Super Street Fighter II Turbo: Revival (Gameboy Advance) Playthrough - NintendoComplete

A playthrough of Capcom's 2001 versus-fighting game for the Nintendo Game Boy Advance, Super Street Fighter II Turbo: Revival. I've played through the arcade mode twice for this video, both on the eight-star difficulty setting. The first play is with Cammy, and the second, done with Shin Akuma, begins at 19:14. Finally, at 30:30 I show off all of the images from the gallery that become available once you've maxxed out your VS. points. Coming out just a few short months after the launch of the Game Boy Advance, I remember being thoroughly blown away by Street Fighter II Turbo: Revival back in 2000. Prior to this, the best looking handheld fighter I had played was Street Fighter Alpha on the Game Boy Color. But wow... the size of the generational leap between the Color and the Advance became crystal clear when Capcom unleashed this one. Finally - a handheld fighter that looked far better than anything we had seen on the 8 and 16-bit platforms, and not too far behind what we had seen on the PlayStation in terms of general quality. It was a revelation. The game has gotten a fairly large face-lift in the conversion, and it certainly seems like they were trying to revitalize a (what was in 2001) already a seven-year old game. The new UI elements, the replaced intro, the light-strobing effects during super moves - they weren't there because the GBA couldn't replicate the original game's elements. The update did a good job of making everything easier to see on the lower-contrast LCD and makes better use of the GBA screen's aspect ratio, and it's all very hyper-energetic and brash. I don't particularly like the style of the new art, but there's no denying that it's well produced and effective in its role here. I have to say, though, that I would take this style ANY DAY over the hideous "update" that the game got in HD Remix/Ultra SF2. It's actually quite a similar "upgrade" to the original arcade game as Final Fight One on the GBA was to the original FF coin-op. The whole thing does play extraordinarily well, despite the lack of buttons. While I preferred the "shift" controls in SFA3 that provided access to all six basic attacks, the Neo Geo-style "hold light attack slightly longer to make it a medium attack" scheme employed here also works well. The special moves all work fine and feel natural, and if you have a hard time pulling the moves with the arcade controls, just hit select and it'll give you an easy "shortcut" special move input scheme. If you spend a bit learning it, it makes itself pretty accessible. It wasn't all roses, though. The game is notoriously glitchy, and in ways that get in the way of playing. For me personally, thr worst bug is triggered when you reach the end without losing a fight. You're supposed to face-off against Akuma, but the instant the dialogue begins, the game crashes, giving you a scrambled screen as it permanently messes up your battery-backed data. This was infuriating way back - it messed up all of my times saved for the time-attack mode, and to say I was irritated would've been an understatement. The way I actually get to and fight Akuma in this video is by running a rom image that has been independently patched to fix the issues. (If you want to see more about that, check out the game's page at Romhacking.net). It's a shame that, for as well produced as the game is, the beta-testing/QC process for SSF2T Revival sure was lacking. Did they get cheap at the last minute? Or did they just shove it out the door to hit a deadline? Whatever the reason, it was a pretty poor showing by Capcom. If you can get over old resentments, though - especially since the issues can now be sidestepped - this is an excellent first appearance for the Street Fighter franchise on the 32-bit Game Boy, and was a good stepping-stone to pave the way for the following year's release of the inimitably awesome Street Fighter Alpha 3 Upper. Recorded using an LCD shader in Retroarch for a more authentic presentation! _ No cheats were used during the recording of this video. NintendoComplete (
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