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During the blunt end of the Game Boy Color’s life, critics and pundits not unlike yours truly often lambasted publishers for putting out cheap handheld cash-ins created solely to ride off the coattails of their console counterparts, this trend continuing through to the present with the Game Boy Advance. What puzzles me, however, is how this “travesty” was not mentioned at all back in the days of the cave man’s Game Boy; for I’ve discovered that this business tactic was just as bad, if not worse, during that oft forgotten period from 1989-1997. Yes, I’ve reached this conclusion via substantial play time with the game mentioned in this review’s headline. I suppose you can call this analyzation an “abstract”, but that wouldn’t really be an appropriate term. Rather, the game is as condensed and basic as they come, the forgotten counterpart adapted to a patently more limited schematic. Street Fighter II for the “block boy” is extremely similar to the various 'SF' titles available on the other retro consoles, it’s just not as good. visuals In addition to an obvious lack of color -- though the Color/Advance adds a blue hue to fireballs -- each level has been stripped of background animations; moving pixels meant to resemble anxious spectators about the globe. They do not exist on an air force base, nor on the crowded streets of a typically rambunctious Las Vegas. The only life forms in earshot are you and your opponent, trapped in Capcom’s barren black and white world, devoid as well of other stimulatory senses... audio The first class, of course, is the music -- gruesomely distorted renditions of the familiar themes heard on your Super Nintendo. Though the inclusion of these pieces is an obvious requirement, probably better there than absent completely, these mutated melodies are by far the most abhorrent aspect of the game. The second class of sound(s) are the various swishes and waves generated by the fighter’s limbs rupturing the still air, as well as the thud of a floored foe (or yourself if you suck). No cheering, no wooing, no announcer to punctuate the action... Sounds similar, only, not. gameplay As is expected, the format of the game is as simple as they come. When flying solo, you can play the normal ladder-climbing arcade mode, or test your endurance in survival mode. Defeat each character from one level to another, in commonplace dual-rounded duels that inspire within thee a unique sense of déjà vu. A bit tired and mundane, if acceptable, in this editor’s humble opinion. In any case, I’d be remiss in not mentioning one of a few consequences derived from the game’s lag. The most obvious drawback is the relative inability to pull off special moves that require repeated “rapid-pressing” of the action buttons, such as Blanka’s shock shield, a self-encapsulating electric field that can only be overcome via other elemental projectiles. I was able to pull it off, sure, but for a mere two seconds at a time. To the game’s absolute credit, a banner feature is the successful implementation of a workable interface with just two action buttons and the modern Game Boy’s impotent directional pad. Though only one level of power and speed exists, the kicks (‘A’ button) and punches (‘B’ button) are varied by the direction in which you press the D-pad. Special moves are, in most cases, an absolute breeze to execute. multiplayer overall
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