GENRE : PUZZLE
DEVELOPER: CAPCOM
PUBLISHER: CAPCOM
NUMBER OF PLAYERS: 1 or 2


Review by J. M. Vargas
(Reader Review) 

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SUPER PUZZLE FIGHTER

I've been playing the hard-to-find Saturn version of this game all week (got it at Toys'r'Us), and decided to borrow a friend's PSX version to compare the two versions to see if there are any noticeable differences between the two; there are a few minor improvements/shortcomings that go back and forth, but for all practical purposes "Super Puzzle Fighter II Turbo" (not a sequel, despite the 'II' on the title) on PSX is 95% identical to the Saturn version.  Either way, you're getting a fun and entertaining puzzle game that has a couple of very flawed gameplay and graphical concepts bringing down an otherwise stellar Capcom package.  Think of the following ingredients for your next gaming party: "Virtua Fighter Kids" cuteness, a non-playable stripped-down version of the "Street Fighter Alpha 2"/"Nightwarriors: Darkstalkers" engines, and "Columns" (an early 90's Sega puzzle game for the Genesis/Game Gear).  The result?  Gaming blizz with a slightly annoying buzz afterwards, especially when two hardcore "Street Fighter" fans go at it.

GAMEPLAY / FUN FACTOR:  B


It's the "Columns" look and the "Puyo Puyo" gameplay accomodated AROUND a sleek graphical engine that shrinks the Street Fighter and Darkstalker warriors into cute little punks that reward your skill at connecting combos with same-color gems with screen-filling attacks.  That is fine, but the connecting of the gems leads to some unbalanced matches that can be as frustrating as they are elating when you manage, on the strength of sheer luck most of the time, to defeat your opponent with a sound clobbering.  The eight characters have a specific attack pattern that, when studied and understood, lead to an appreciation of the depth of possibilities that the puzzles can achieve when linked together for a massive combo; just like the fighting games it has based itself on (starting with the goofy title), this is a game that button-mashers can wing their way through but which hardcore gamers can sink their teeth into and master at will. 

Connect gems of similar colors, either vertically or horizontally, and you'll clear them; when four or more gems are stacked together, they'll form a bigger stone gem that will translate into a bigger/badder punch for your on-screen alter ego.  When a diamond-shaped diamond falls, it will clear all the crystals of the first color it touches; when a Crash gem touches a gem of the similar color, all linked gems of the same color will break.  Counter gems will be formed and sent to your opponent when you connect a combo of either 1-10 (Warning), 11-30 (Warning) and 30+ gems (Danger).  Confused?  Me too, so you better get the demo version of the game (which is part of the Jam Pack collection), or rent it to experience for yourself the goofiness that is this game.  Puzzle games usually are hard to describe, but once played all elements fall into place; take it from someone that thought "Wetrix"(N64) and "Intelligent Qube"(PSX) were total bores based on their reviews and descriptions.  

The game features some standard modes (Versus and Arcade), where you will go up against the CPU or your best buddy (which will hate your guts afterwards if you win) in customizable control settings/rounds/matches.  But by far the best mode in this game is the one-player, one-round, win-one-at-a-time, permanently-set-on-hard Street Puzzle Mode: pick a character out of first eight (more are hidden, if you know the codes) and then select one of six "goodies" that each of them can obtain; it is usually silly stuff like Sakura singing a dreadful Japanese song, or different colors for different characters.  It may not sound like much, but this is an addictive little feature that will give your thumb blisters from trying to get all the secrets; it's as if the CPU knows when you only have a couple of "goodies" left, and throws the kitchen sink at you with harder-than-hard combos and a shower of gems.

GRAPHICS / VISUALS:  B


Although you do not control them, Capcom put a lot of work in ensuring that the background and kiddy characters are as nauseatingly cute as those in "V.F.Kids".  The eight characters (and a slew of secret one's) have a taunt and a series of Special Moves that can only be performed when the player connects a massive chain reaction that is sent to the opposing side (another player, or the CPU); these moves are flawlessly animated and are a treat to the eyes of people watching other play.  These Special Moves are as devastating as those in "SFA2"; when Sakura connects up to 30 pieces, that translates into a 5-Hit Shinku-Hadoken that ends the match with the trademark "white flash" explosion.  When this is done in Chin-Lu's stage (a kiddie version of the Great Wall of China), the wall behind the opposing character will be destroyed and reveal a statue made out of the remaining ruble.  Similar small touches are present throughout the game, and fans of either the "Street Fighter" or "Darkstalkers" series of games will have a field day finding the game's many secrets and small graphical rewards of keeping an eye open and atentive. The only noticeable shortcoming in the graphics was that Capcom letterboxed the background graphics (keeping in mind the falling gems/blocks ARE the foreground and the fighting happening in the background is just a visual bonus), but by placing some colorful character-specific logos in the usually black stripes, it's hardly noticeable (you'll see a cat on top of a moon, a foot mark, etc.).

The falling gems are a nice combination of primary colors and intense hues (deep reds/greens/blues/yellows), and serve as good as they could possibly the 2D roots of the puzzle genre.  "Bust-A-Move 2" from Taito/Acclaim is a very similar-looking game, except it doesn't have the level of animation and cuteness found in "Puzzle Fighter" and it has a more forgiving and easy-on-beginners bang for the buck when it comes to connecting impressive-looking combos and chain reaction; ditto for Tecmo's "Stackers".  The loading times between rounds can be annoying (6-10 seconds) and are the obvious result of the animation demands on the machine's puny RAM.  Menu/Option screens have the trademark quotes and stances of the fighters when they win, and they look straight out of "SFA2", as does much of the artisitc design of the game.  Now if only the quirks in the actual gameplay of "Puzzle Fighter" were given as much attention as the graphics; oh well, at least Capcom will now let the players control the cute little fighters with their upcoming "Pocket Fighter" spiritual sequel.

MUSIC / SOUND EFFECTS:  B-


Recycled and remixed tunes from "Alpha 2" have been given the kiddie/anime remake, and the result is a game that sounds like a Jr. version of every Street Fighter game ever made since 1992 (because the very first "Street Fighter" is forgotten).  It's a little more clear and less fuzzy than the Saturn version, but sounds about the same and plays/looks just as good on either 32-bit system.  Got it?

OVERALL:  B


If the player had more control over the madness of raining gems that showers the players, or if it had the addictive and rewarding feel of (pardon the pun) connecting the dots that you feel with games like "Bust-A-Move 2" and "Stackers", this game wouldn't have to rely so much on its licensed characteristics to give the game more personality than it's quirky mechanisms would deserve on their own.  Would the game that Nintendo released as "Super Mario Brothers 2" for the NES back in the 1980's have received the reception it did with the original Japanese characters instead of the Mario gang?  Would the SNES puzzle game "Tetris Attack" be the same without (a) the Tetris name, and (b) the likeness of Yoshi and the Nintendo gang instead of the original "fairies" of the Japanese version?

Can you honestly say that you would still like "Super Puzzle Fighter II Turbo" without its Street Fighter-related bells and whistles?  If you do, then track down a used copy of "Columns" and, minus some of the ridiculous chain combos, knock yourself out.