Skip to main content

PlayStation Basement #14 - Pocket Fighter

This review was originally published on the Console Purist Facebook group on December 1st, 2018. It has been edited slightly for formatting and a minor factual clarification.

It’s finally December and here we are for PlayStation Basement. Every Saturday, I’ll be reviewing an overlooked or odd game for the original PlayStation. As always, I’ll be using a nine-point scale where 7-9 is Good, 6-4 is Neutral, and 3-1 is Bad.


Today, let’s talk about Pocket Fighter, a goofy fighting game that was released to the PlayStation in 1998 in Japan, North America, and Europe. It was developed and published by Capcom and features characters from Street FighterDarkstalkers, and Red Earth. Unlike those games, Pocket Fighter uses a simplified fighting system and chibi characters, the same sprites from Super Puzzle Fighter II: Turbo. There was a short trend of cute fighting game spinoffs in the late 90s – Virtua Fighter Kids and Battle Arena Nitoshinden, which came out in Japan only, are the others I can think of.




The cover art between the three versions varies greatly. The North American version has the somewhat ugly Fighters Edge design Capcom used for many of their fighting games on the PlayStation. These all had a small proof-of-purchase you could send in to earn points to get t-shirts and other merchandise. That’s actually how I first heard of Pocket Fighter, seeing the shirt with Zangief saying, “who you calling pint-sized?” The cover has the character designs from the game of Ryu, Ken, and Zangief, but has them floating in a blue gradient. The Japanese version is more aesthetically interesting, a sort of simple paper cutout of Chun-Li on a yellow background that says the game’s title. It’s a little too bright for me. The European version uses the game’s arcade artwork and looks the best to me. The only thing I don’t like is the placement of the title covering Tessa. None of these are bad covers by any means, however.



Pocket Fighter is a beautiful game. The sprites are very cute and have wonderful animations similar to their original versions. The characters also transform into other Capcom characters when using Flash Combos, simple, one-button combos that don’t hit too hard. Some of these include Chun-Li transforming into Resident Evil”s Jill Valentine and June from Star Gladiator, Hsienko becoming SonSon, and Felicia turning into Mega Man. There are other costume changes too: Sakura in a tennis outfit, Ken as a cowboy, and Zangief as a caveman. The backgrounds are also nicely animated with lots of small details. There are a lot of moving characters and objects, again often from other Capcom games. Some are simple, like E. Honda watching the fight from Dee Jay’s bar, but others, like the various sledders at the ski resort, have a lot more going on. Speaking of ski resorts, Pocket Fighter seems to take place in the winter, with many levels including snow or Christmas decorations. I really love the cooler color design that makes these levels shine so much. Pocket Fighter is a fun game, visually.



The sound in Pocket Fighter is fun as well. Pocket Fighter has the bright, Street Fighter Alpha sound design. The music is great, with a relaxed jazz/city pop style. The characters are voiced in Japanese throughout every fight just like in the Street Fighter Alpha and Darkstalkers games. Some of the sound effects are wacky, with a few springy, cartoon sounds that would be really obnoxious if they happened too much. The small peppering of silly hijinks works well with the rest of the game though.




Pocket Fighter plays like a simplified version of Capcom’s 2D fighting games from the same era. Unlike the 6-button system used in those games, Pocket Fighter uses only 4 buttons: Punch, Kick, Special, and Taunt. There are no levels of punches and kicks as in Street Fighter 2. The special button makes doing a Mighty Combo (one of those big attacks you need to fill a bar to do) easy to manage and also allows the player to use attacks that make the opponent drop gems. Gems power up a character’s three special moves, often functioning effectively as if you had pressed the higher attack buttons for the move in the original games. Each move can get up to level 3 and starts at level 1; it takes a bunch of gems to get them up to the maximum. Other than stealing gems from an opponent, gems also appear after striking an opponent with normal attacks, from treasure chests, and from characters that float in the air above the stage. Other item pickups include food, to increase a character’s health, and orbs, to throw at the opponent for elemental damage.




The game features your standard arcade mode, with beginning and end scenes, a versus mode (called “Free Battle”) to battle the computer or other players, a survival mode (called “Running Battle”), training mode, and an edit mode that is selectable from a different menu. Selecting this option starts a very odd mode in which the player selects a character, takes a quiz, and then builds the character up with different equipment. The odd part is all of the characters are computer-controlled. You can get different action cards that change your character’s AI along with cards that change statistics. Players can then pit their customized fighters against one another. It seems like a system that could be fun with other players, but I didn’t use this feature for much time.



If you are bad at traditional fighters or want a more relaxed and silly tournament, Pocket Fighter is for you. I really enjoy the games visual style, sound, and simple gameplay. Obviously, Pocket Fighter is set up more for fans of Capcom fighting games from the 90s with all of the cameos in the game, but I think even someone unfamiliar with those games could have a lot of fun with this. Closing out, I will mention that I often looked for this game as a kid but never saw it at the store. I still never see it at the store now, but if you do see it, I recommend picking it up.

Pocket Fighter receives a Good (9).



Follow EfreetEater on Facebook

Comments

Popular posts from this blog

Tekko Together

EDIT: This article was originally published on June 30th, 2022 but has been updated on July 8th. I was not initially happy with everything. Unfortunately, due to being extremely busy and not feeling well, and now having developed COVID in the last few days, I am only now getting everything together. My apologies! Tekko (formerly Tekkoshocon) is Pittsburgh's anime convention since 2003. In the almost 20 years of existence, Tekko has grown from just a few hundred people in a hotel to over 10,000 attendees inhabiting the David L. Lawrence Convention Center for four days! Despite this growth, Tekko has fallen on some hard times recently, and, should you choose to accept this mission, requires the assistance of the community. COVID has done a number on several conventions, and Tekko is no different. Convention Center regulations have caused what historically been a spring convention to occur in the summer. Now also the DLLCC is requiring significantly more payment upfront, causing Tekko...

PlayStation Basement #35 - Spin Jam

This review was originally published on the  Console Purist  Facebook group on April 27th, 2019. It’s Saturday, and that means it’s time for PlayStation Basement! PlayStation Basement is a weekly review of an odd or obscure game for the original PlayStation. Games are rated Good, Bad, or Neutral. Now, let’s go! Today, I’m thinking about brightly colored Easter eggs and also flowers. My partner and I are planning to do some gardening today, so here is a game about flowers and bright colors. It’s Spin Jam , a puzzle game developed by Empire Interactive and published by Take-Two Interactive. It was released in Europe and North America in the year 2000. Spin Jam is about matching brightly colored balls to launch other balls into matching petals. That might sound pretty weird, and that’s why it’s a perfect match for the PlayStation Basement. The cover art is basically the same in both regions. Spin Jam shows Lemondrop and some bubbles flying about in a swirl of...

The Convention Dimension: 3 Rivers Comicon

DISCLAIMER: I received a press pass to attend this event. The opinions here are still mine. Also, please consider reading this brief article about my various illnesses and such over the last several months. This article is very late, but things have been difficult. Originally, I had also planned to publish these pfotos to Instagram, again, in a more timely manner. Here we are though! At the beginning of June, I attended 3 Rivers Comicon at the David L. Lawrence Convention Center in downtown Pittsburgh. I was surprised to see this event at the convention center, as I couldn't recall seeing it advertised in years past (I later heard that it was held at the Century III and Waterfront Malls in previous years). American comic book stuff is really not a huge thing on my radar, so it's not a surprise that I missed out on the earlier events. My friend Tyler wanted to check out this convention, so I decided to check it out as well. Anyway, 3 Rivers Comicon is held by local chain New Di...