is where you set the hight; fouth stage stop control
type = VelSet
time = 1955
x = 0
y = 0

[BGCtrl 21.13] ;this one determines how long the thing is idle previous; part 3 +
type = VelSet   ; this must be higher than previous one
time = 2300
x = 0
y = 5

[BGCtrl 21.14] ; fourth controller
type = PosAdd
time =0
x = 0
y = 0

[BGCtrl 21.15] ; this is where you set the hight; fourth stage
type = VelSet
time = 2557
x = 0
y = 0

;----------
[BG elevator ]
type  = normal
spriteno =3,0
delta = 1, 1
mask = 1
tile = 0, 0

;----------
[BG elevator front]
type  = normal
spriteno =4,0
start = 0, 0
delta = 1, 1
layerno=1
mask = 1
tile = 0, 0

;==============================

[BG elevator light]
type  = anim
spriteno = 11
mask = 1
delta= 1,1
actionno =11

[begin action 11]
11,3,0,0,16
11,4,0,0,16
11,5,0,0,16
11,6,0,0,16
11,7,0,0,16
11,9,0,0,16

