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Super Gem Fighter Mini Mix


The game uses the same super deformed character designs previously used in Super Puzzle Fighter II Turbo, a puzzle game by Capcom.[1] The return of most of the "puzzle fighters" on the roster includes characters from Street Fighter Alpha 2 and Night Warriors: Darkstalkers' Revenge, Ibuki from Street Fighter III, and Tessa from Red Earth. It also features many character cameos from various Capcom games scattered in the background of the stages.[2][3] Two mobile-only spin-offs based on this game, Solitier Fighter[4] and Poker Fighter[5] were released for cellphones in 2003 in Japan only. Super Gem Fighter Mini Mix was ported as a part of Capcom Fighting Collection on June 24, 2022 to PlayStation 4, Xbox One, Nintendo Switch, and PC.[6]




Super Gem Fighter Mini Mix



There are two bars and three sub-bars in the interface. The two main bars are the life bar and the super bar, the first indicates the character's remaining health and the second their ability to perform "Mighty Combos". The Mighty Combo gauge itself can be filled up to 9 stocks. Each Mighty Combo has a level assigned to it, which determines how many "Mighty Combo" gauges it will need. Players can also perform Mega Crushes (which costs one stock of the Mighty Combo gauge and emptys the Gem gauges) that can also be done in midair, in which all of the collected gems shoot out of their character and damage the enemy, as well as Counter Crushes, where the character rolls across the screen while attacking.


Each character has animated stock icons (or lives) on the interface. Throughout the battle, the stock icon emotions for a character will change from happy, to sad, to surprised (only happens if a character is K.O.ed, or has lost a round via time over). All fighters normally start with three stock icons at the beginning of a match.


The commands are also very easy compared to the Street Fighter series, thanks to the Special button. By doing a motion (for example: qcf or hcf) and pressing the Special Button, this will make a fighter perform their Mighty Combo. The PlayStation and Sega Saturn versions of the game add in the Character Edit and Running Battle modes.


The game uses the same "super deformed" chibi character designs previously used in Super Puzzle Fighter II Turbo. The roster includes characters from Street Fighter Alpha, Darkstalkers, Street Fighter III, and the CPS III arcade game Red Earth. It also features many cameos from various Capcom games scattered in the background of the stages.


There are two bars and three sub-bars in the interface. The two main bars are the life bar and the super bar, the first indicates the character's remaining health and the second their ability to perform "Mighty Combos". The Mighty Combo gauge itself can be filled up to 9 stocks. Each Mighty Combo has a level assigned to it, which determines how many "Mighty Combo" gauges it will need. Players can also perform Mega Crushes (which costs one stock of the Mighty Combo gauge and emptys the Gem Gauges) that can also be done in midair, in which all of the collected gems shoot out of their character and damage the enemy, as well as Counter Crushes, where the character rolls across the screen while attacking.


Each character has animated stock icons on the interface. Throughout the battle, the stock icon emotions for a character will change from happy, to sad, to surprised (only happens if a character is K.O.ed, or has lost a round via Time Over). All fighters normally start with three stock icons at the beginning of a match.


The in-game commands are also very easy compared to the Street Fighter series thanks to Special button. By doing a motion (for example: qcf or hcf) and pressing Special Button will make a fighter perform their Mighty Combo. In the Playstation 2 Alpha Anthology version of the game, there is a hidden mode, called Random Survival, which has a system similar to Running Battle, and an hidden battle mode, in which characters can be randomly selected from preset characters and played endlessly are present. In Ramdom Survival, the BGM of Running Battle is played instead of the normal stage music. In the secret Hidden Battle mode, the battle theme set for each character is played instead of the normal stage's music. Each character's set theme are all from previously released Capcom games. For example, Zangief's is from Marvel vs. Capcom: Clash of Super Heroes, Tessa's is from Red Earth, Ibuki's is from Street Fighter III: New Generation, and others will vary depending on the chosen character. The character will be the battle theme for the AC version of Super Puzzle Fighter II: Turbo.


Pocket Fighter's gameplay can be summedup as fast, addicting, and simply hilarious at times. There are four buttons:Punch, Kick, Special, and Taunt. In addition to the standard special and supermoves, each adorable lil' fighter character can activate "Flash Combos" and "CostumeCombos". These special combos are 4-hits long, and most of which have a character totransform into various "costumes" during the length of the combo.Naturally, most of the "costumes" the cast changes into are actually cameosof other characters spanning the Capcom universe. Epic fan service for Capcomfans! Players also collect gemsduring battle to help fill up their super combo and special move meters.The "Special" button activates a chargeable, unblockable move and ifconnected will cause the opponent to drop a significant amount of gems. Thelonger the Special button is charged, the more gems will be dropped on impact.Players can also cause specific color gems to drop from the enemy depending onwhich directional button is held when "Special" is pressed. Overall,Pocket Fighter has a deeper gameplay system than some players might expectand can actually be pretty fun.


Pocket Fighter also known as Super Gem Fighter Mini Mix is a very simple yet addictive fighter that really impresses with quirkiness and animations. First released in 1997 for the CPSII arcade systems and later ported in North America to the PS1, Pocket Fighter is an interesting addition to Capcom's stable of great fighting games. The version I played for review was the arcade version ported onto the Capcom Fighting Collection for the PS4.


Pocket Fighter is a game that was definitely lost in the shuffle of great arcade fighters in the late 90's, and it is a shame because I think this game is really just a blast to play while offering a ton of fan service to Capcom/Street Fighter/Darkstalkers. The biggest flaw to the game is that it is a very overly simplified street fighter. The gameplay is really basic while using a 4 button control scheme. The basic attacks are a kick, punch, special, and taunt. Special moves are here just like in street fighter with most moves being quarter circle and "shoryuken" type moves. Pocket Fighter even simplifies super moves by allowing single control stick motions in combination with the special button. To add on top of this there is a auto combo system called flash combos where a few button presses will continue a basic combo. The flash combos are really the main attacks to use in this game. Despite the simplicity Pocket Fighter is an absolute blast to play, and I found myself addicted to beating the game with every character.


The big innovation/gameplay quirk to Pocket Fighter is the gems and gauge system. Every time a character is hit or moves occur on screen gems are dropped straight out of Puzzle Fighter, the game in which most of this game is based on. The goal is to collect the falling gems and build up your gem gauges. The gem gauges level up, and determine how powerful the special move attacks are. For example if you collect red gems and get the red gauge to level 3 Ryu's hadoken will be much more powerful than a standard one. The special move inputs are shown on the gauge as well, so you know which move you are leveling up. This is a very interesting system and adds to the overall appeal and over-the-topness of Pocket Fighter. You can also collect food items that will increase your health! There is also an orb system in Pocket Fighter that I had some trouble figuring out, but essentially each fighter starts with an element orb and can throw it onto the battlefield for an effect such as freezing or stunning the opponent. I didn't find this too useful.


The overall atmosphere and silliness of Pocket Fighter really is amazing and this game design just made playing the game so much fun. During the previously mentioned flash combos characters will transform into different outfits and do little quirky things that really adds to the charm of the game. For instance, Felicia will turn into Mega Man at some points and Chun-Li will morph into Jill from Resident Evil. The whole game and atmosphere/design is just huge Capcom fan service. The stages and backgrounds also contribute to the overall style as well with character cameos everyone. One stage finds Cammy and E-Honda sitting at a bar being served by a Dancing Dee Jay. This scene just made me laugh out loud, and simply this game just makes me smile. Zangeif even has a super comical move that sees him dancing like a Russian soldier and kicking his opponent into oblivion. Simply put the design of Pocket Fighter makes this game just really fun!


The sound design of Pocket Fighter is pretty similar to most Capcom fighting/arcade games, lots of Japanese voices grunting and whelping. The music is okay but nothing super amazing, and the sound effects are par for the course as well. The audio and sound design just does an efficient job here.


At first glance, Pocket Fighter may come off like a gimmick fighter. However, under its campy veneer is a deep fighting system that successfully blends elements from various series, including Street Fighter, Darkstalkers, and even Red Earth. Once you uncover the parallels between Pocket Fighter's mechanics and its predecessors, your understanding of the game will increase exponentially. 041b061a72


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