Review by leeko_link
Portable Street Fighting Made Perfect
The Game Boy was known for its great lineup of quality first party games with solid third party supports and bite size arcade titles. Street Fighter II for the Game Boy was the first of the bite size arcade fighters to land on Nintendo's little device so players could finally take the street fight on the go. With multiple superior home console ports already available on the Super NES, Sega Genesis, and Turbo-Grafx-16, does this handheld fighter still pack a good punch? Let's get to all the meat of this game.
Well done! For a Game Boy title the visual standards for this game are very well done. Though the boxart and cartridge had the original Street Fighter II: World Warrior label borrow from the Super NES, all the in-game arts, intros, and endings were taken from the later Super Street Fighter II game which makes this a mix port between World Warrior, Special Champion, Turbo Hyper Fighting, and Super Street Fighter II as the game borrow so many features from those titles and crammed them together to make one awesome package. There's even the same smooth animations and attractions from the later games included here as well and since this game is Super Game Boy enhanced, plugging this into that adapter for the Super NES will add some attracting Turbo Hyper Fighting borders and color palette to your game as well.
Superbly enhanced. All the tunes from the nine available character's stages were all faithfully reproduced here as well as the legendary opening song and the credit ending theme from the arcade game. From Ryu's dark temple to Guile's military camp to Chun-Li's market street all the way to Balrog's Las Vegas casino will make you groove into each tunes of its faithful country landscape. Plug in some headphones and the action will really get intense. Fist punch could still be heard, every kicks had their marks, and every throws still delivers that punishing whirl of dizziness to the opponent. Even though there are no shouts of Hadouken, Shoryuken, Kikoken, and Sonic Boom to be heard here, the crushing sound from those attack would make you feel the agony of defeat more and more.
Smooth, very smooth. Since Game Boy only had two buttons, one for punch and one for kick, and a d-pad for movements. Capcom did a great job of limiting them by just those two buttons. The longer player press and hold a specific attack button, that attack will register as according to the strength of that attack for example if player want to press Jab Punch all they need to do is press the punch button lightly otherwise to perform a Strong Punch, a hard press on the punch button is required. The game used the Super Street Fighter II battle system so the combo counter makes a return as well as many of the newer special moves introduced in the later Super SFII edition such as Ryu's Red Hadoken, Blanka's Backward Roll, and M. Bison's Flying Demon Fist. Though the battle system is solid, the game is quite short, the A.I. is very simple to beat (though playing this on the harder difficulty does make this a bit challenging) and since there are only nine fighters, it could end in a few hours of playthrough. As for roster size, you'll quickly notice a few missing favorites like E. Honda, Vega, and Dhalsim, but since this is meant to be a port of the original Street Fighter II, missing these three guys aren't that big of a deal since this is on a portable after all. Also the Turbo speeds from Hyper Fighting makes its presence so you could speed up your fight the way you want it. Since Street Fighter games usually never incorporate a credit limitation in all its games, player had no worries regarding continue as they could continue for as long as they want. As far as gameplay goes, these are as good as it gets.
Moderately high at best, for a portable fighting game, this port does offer a worthwhile experience for handheld fighting gamer on the go. The game also took great advantage of the Super Game Boy enhancing feature giving the game that 16-Bit treatment while allowing both players to duke against each other without linking carts. If you want to fight old-school you could still use the link cable to fight one-on-one with a friend via the game's other modes of play or fight through Arcade Mode to unlock all the game's special endings
Is it Worth Buying?
Yes, if you are a die-hard Street Fighter fan or just want a perfect portable fighter on the go. Even if the console versions offer superior multiplayer enjoyment at home, this portable edition is still a good fun warm-up for on the go brawling and a good time killer.
Rating: 4.0 - Great
Product Release: Street Fighter II (US, 09/30/95)
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