Super Street Fighter II |
Game Boy Advance |
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Review by Matt Paprocki |
Capcom |
Fighting |
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Graphics: 9 |
Sound: 7.5 |
Gameplay: 6.5 |
Overall: 8 |
Is it ironic that Capcom couldn't give this
game away when it hit the SNES and Genesis, but the GBA version is being bought
up quicker than GTA
III on the PS2? Ok, maybe it isn't selling that well, but at least these carts
aren't going to be buried alongside E.T. for 2600 in some New Mexico
desert. A few changes have been made to the game, but most of these are
cosmetic, and hardcore fans will feel right at home with Super Street Fighter
2 Turbo Revival (Yes, that is the incredibly long and overdone official title of
this one). Playing Street Fighter II with a measly two face buttons can prove to be a problem. Attempting to use the shoulder buttons with them is even more difficult. Two of the attacks can be performed by holding the button down, the remaining four are controlled by the face and shoulder buttons. This is really the only major flaw the game has and it's not really Capcom's fault. What can be blamed on Capcom are the sometimes unresponsive controls, rendering some special moves impossible. There is an option to make the controls simpler (i.e. a fireball attack can now be performed by pressing forward and punch), but the challenge levels drops significantly with this feature turned on. Extras have been added including survival modes, bonus stages, and time trials. All of these open up special features not available in other versions.
Beyond the control flaws, this is a near perfect port. This makes not only a great showcase title, but the replay value has been significantly increased that to the added features. Definitely a wise purchase, but make sure you pick up two copies. The vs. mode is outstanding with the only problem finding a decent light source to see both screens. |