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GAMES .: REVIEW
GAMEBOY ADVANCE

June 2002
by Jae Lurman

SUPER STREET FIGHTER II : TURBO REVIVAL

Hailed as one of the greatest achievements in video-game history thus far, Capcom's Street Fighter II : The World Warriors received widespread fanaticism and acclaim. Deservedly so. The franchise literally kicked off the fighting genre of games we now hold in such high regard. Sadly, it took a title such as Sega's Virtua Fighter in 1993 to almost completely alter the future direction of these fighters. With the mega success of hits such as Tekken, Dead or Alive, Soul Calibur,(and ironically to a lesser extent - the Street Fighter EX installments) it seems as if the vigilant Street Fighter series has created a monster it can no longer control. Yet even today, Street Fighter 2 stands defiant as one of the last strongholds of true 2D gaming existence. Take away from the flashy 3D graphics of its modern rivals and their robotic singular button moves, its clear to see that Street Fighter II continues to be the most playable and well-balanced fighting game out there. Capcom capitalised on this incredible success, quickly following up with Championship and Hyper Fight arcade models. From there Street Fighter stems out to a number of offshoot franchises like the Alpha and VS series - the inevitable invasion of all major gaming platforms - and now, the Gameboy Advance.

SSF2:TR - 1

Super Street Fighter 2 : Turbo Revival, besides being a mouthful to say, is essentially a direct port of the well-known Super Street Fighter II game (Arcade, Super Nintendo, Sega Genesis) with Turbo (Super Nintendo, Sega genesis) elements and a touch of the Alpha series thrown in for good measure. The first obvious and major concern is how Capcom were going to translate the desired 6 button setup of the arcade down to the GBAs' 4 button layout. It works out remarkably well, though Street Fighter 2 fans may find reaching for the shoulder buttons mid-combo a little daunting at times. But just as shown through the excellent ports of the Tony Hawk series to the handheld, once you adapt it becomes almost second nature. You'll be pulling off all your favourite moves and executing combos very quickly. The 4 button system works like this: a quick button tap performs a light strike, while a longer press performs a medium attack. The two shoulder buttons are assigned to your heavy strength blows. This of course can all be reconfigured to best suit your playing style.

SSF2:TR - 2

The game is brief in terms of storyline as its always been about just plain old ass kicking. However, each character has their own history, rivalry and reasons for entering the tournament. All of the 16 fighters (including 2 unlockable versions of Akuma, Ryu's rival of the dark hadou) possess unique skills, special moves and powers. Much like its more recent Street Fighter counterparts, as you battle during the 3 rounds a special gauge builds up and you can unleash various degrees of super attacks upon your opponents. Making contact with your enemy, these moves deliver a devastating blow to their health, often ending the match in your favour.

SSF2:TR - 3

The overall visuals are outstanding, Capcom somehow managed to squeeze down all the levels (and some new ones) and characters to the Gameboy Advance's 160x140 screen resolution with surprisingly excellent results. It's much like plugging your SNES into a miniature monitor but experiencing it on this totally portable system feels revolutionary from a veteran standpoint. With most of the processing power focused on keeping the game top-speed and the storage memory holding all of the lush graphics and animations, something had to give. We all know the Gameboy Advance sound capabilities; just listen to Castlevania : Circle of the Moon or Golden Sun for reference. However, the audio in Turbo Revival suffers greatly. Our most memorable tunes and "hadooooken"'s are intact, but the actual quality of the sound samples are degraded at best. Obviously this is due to the cartridge size restrictions - the emphasis on the visuals rather than sound is clearly evident, and thus forgivable.

SSF2:TR - 4

One of the unspoken laws of remaking a classic game is to include enough extra features, secrets and unlockable options to warrant its resurrection. If enjoying a mix of Super and Turbo edition Street Fighter II's by simply reaching for your GBA isn't attractive as it is, Capcom included a few extras for your hard earned (and well spent) dollars. Survival mode consists of a series of tasks like the completing the bonus stages (break the car or barrels) in the fastest possible time. Also included in this mode is an interesting and extremely difficult battle challenge where you must defeat an allotted number of opponents with one energy bar. 10 yeah. 30 maybe. But 100? Deadly! Time Attack mode sets you against a series or group of opponents, including the dark Akuma. Although these modes seem like a last-minute throw in, they do provide a valuable training facility in which to hone your fighting skills. While playing through the main game you collect VS points and when you reach a certain number these features become available, including the chance to play as Akuma himself or unlock viewable galleries of brand-new character artwork.

SSF2:TR - 5

Last but certainly not least is the Multiplayer aspect of Turbo Revival. Requiring an extra GBA and game cartridge, you can duke it out with a friend / foe. This really is where the game shines, and it's a shame that the majority of people purchasing this title will not experience this feature. The variety and balance among the contenders makes for some fierce competition which extends the lastability of this game tenfold.

Final word: Super Street Fighter 2 : Turbo Revival proves not only that the SFII legacy is as effective today as it was a decade ago, but also that the Gameboy Advance is capable of such an excellent translation. The game boasts multiple modes of play, a huge cast line-up, additional graphical tweaks and extra moves - combining teh grandaddys of the fighting genre, Super Street Fighter II and Street Fighter II Turbo perfectly into one handheld package. While not ground-breaking, Turbo Revival is a must for fans of the series and anyone looking for some serious fighting action on the run.

IMAGE SOURCES
Screenshots are from Video Game Museum.

TOP

SSF2:TR - Box Art

Genre - Fighting

Developer - Capcom
Publisher - Capcom
Release - November 2001

Save - Battery

Also Known As - Super Street Fighter 2X Revival (Japan)

Players - 1 to 2

Link Options - 2 player Versus Battle (link cable, multi pack).


EXTRA MEDIA
Japanese Box Art
Front, Back


INTERESTING FACT
Apparently this is to be the very last Street Fighter II title released. Don't worry, the Street Fighter legacy lives on!

LINKS
Nintendo.coms' SSFII:TR Page

 


 

Graphics - 8.5
Great in-game graphics, fluid animation and awesome artwork extras. Lacklustre front-end though.

Sound - 6
It's all there, just not as crisp or clean.

Gameplay - 9
Almost perfect portable translation even with the button limitations. Couldn't ask for more.

Lastability - 9
Multiplayer. Extra gameplay modes, VS points, unlockable characters and a battery save function. Excellent!

Characters -8.5
Well balanced yet slightly dated cast.

Overall - 8.5/10
A work of art, marred only by the limited GBA button setup.

 

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