I can see they made a lot of developments in this version, on mobile version they had to cut something to make it fit it but the first one you reviewed with only one music could be boring even if Ryu's theme it is great and I love it, but Ken them it is the best for me.
I like many characters' themes, but my favorite tune form SF series is that metal track from the SFV trailer, it's was and still is simply astonishing))
I'll edit previous game's review today, will send you the link)
EDITED: I've revamped the review, now it's more like the real one))
Also added a download option for all of the games in the thread^ะท^
While Glu Mobile were still busy with The World Warrior, CAPCOM themselves decided to release the port of it's updated version called Street Fighter II: Champion Edition (known in Japan as Street Fighter II' or Street Fighter II Dash).
From the get go you can see that the menu is completely the same as it's counterpart from the not so good game from 2006, but fear not 'cause they did it right this time.
Yeah, menu's the same, Auto-Block's returned as well as Easy/Normal/Hard difficulty level system and casual controls with the one button supers, even the doppelganger fight's back, so...what's new?
But what if I told you that there're more than one music theme in the game and all the characters got their respective stages back?
Yeah, no more "only Ryu's theme and only one background" (and even Ryu's stage got more vibrant, colorful makeover)! And they added freaking endings after you've beat the game! OH MY GOSH!..
Additionally, in some versions of game there's also an option to switch between background music and sound effect in the form of multiple voice clips, from "You Win!"/"You Lose!" to "Hadouken!"/"Sonic Boom!"
But the most prominent new future is, of course, the ability to play as any of the Four Kings of Shadaloo! Yes, baby! Bosses are playable now!!
A few things still M.I.A. like, for example, all the other music tune aside from characters' themes and these themes themselves aren't as good in terms of quality as those from The World Warrior. All in all though, this port is now at least comparable to the Glu Mobile's one and can give a player some emotions from the old days.
Really cool thread and reviews Dante. I totally missed this era of mobile gaming because all I had at the time was a basic flip phone. I held on to it for as long as possible before switching to an android. My only experience with handheld gaming came from the Nintendo DS and later the PS Vita.
Are there any emulators you'd recommend for trying these games?
Really cool thread and reviews Dante. I totally missed this era of mobile gaming because all I had at the time was a basic flip phone. I held on to it for as long as possible before switching to an android. My only experience with handheld gaming came from the Nintendo DS and later the PS Vita.
Are there any emulators you'd recommend for trying these games?
of course.
there're multiple options but I'm using Kemulator on my PC and it works fine...until it's a fully 3D games for SE or something (like Devil May Cry 3D, for example) But even without 3D games it's a huge library of games.
There're also some great j2me emulators for Android, but I don't know 'em 'cause I'm not using Android.
Really cool thread and reviews Dante. I totally missed this era of mobile gaming because all I had at the time was a basic flip phone. I held on to it for as long as possible before switching to an android. My only experience with handheld gaming came from the Nintendo DS and later the PS Vita.
Are there any emulators you'd recommend for trying these games?
You know, it wouldn't be CAPCOM we all love if they weren't deciding to cashgrab A LITTLE from time to time (ah, the good old CAPCOM...) so in 2006 they released two Street Fighter games which are hard to even assign to the fighting genre The first of 'em was... STREET FIGHTER II: RAPID BATTLE
Title: Street Fighter II Rapid Battle
Genre: arcade, clicker, fighting
Developer: CAPCOM
Year: 2006
So yeah, essentially it's more or less a clicker game and the Street Fighter setting/characters arejust an entourage to sell it
The drill is if you see a number at the left side of the screen you must press the corresponding button quick. If you do things right, you'll block the opponent's punch/kick, if you miss it you'll get hit. Same goes to the numbers at the right side: opponent either will get the damage or will block your attack.
There're life gauge and time limit, all taking part in the end result calculation (just like in the ACTUALStreet Fighter games).
You're always playing as Ryu and need to take off eight opponents (they're Ken, Blanka, Guile, Dhalsim, Chun Li, Zangief, Sagat and M.Bison himself), all using their respective sprites and stages from Street Fighter II, alas a bit distorted ones.
But the only real problem I have with this game (well, aside from the fact that it's an obvious cashgrab) is that it's Ryu's theme all over the place again. Seriously, guys?..
Well now, let's take a quick walk to our next contender... STREET FIGHTER ALPHA: RAPID BATTLE
Yes, two games in one year, alas judging by the quality of the games in question it shouldn't be a great task to pull, I guess.
Well, there was also two more SF java games same year (aforementionedStreet Fighter IIport and another cashgrab called Solitaire Fighter) as well as games from other CAPCOM's franchises (I'll tell you about those later) and the game itself was only a port of the japanese mobile title STREET FIGHTER ZERO ใฉใใใใใใซ from 2001, but I digress...
The rules are the same, you see the number - you click the button, go figure, but this time it's the characters and stages from the prequel game known as Street Fighter Alpha. You're still playing as Ryu trying to take off a set of eight opponents (aside from the younger versions of Ken, Dhalsim, Chun Li, Zangief, Sagat and M.Bison, there're also the newcomers in form of Sakura Kasugano and Charlie Nash) getting a high score in the end.
The answer to the most obvious question is yes, the only character's theme playing throughout the game is Ryu's, yet again(well, they're consistent, I'll give 'em that) but at least it's the SFA rendition and they've added another music tune for the score screen, so it's something.
Also on the bright side are in-game sprites, huge and colorful, and even the numbers became bigger. Unfortunately, same can't be said about the backgrounds 'cause those're maximally out of place in their pixelated glory...
You know, it wouldn't be CAPCOM if they weren't deciding to cashgrab A LITTLE from time to time (ah, the good old CAPCOM...) so in 2006 they released two Street Fighter games which are hard to even assign to the fighting genre The first of 'em was... STREET FIGHTER II: RAPID BATTLE
So yeah, essentially it's more or less a clicker game and the Street Fighter setting/characters arejust an entourage to sell it
The drill is if you see a number at the left side of the screen you must press the corresponding button quick. If you do things right, you'll block the opponent's punch/kick, if you miss it you'll get hit. Same goes to the numbers at the right side: opponent either will get the damage or will block your attack.
There're life gauge and time limit, all taking part in the end result calculation (just like in the ACTUALStreet Fighter games).
You're always playing as Ryu and need to take off eight opponents (they're Ken, Blanka, Guile, Dhalsim, Chun Li, Zangief, Sagat and M.Bison himself), all using their respective sprites and stages from Street Fighter II, alas a bit distorted ones.
But the only real problem I have with this game (well, aside from the fact that it's an obvious cashgrab) is that it's Ryu's theme all over the place again. Seriously, guys?..
Well now, let's take a quick walk to our next contender... STREET FIGHTER ALPHA: RAPID BATTLE
Yes, two games in one year, alas judging by the quality of the games in question it shouldn't be a great task to pull, I guess.
Well, there was also two more SF java games same year (aforementionedStreet Fighter IIport and another cashgrab called Solitaire Fighter) as well as games from other CAPCOM's franchises (I'll tell you about those later) and the game itself was only a port of the japanese mobile title STREET FIGHTER ZERO ใฉใใใใใใซ from 2001, but I digress...
The rules are the same, you see the number - you click the button, go figure, but this time it's the characters and stages from the prequel game known as Street Fighter Alpha (Street Fighter Zero in Japan, if you haven't knew this already). You're still playing as Ryu trying to take off a set of eight opponents (aside from the younger versions of Ken, Dhalsim, Chun Li, Zangief, Sagat and M.Bison, there're also the newcomers in form of Sakura Kasugano and Charlie Nash) getting a high score in the end.
The answer to the most obvious question is yes, the only character's theme playing throughout the game is Ryu's yet again(well, they're consistent, I'll give 'em that) but at least it's the SFA rendition and they've added another music tune for the score screen, so it's something.
Also on the bright side are in-game sprites, huge and colorful, and even the numbers became bigger. Unfortunately, same can't be said about the backgrounds 'cause those're maximally out of place in their pixelated glory...
I didn't ever imagined they existed those games. At first they seemed to be a clone a not orginal capcom games. So rapid battle are more a QTE fighting game.
I am not sure those links are allowed to post in this forum
I didn't ever imagined they existed those games. At first they seemed to be a clone a not orginal capcom games. So rapid battle are more a QTE fighting game.
well...there's no option to buy those games so it doesn't really counts, I think.
But if some admin or the rights holder will come and tell that it's restricted than okay, I'll delete those links.
I don't know if there is but I think there are some games like that. This genre will fit more for mobiles. I think I saw one game for android with arena fights with QTE but don't remember the name and haven't played it.
well...there's no option to buy those games so it doesn't really counts, I think.
But if some admin or the rights holder will come and tell that it's restricted than okay, I'll delete those links.
Maybe not but you can try.
I was looking at comparison between N-gage and Nokia 6600, I'm surpised Nokia 6600 has 65k colors vs N-gage 4096 colors and 6600 was produced 1 year before N-gage. Anyway I still always wanted to have an N-gage because it is hybrid between a mobile and a gaming handhelded.
N-gage vs Nokia 6660 comparison:
I always loved Nokia and Symbian was great O.S for me it was #1 brand.
When it came the smartphone age and android arrived to the mobile market, Nokia had to make a new O.S. (Windows phone) and from that time unfortunally it started the Nokia's downfall Nokia made great mobiles in that time too with excellent cameras with Zeiss Lens. My father had a Lumia phone and I used it for a while too as second phone, it was really smooth O.S, with nice gui, but unfortunally the store couldn't compare with android.
I always loved Nokia and Symbian was great O.S for me it was #1 brand.
When it came the smartphone age and android arrived to the mobile market, Nokia had to make a new O.S. (Windows phone) and from that time unfortunally it started the Nokia's downfall Nokia made great mobiles in that time too with excellent cameras with Zeiss Lens. My father had a Lumia phone and I used it for a while too as second phone, it was really smooth O.S, with nice gui, but unfortunally the store couldn't compare with android.
ehem, Nokia's downfall begun from the aforementioned N-Gage.
it was a neat idea on the paper but it was too experimental and the outcome was simply horrendous((
and after that they done Windows Phone for MS.
and then puff, and there's no Nokia as we all knew and loved(
Mortal Kombat X Story Mode? (not quite a joke, but fun)...its the prelude to the fight deciding if you start at an advantage or the enemy does, giving a bit more random to the fights and scenes I suppose.
I actually found it interesting, although I'm sure repetitive story mode gets old really fast...unless you just want to see your character get smashed and make it harder or play god of scene
Mortal Kombat X Story Mode? (not quite a joke, but fun)...its the prelude to the fight deciding if you start at an advantage or the enemy does, giving a bit more random to the fights and scenes I suppose.
I actually found it interesting, although I'm sure repetitive story mode gets old really fast...unless you just want to see your character get smashed and make it harder or play god of scene
well, I don't think it's quite the same as "click the number on the screen to attack/block!"
it's indeed like the QTE, but the whole game based on this...I think there's no other games like this, only CAPCOM's Rapid Battle series.
But if we can look at those QTE's as "you need to click this button at the right time" than it sounds a lot like clicker, alas clickers usually about pushing buttons fast and this game is more about precise clicking. Hm, dilemma...
well, I don't think it's quite the same as "click the number on the screen to attack/block!"
it's indeed like the QTE, but the whole game based on this...I think there's no other games like this, only CAPCOM's Rapid Battle series.
But if we can look at those QTE's as "you need to click this button at the right time" than it sounds a lot like clicker, alas clickers usually about pushing buttons fast and this game is more about precise clicking. Hm, dilemma...
One year after the release of the Champion Edition it all came to the long awaited conclusion in the form of the mobile port of Super Street Fighter II.
Funny enough, even though that Glu Mobile had nothing to do with this port's development, almost all of the people who had worked on the Street Fighter II: The World Warrior returned with everything they needed to create a magnificent game, just like the last time.
All twelve characters (including bosses) from the previous entry with the four newcomers(you know, just like the subtitle of the game suggested) has their respective music themes and stages. The difficulty level system returned to 1-7 grid and the game gives you the proper ending if you've beaten all the 16 opponents (yeah, strangely enough, "doppelganger fights" also made a return) at least at the level 3. Auto-Save/Load Game option is also back, so you can play the game in portions whenever you want.
Along with the new challengers (by the way, they are Cammy, T.Hawk, Dee Jay and Fei Long) this port suddenly got the bonus mini-games between the actual fights in the form of iconic breaking someone's car and others, not as famous (the wall of bricks, the stream of wooden barrels etc.). And for the first time in the history of mobile gaming, I guess, it has combos (yes, you're actually get more points if you combine your attacks instead of just hitting enemy scattered)
All in all, it's a descent port of a descent arcade fighting game. It have some limitations ('cause it's a mobile game, duh), but those aren't enough to spoil the overall picture.
Pretty much SUPER. 8/10!
EXPLOITS:
You can call out the menu almost at anytime in the game. That combined with Auto-Save/Load future gives you the opportunity to conquer death itself. In other words, if you see that an enemy's pretty much going to win the round/match, just go to the title screen and load the game - this way you can try beating a strong opponent without actually zeroing your high score counter.
One year after the release of the Champion Edition it all came to the long awaited conclusion in the form of the mobile port of Super Street Fighter II.
Funny enough, even though that Glu Mobile had nothing to do with this port's development, almost all of the people who had worked on the Street Fighter II: The World Warrior returned with everything they needed to create a magnificent game, just like the last time.
All twelve characters (including bosses) from the previous entry with the four newcomers(you know, just like the subtitle of the game suggested) has their respective music themes and stages. The difficulty level system returned to 1-7 grid and the game gives you the proper ending if you've beaten all the 16 opponents (yeah, strangely enough, "doppelganger fights" also made a return) at least at the level 3. Auto-Save/Load Game option is also back, so you can play the game in portions whenever you want.
Along with the new challengers (by the way, they are Cammy, T.Hawk, Dee Jay and Fei Long) this port suddenly got the bonus mini-games between the actual fights in the form of iconic breaking someone's car and others, not as famous (the wall of bricks, the stream of wooden barrels etc.). And for the first time in the history of mobile gaming, I guess, it has combos (yes, you're actually get more points if you combine your attacks instead of just hitting enemy scattered)
All in all, it's a descent port of a descent arcade fighting game. It have some limitations ('cause it's a mobile game, duh), but those aren't enough to spoil the overall picture.
Pretty much SUPER. 8/10!