Mitte Mitte! Review

Duke Ferris
Super Puzzle Fighter II Turbo Info

genre

  • Puzzle

players

  • 1 - 2

Publisher

  • Capcom

Developer

  • Capcom

Release Date

  • 01/01/1970
  • Out Now

Platform

  • PS

rating

Mitte Mitte!

Ever since the advent of the best selling (and often imitated and pirated)

Tetris , there has been a small genre of ‘puzzle games’ that

have existed in the background of mainstream gaming. With little or no

emphasis on graphics, gameplay is their bread and butter.

[image1]Most of these games are one-player games, and have had more impact on the

gaming industry than you might think. Don’t believe me? How many hours have

you spent playing Tetris? Or Columns? Or Minesweeper?

It is my contention (I have no proof) that the most-played video game of all

time is Windows Solitaire. It just has to be.

A newer trend has given us a few competitive, two-player puzzle games like

Dr. Mario and Bust-a-Move (aka Puzzle Bubble). Enter

Capcom with a new game and the unlikely title Super Puzzle Fighter II

Turbo
.

The game incorporates young versions of characters from the popular

Street Fighter and Darkstalkers games. But these characters

are really only there for show, and a little comic relief. The gameplay is

completely puzzle-centered.

The game itself most closely resembles Columns. You have a rectangular playing field

and pairs of colored gems drop down from the ceiling. You can

move them left and right or rotate them, until you drop them strategically

where you want them. The goal is to gather many gems of the same color

together and then drop one of the occasional round, glowing ‘crash gems’ of

the appropriate color onto your group. All the gems of the same color that

are touching will burst apart, and remaining gems will fall as gravity

demands.

The key here is that there is another rectangle on the other side of the

screen, where your opponent (computer or human) is doing the exact same

thing. Whenever you burst gems, you drop extra gems onto your opponent’s

side that they have no control over. Do it right, and their side fills up

more quickly than your own. A player loses when their side fills up

completely and there is no room for more gems, much like in Tetris or

Columns.

[image2]Now back to the ‘fighter’ part of the game. You get to choose one of 8

different child-like fighters, such as Ryu from Street Fighter or

Felicia from Darkstalkers. They stand in the middle of the screen

next to your opponent’s fighter. When you burst gems, your fighter beats up

on the opposing fighter automatically. Your choice of fighter also

determines the pattern in which you drop gems on your opponent. However, for

the most part, they are just eye-candy.

Games are fast paced, fun, and leave room for amazing, last-minute,

turnaround victories. Super Puzzle Fighter II Turbo simply took over

the PlayStation and the big monitor in the Game Revolution offices for

several days straight. People played (mostly) against each other, a few

played arcade mode, but ‘street puzzle’ mode also got a lot of play.

‘Street puzzle’ mode allows you to win different easter eggs, such as

special icons, songs, graphics, and access to three additional fighters (Akuma,

Devilot, and Dan). Seldom have I seen a game so addicting.

Unfortunately, I discovered a serious flaw in the game after a few days of

play. The best strategy is not to intelligently place and rotate

gems. It actually works better if you just drop them as quickly as possible

and let the great god Chaos sort them out.

This is made possible by one final type of gem that occasionally falls from

the ceiling: the ‘rainbow gem’. This gem simply destroys all gems of

a single color, allowing the rest to become more concentrated. Unlike other

games of this type, there are enough ‘crash’ and ‘rainbow’ gems that you

will not kill yourself by just dropping objects as quickly as possible.

More speed means more ‘crash gems’, which means bursting more gems, which means burying

your opponent.

Super Puzzle Fighter II Turbo is much more fun when you spend

the time dropping your gems carefully in order to win. Dropping them as

fast as you can, with no thought, is really kinda boring. It made the game

feel much more like luck than strategy.

I’m not sure why they made the game this way. It would certainly make the

programmer’s job creating an AI simpler; however, that seems like a bad

reason. I searched the options in vain for a way to turn off the ‘rainbow

gems’, which would have limited the speed strategy and made the game fun

again, but there was none.

It seems a shame to lower the grade of a game that showed so much potential,

and for such a seemingly minor flaw. But this ‘minor’ flaw changed the

gameplay dramatically. And suddenly you had to play that way if you wanted

to win. And suddenly it wasn’t as much fun. And suddenly it wasn’t the most

popular game in the office any more.

REVOLUTION REPORT CARD

3
Rating
Fun, easy to learn and addictive
Cute fighting characters
Exciting last-minute victories
Serious gameplay flaw