Crawfish Interactive, the developers responsible for bringing this Gameboy Advance
version to our tiny screens, has sadly shut up shop. A slowdown in the GBA market
has meant that their expansion was far too quick for the market in which they
operated. A terrible shame, as this talented team has managed some excellent games
over the years, and helped to show the power attainable from the little handheld.
Street Fighter Zero 3 Upper is a lasting legacy of their output. No-one could
have believed such an accurate conversion could be squeezed and compressed into
such a little cart but, by gum, they certainly managed it.
There can be hardly a gamer alive who hasn't played a version of Street Fighter
in their gaming 'career' and, as such, the title needs little introduction.
A one-on-one fighting game where you beat your opponent into submission, Capcom
have essentially refined a single game over many years with the sequels. It
now stands as one of the brightest stars in the genre, although many argue that
lack of significant changes have rendered the genre stale.
Still, this doesn;t affect the core of the game. As has been expressed in many
forum discussions and 2D fighting game reviews over the years, Street Fighter
Zero 3 is seen by many as the pinnacle of the series. Capcom finally seemed
to find the correct balance between speedy arcade thrills and deep tactical
play. Characters are undeniably more balanced than ever before. The Guard bar
prevents constant blocking, air recoveries minimise insane juggling combos,
Super Specials have been reduced in brutal effectiveness... a vice-like grip
has squeezed the pulp from the franchise, leaving only the most tender meat.
This GBA version contains all of the evolutions seen in other iterations of
Street Fighter Zero 3, and adds a couple of extras on top. Obviously, single
player is present and correct, with the gamer progressing through a series of
fights until he/she reaches the final character Vega (M. Bison in the
West). Two player is all you would expect, with the options to handicap yourself
against weaker opposition still present, and the added spice of the choice to
fight in a different style.
The various 'Isms' on offer govern the type of game you play. Selectable after
you have chosen a character are three techniques: X-Ism, Z-Ism and V-Ism. X
is closest to the original SFII, in that there is no air blocking and you only
have one Super Special attack available. To compensate, your character delivers
more powerful attacks. Z is closest to the style used in the previous 'Zero'
(Alpha in the West) series. Your character can air block and has multiple Super
Specials to hand, and both attack and defence are the most balanced. V-Ism is
like an extension of the 'custom combo' system from 'Zero II. Your avatar is
weak in attack and strong in defence, and using your Super Special attack draws
power from the special attack bar. Whilst activated, you can use any of your
regular moves without any lag between them, theoretically allowing massive combos
and juggles.
The Isms were a very popular addition to the series, and highlighted how balanced
the game had become. The option to fight in your favourite game style removes
the programmers' guiding hand from the proceedings, allowing the player to decide
the type of game he/she plays. A bonus to the end-user, it is an egalitarian
move that broadens the appeal of the game.
There are a host of unlockable play modes lurking in the game. Completing certain
tasks will give you (amongst other things) Survival mode, Saikyo mode (small
Guard bar), Mazi mode (if you lose only a single round, you lose the match)
extra characters... a completist's dream, in actual fact. The GBA version loses
the World Tour mode, present in the home versions of Zero 3, presumably due
to memory restrictions. It is barely missed, however, as the core gameplay remains
fully intact and visually glorious.
There are vast numbers of characters available to the player the largest
roster ever in a Street Fighter game. New to Zero 3 came Cody (from Final Fight),
Juni and Juli (variations on Cammy), Karin (a Bushin-style ninja, and one of
the best fighters Capcom have ever produced) and Rainbow Mika (a female wrestler).
Returning to the fray are E. Honda and Guile (both with various tweaks, although
Honda remains extremely over-powered and cheap), and all of the 'newcomers'
from Super Street Fighter II Deejay, Cammy, Fei Long and T.Hawk. Each
returning character has been re-drawn in the Zero style, and look glorious.
Audio is extremely good: although sound effects have had to be dropped in some
places (characters miss a few post-match taunts, and the odd cry is missing
from battle), the BGM has translated across extremely well, and the crunching
impacts and OTT explosions remain as satisfying as before.
On the GBA, the graphics sparkle. Although they lose slight detail and a couple
of frames of animation, it really is one the most attractive games ever to grace
a handheld. To put it into perspective, Zangief on the PSX version of SFZ2 had
no different frames of animation for walking backward. On the GBA, this is fully
included. Indeed, the depth of Capcom's achievement with the CPS-II board is
comprehensively topped by Crawfish's with the humble GBA. All the world warriors
have been rendered in tiny, exquisite detail, and retain all of their charm
and unique style. The greatest compliment that can be given to the conversion
is that it still really feels like Street Fighter, even after all these years
and its compression into a tiny cartridge.
Inevitably, a few compromises have had to be made for the game to work on the
GBA. The primary one is that there is a larger 'window' in which you have time
to juggle an opponent. Combine this with the fact that command inputs can be
done over a larger period of time, to compensate for the pad, and theoretically
the game ought to be easier. In reality, the game is harder than ever, and this
is solely down to the woefully inadequate equipment you are using to play such
a gaming treat. Along with the obvious loss of two whole buttons with which
to play the game, any but those with miniscule appendages will suffer excruciating
cramps after even a small period of play.
Even when you get used to the timing involved and the lack of direct 'medium'
attacks (these can be re-gigged in the options menu, but default to pressing
a face button and shoulder button together), the tiny machine and awkwardly
placed buttons will have you feel like arthritis is setting in within minutes.
Despite the honest-to-God, awe-inspiring looks of the game and the sharpness
of the mechanics, Crawfish were unable to change the physical shape of the machine
on which their masterpiece would be enjoyed. As a final bitter twist to their
tale, it is not without its irony.
The backgrounds still inspire, the characters are a joy and the addition of
a further three (Maki, Eagle and Yun) to an already vast roster is little more
than a gift from the heavens. But the game is a compromise from start to finish.
Try a Dragon Punch and it might work once in three attempts. Try it at pace
and in a desperate gambit, and the screen will disappear as you fling your fingers
into some sort of workable position. The sad fact is that the game cannot be
played to within any degree of skill comparable to that with a robust joystick,
or a comfortable pad, and there is a pitiable tragedy in this. An uncomfortable
but apt comparison to make would be with the great man, Stephen Hawking: a genius
mind betrayed by the mechanics of his outer shell.
Crawfish have built a marvellous version of an incredible game, and will mark
them out as one of the great lost components in GBA game creation. However,
betrayed by hardware, their vision has been obscured by Nintendo's short-sighted
approach to physical production. Play the game in whatever manner you can
your eyes will rejoice, but your hands and fingers will scream but play
it, just to see what can be done by developers with immense talent and detemination.
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