Difference between revisions of "Pocket Fighter"
From Sega Retro
(Darkstalkers series template) |
m (→Gameplay: parenthesis) |
||
Line 39: | Line 39: | ||
Blocking is done by holding the D-Pad away from the opponent and can also be done in midair. Special moves (including Mighty Combo moves) do no chip damage when blocked. Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. It is also possible to escape grabs in this way. When blocking, characters can perform a Guard Cancel, a special counterattack, by holding toward the opponent and the Special button simultaneously. This costs one level of the Mighty Combo gauge. | Blocking is done by holding the D-Pad away from the opponent and can also be done in midair. Special moves (including Mighty Combo moves) do no chip damage when blocked. Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. It is also possible to escape grabs in this way. When blocking, characters can perform a Guard Cancel, a special counterattack, by holding toward the opponent and the Special button simultaneously. This costs one level of the Mighty Combo gauge. | ||
− | If the character has at least one level of the gauge, the character also has access to a desperation move called a Mega Crush, performed by holding the punch, kick, and Special buttons together ({{A}}+{{B}}+{{C}} by default. The Mega Crush surrounds the character in a green energy shield and causes all of the character's collected gems to shoot out and damage the enemy, after which they can be collected again by either player. Performing the Mega Crush drains the Mighty Combo gauge and all three Gem gauges. This can be done while standing, jumping, or blocking. | + | If the character has at least one level of the gauge, the character also has access to a desperation move called a Mega Crush, performed by holding the punch, kick, and Special buttons together ({{A}}+{{B}}+{{C}} by default). The Mega Crush surrounds the character in a green energy shield and causes all of the character's collected gems to shoot out and damage the enemy, after which they can be collected again by either player. Performing the Mega Crush drains the Mighty Combo gauge and all three Gem gauges. This can be done while standing, jumping, or blocking. |
Throws and grabs are done by holding {{left}} or {{right}} when next to an opponent and pressing the punch and kick buttons together simultaneously ({{A}}+{{B}} by default). Some characters can perform throws in midair by holding {{down}} with punch and kick. Throws cannot be blocked, but the same combinations can be used to escape a throw for reduced damage. Characters all have special throws that can be performed with {{HCF}} or {{HCB}} combined with punch and kick simultaneously. These special throws do additional damage, and each character has one "Power Throw" that cannot be escaped. | Throws and grabs are done by holding {{left}} or {{right}} when next to an opponent and pressing the punch and kick buttons together simultaneously ({{A}}+{{B}} by default). Some characters can perform throws in midair by holding {{down}} with punch and kick. Throws cannot be blocked, but the same combinations can be used to escape a throw for reduced damage. Characters all have special throws that can be performed with {{HCF}} or {{HCB}} combined with punch and kick simultaneously. These special throws do additional damage, and each character has one "Power Throw" that cannot be escaped. |
Revision as of 12:46, 18 July 2023
Pocket Fighter | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
System(s): Sega Saturn | ||||||||||
Publisher: Capcom | ||||||||||
Developer: Capcom | ||||||||||
Original system(s): Capcom CPS-2 | ||||||||||
Sound driver: SCSP/CD-DA (34 tracks) | ||||||||||
Peripherals supported: Extended RAM Cartridge (4MB only) | ||||||||||
Genre: Fighting/Taisen Kakutou (対戦格闘)[1], Action[2] | ||||||||||
Number of players: 1-2 | ||||||||||
| ||||||||||
|
Pocket Fighter (ポケットファイター) is a versus fighting game by Capcom, released for the Sega Saturn in 1998. The original arcade game was released in Western regions as Super Gem Fighter Mini Mix, but the Saturn version was only released in Japan.
As with Super Puzzle Fighter II Turbo, it uses "super deformed" character designs, with characters chiefly hailing from the Street Fighter and Darkstalkers franchises. It also features many character cameos from various Capcom games in the backgrounds of the stages and in the transformations that the playable characters make.
Contents
Gameplay
The game is a fighting game that incorporates elements from the Street Fighter, Darkstalkers (Vampire), and Red Earth (War-Zard) series by Capcom. It only uses three buttons (compared to the six used by most Capcom fighting games) and thus features a reduced moveset, with easier to master special moves. Characters start each match with two life icons, and matches are fought until a character loses both life icons (by depleting their vitality or having less vitality than the other character when the timer runs out in a round). The expression on the life icon changes depending on the progress of the round. The game includes items that can be collected: elemental orbs that can be thrown at opponents, food items that restore vitality, and gems that increase the power of the character's special moves. Items can be found in treasure chests or collected by attacking item carriers that fly across the screen.
Similar to Super Puzzle Fighter II Turbo, there are various colored gems that players can collect from treasure chests and from attacking each other during matches to power up their characters. There are three colored Gem gauges at the bottom of the screen for each character. These display the level of three of the character's special moves. Most characters only have three special moves. Collecting a gem increases the level of the Gem gauge of the same color. When it fills, that ability increases by a level, which empowers it in some way (for example, a projectile attack may travel faster and hit more times when it is leveled up). Each time an attack connects to an opponent, gems pop out of him or her, and which can then be taken to level up the corresponding special moves for additional effects.
Characters move with and and crouch with . The dash with and . They jump upward with and jump behind and ahead with and . Characters can Super Jump high into the air with . They attack by punching with or kicking with . Forward dashes can be followed up by an attack button for special advancing attacks. Special moves for each character are done by pairing specific directional combinations with an attack button. Characters can perform a taunt with , which is a short animation during which the character is vulnerable to attack.
Players also have a "Special" button, , which performs a special move called a Guard Crush where the character spawns an object magically and strikes the opponent with it, dropping gems upon impact. Guard Crushes can be charged by holding the button, with more gems dropping if the button is held for longer. Holding a direction along with the Special button drops gems of a particular color: for red, for yellow, and for blue. These moves cannot be blocked, but the character is vulnerable to attack while the move is being charged.
Each character has a Mighty Combo gauge, which determines the character's ability to perform Mighty Combos. The gauge fills whenever the character performs a move, damages the opponent, or collects a gem or other item. It can be filled up to 9 levels, which can be spent on Mighty Combos, extra special moves that hit more and do more damage than regular special moves. Most Mighty Combos only consume a single level of the gauge.
Blocking is done by holding the D-Pad away from the opponent and can also be done in midair. Special moves (including Mighty Combo moves) do no chip damage when blocked. Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. It is also possible to escape grabs in this way. When blocking, characters can perform a Guard Cancel, a special counterattack, by holding toward the opponent and the Special button simultaneously. This costs one level of the Mighty Combo gauge.
If the character has at least one level of the gauge, the character also has access to a desperation move called a Mega Crush, performed by holding the punch, kick, and Special buttons together (++ by default). The Mega Crush surrounds the character in a green energy shield and causes all of the character's collected gems to shoot out and damage the enemy, after which they can be collected again by either player. Performing the Mega Crush drains the Mighty Combo gauge and all three Gem gauges. This can be done while standing, jumping, or blocking.
Throws and grabs are done by holding or when next to an opponent and pressing the punch and kick buttons together simultaneously (+ by default). Some characters can perform throws in midair by holding with punch and kick. Throws cannot be blocked, but the same combinations can be used to escape a throw for reduced damage. Characters all have special throws that can be performed with or combined with punch and kick simultaneously. These special throws do additional damage, and each character has one "Power Throw" that cannot be escaped.
Characters can pursue knocked down opponents by holding with punch or kick. When knocked down, characters can escape by pressing or rapidly.
Elemental orbs can be thrown at opponents to have an effect such as burning or freezing them. Each character starts each match with a particular orb but can collect others from item carriers. Orbs are thrown by pressing the kick and Special buttons simultaneously (+ by default). They are thrown far normally, but they can be thrown shorter by holding or rolled on the ground by holding . When placed on the ground, they explode after a short duration.
The game also features Flash Combos (or "Costume Combos"), where the player can start a combo with the punch button and then follow it up with three additional punches or kicks (for a total of four hits). These combos usually cause the character to change into various costumes during the sequence and finish with a powerful attack. These costumes range from uniforms (such as traffic cops or schoolgirls), swimsuits, or cosplays of other Capcom characters. For example, Chun-Li turns into Jill from Resident Evil, while Felicia turns into Mega Man or other Darkstalkers characters not playable in the game.
Modes
The game has multiple modes:
- Arcade Battle: The single-player mode consists of eight matches against computer-controlled opponents, with the last opponent varying depending on the character played. A second player can join the game to challenge the other player to a fight by pressing START , with the victor continuing in the game. There are eight different difficulty levels for computer-controlled opponents.
- Free Battle: A dedicated two-player mode. Players choose any character, any stage, the game speed, and a handicap. The game keeps track of wins and losses for each player.
- Running Battle: A single-player survival mode. The player chooses any character and fights all twelve characters in the game. Matches consist of a single round. The character's vitality gauge is restored by a certain amount after each match depending on the time remaining and the gems collected. The player only has one chance to succeed; the game ends and cannot be continued if the player loses a match.
- Training: A single-player mode where the player can practice playing a character against a non-hostile opponent. The player can select some options with START , such as whether the opponent blocks attacks, whether the opponent stands, blocks, or jumps, or the levels of the Mighty Combo and Gem gauges.
Power gems
Larger gems increase the level of their associated gauges by larger amounts.
Red | |
---|---|
Increases the red Gem gauge. | |
Yellow | |
Increases the yellow Gem gauge. | |
Blue | |
Increases the blue Gem gauge. | |
Rainbow | |
Increases all three Gem gauges, as well as the Mighty Combo gauge. |
Elemental orbs
Each character starts with an elemental orb, and more can be collected during the match. Orbs damage opponents if they directly hit them, but they explode in an area or have a secondary effect if they land on the ground.
Fire | |
---|---|
Breaks into a large burst of fire that immolates the opponent. | |
Ice | |
Breaks into an ice spray that freezes the opponent. | |
Lightning | |
Calls down a lightning strike that shocks the opponent. | |
Death | |
Breaks into a cloud of poisonous gas that stuns the opponent. | |
Stone | |
Breaks into a spray of dust that petrifies the opponent. | |
Banana | |
Drops a banana peel on the floor that causes the opponent to slip. | |
Bomb | |
Explodes in an area. |
Item carriers
Item carriers fly across the screen sometimes. They can be reached by Super Jumping with and attacked to release items. The characters are taken from the Capcom game SonSon.
Sonson | |
---|---|
Drops gems, which increase the Gem gauges. | |
Tonton | |
Drops food, which restores vitality. | |
Kappa | |
Drops elemental orbs, which can be thrown at opponents. | |
Sanjou | |
Drops random items. | |
Kaminari | |
Causes damage. |
Characters
Move lists assume the player is facing right. If facing left, and should be reversed.
Hidden
- Main article: Pocket Fighter/Hidden content.
Originally appeared in: Super Street Fighter II X
Elemental orb: Death
Final battle: Lei-Lei
|
Gouki (Akuma) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Gouki is on the lookout for a new location to practice his skills after his island is turned into an amusement park.
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Originally appeared in: Street Fighter Zero
Elemental orb: Banana
Final battle: Sakura
|
Dan | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Dan is looking for students to start a new school. He finds Sakura and sees her as his first student.
|
Stages
Stages are chosen randomly (but can be selected manually in the two-player mode). Each stage contains cameo appearances by numerous Capcom characters. The Running Battle mode uses a unique stage.
Production credits
- Object Design: Ino, Masaru Nishimura, Yorio, Shigeyama, Tomohiko Ohsumi, Mayano, Kimikimo & Sema, Iwasaki, Ikusan Z, Kitasan, Rumichan, Chizuko Tamura
- Scroll Design: Takako Nakamura, H.Ohnishi, Akiko Ohnishi, Ojiji, Hirokazu Yonezuka, Youichi Tanoue, R.Uno
- Character Design: Edayan, I.Yamazaki, Jiwasaki, Sakomizu, Babatin, Uka-Bin
- Music Compose & Arrangement: Isao Abe, Yuki Iwai, Setsuo Yamamoto
- Sound Design: Satoshi Ise, Ryoji, Hiroshi Ohno
- Voice: Yuri Amano, Kae Araki, Naoko Ishii, Tetsuya Iwanaga, Yuko Sasamoto, Yayoi Jinguji, Wataru Takagi, Tomomichi Nishimura, Michiko Neya, Souichiro Hoshi, Osamu Hosoi, Yuko Miyamura
- Programmer: Knight Rider Giu, Senor, Pon, Ittetsu, Hyper Shinchan, Minomiya, Cham, Hard.Yas - Enemy -, Team Dirty Beret
- Game Design: Spp Iorya, Murasaki Umagoyashi, Burns Fuji, Mamoru Ohashi, Team Sadogatake
- Producer: Takashi Sado
- General Producer: Noritaka Funamizu
- Executive Producer: Yoshiki Okamoto
- Special Thanks: Mr. Shiraiwa, Erik Suzuki, Dan Okada, Chris Tang, Rita Rokos, Satsuma, Tomoaki Tsuji
- Programmer: Keiji Kubori, Kohji Hasunuma, Takayuki Umezu, Tomohiro Ueda, Toshihiko Tsuji, Tsutomu Terada, Yasuhito Okada, Akihiro Kashimoto
- Object Design: Masaru Nishimura, Ino
- Scroll Design: Natsue Ueda, Miki Kijima, Mayumi Yoshioka, Motoki Nabeshima
- Sound Design: Nariyuki Nobuyama, More Rich, Satoshi Ise
- Music Compose & Arrangement: Isao Abe, Yoshino Aoki
- Manual Design: I.Yamazaki, Jiwasaki, Spp Iorya
- Game Design: Hiroyuki Yamato, Junko Nonda
- Producer: Bamboo, Petcha
- General Producer: Noritaka Funamizu
- Executive Producer: Yoshiki Okamoto
- Special Thanks: Kuwanyan '98, Byo-Kichi Sawarin, Hiroaki Yanagiguchi, Tetsuya Tabuchi, Takeshi Kawano, Sudo Yoshihiro, Yuka Fujiwara, Tadamasa Yamaguchi, Midori Tokanai, Ayumi Terada, Hironori Ojima, Kazunori Kadoi, Kazuki Matsue, Spp Iorya, Ohashi Mamoru, And Capcom All Staff
- Thank You For Playing
- Presented by: Capcom
Magazine articles
- Main article: Pocket Fighter/Magazine articles.
Artwork
Physical scans
Sega Retro Average | ||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
81 | |
---|---|
Based on 8 reviews |
Technical information
- Main article: Pocket Fighter/Technical information.
References
- ↑ File:PocketFighter Saturn JP Box Back.jpg
- ↑ 2.0 2.1 https://sega.jp/history/hard/segasaturn/software_l.html#tab04 (Wayback Machine: 2019-12-07 02:59)
- ↑ File:PocketF Saturn JP SSEnding.pdf
- ↑ Ação Games, "Novembro 1998" (BR; 1998-xx-xx), page 48
- ↑ Famitsu, "1998-07-17" (JP; 1998-07-03), page 1
- ↑ Mega Console, "Ottobre 1998" (IT; 1998-xx-xx), page 72
- ↑ Saturn Fan, "1998 No. 13" (JP; 1998-06-26), page 141
- ↑ Saturn Fan, "1998 No. 17" (JP; 1998-08-28), page 104
- ↑ Sega Saturn Magazine, "September 1998" (UK; 1998-08-12), page 70
- ↑ Sega Saturn Magazine, "1998-21 (1998-07-10,17)" (JP; 1998-06-26), page 209
- ↑ Sega Saturn Magazine, "Readers rating final data" (JP; 2000-03), page 12
Pocket Fighter | |
---|---|
Main page | Comparisons | Hidden content | Development | Magazine articles | Reception | Technical information
Demos: Pocket Fighter Taikenban (1998) |
Street Fighter games for Sega systems | |
---|---|
Street Fighter II': Champion Edition (unreleased) | Street Fighter II': Special Champion Edition (1993) | Super Street Fighter II: The New Challengers (1994) | |
Street Fighter: The Movie (1995) | Street Fighter Alpha: Warriors' Dreams (1996) | Street Fighter II Movie (1996) | Street Fighter Alpha 2 (Dash) (1996) | Super Puzzle Fighter II Turbo (1996) | Street Fighter Collection (1997) | X-Men vs. Street Fighter (1997) | Pocket Fighter (1998) | Marvel Super Heroes vs. Street Fighter (1998) | Capcom Generation: Dai 5 Shuu Kakutouka-tachi (1998) | Street Fighter Zero 3 (1999) | |
Street Fighter II' (1997) | |
Street Fighter Alpha 3 (1999) | Street Fighter III: Double Impact (1999) | Street Fighter III: 3rd Strike (2000) | Super Street Fighter II X for Matching Service (2000) | Street Fighter Zero 3 for Matching Service (2001) | Super Puzzle Fighter II X for Matching Service (2001) | |
Street Fighter Zero 3 Upper (2001) | |
Sampler discs | |
Street Fighter Zero 2 Taikenban (199x) | Street Fighter Collection Taikenban (1997) | |
Street Fighter Zero 3 Tentou Taikenban (199x) | |
Unlicensed Street Fighter games for Sega systems | |
Jang Pung II (1993) | |
X-Men vs. Street Fighter (Mega Drive) (1998) |
Darkstalkers/Vampire games for Sega systems | |
---|---|
Night Warriors: Darkstalkers' Revenge (1996) | Vampire Savior: The Lord of Vampire (1998) | Vampire Chronicle for Matching Service (2000) | |
Related games | |
Super Puzzle Fighter II Turbo (1996) | Pocket Fighter (1998) |