PlayStation, Dreamcast, GBA, PSP and now mobile phones. Where is the Xbox Live Arcade version?
by Robert Workman on Thursday, March 02, 2006
During the Capcom Gamers Day event in Las Vegas, we were treated to all sorts of forthcoming Capcom delights for the Xbox 360, PlayStation 2, and the Sony PSP. But a division that also got a bit of attention on the floor was Capcom Mobile, which will be bringing a handful of Capcom's classic franchises to cell phones beginning sometime later this year. Not only did we have a chance to talk with the team in terms of what they had in mind, but we got hands-on with a game that's sure to make waves when it arrives for the mobile phone arena later this year.
Super Puzzle Fighter II Turbo is a classic puzzle game that has been attracting gamers since its introduction on the PlayStation and Sega Saturn years ago. It basically has you pick a super-deformed character from the line-up (either from the Street Fighter II or Darkstalkers games) and then puts you right into versus combat. Instead of brawling, however, you have to basically form big blocks of gems, and then use the gem breakers, little round glowing spheres, to disrupt them. You can take the easy way out and break up single gems to keep your playfield clean, but the real challenge comes in building intricate set-ups so you can pull off devastating combos. Doing so stacks your opponent's screen with uncounterable gems, pushing them that much closer to a loss. However, keep in mind that the opponent can do the exact same thing to you.
The game has lost quite a bit of its visual luster in being crammed onto a cell phone, but the general purpose and gameplay remains the same. You start off on a menu letting you choose which option you want to go with, and then go right into the action with stacking up gems and gem counters. You also want to keep an eye open for diamonds, which, when touching the right gem block, eliminates all similarly colored gems from the screen.
The gameplay remains tight, and, somehow, Capcom has been able to keep two-player action in mind. You can hook up with a friend and engage in a versus match, although you don't have the ability to see what their tactics are or how many gems they have on-screen. Still, it's an interesting process, and the way gems can stack up on you really puts your brain to work.
I wish a little more was done with the music, and I'm not so sure how well timed mode will affect the overall tempo of the game (where you and a player set up your blocks and counters ahead of time, only to have the effects unfold after a certain time limit runs out), but I still had a lot of fun playing the game on the floor, and, although the edition that will be packed in with Capcom Puzzle World will be the premiere choice for taking the game on the go, the cell phone version isn't a bad alternative at all- especially when you consider that multiplayer's being included.
We'll be back with a full review of the game this summer, along with the insistence that we don't form four-hit combo chains by accident. No, we practice the hell out of that, thank you very much.
GameDaily


