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Originally released in 1996 by Capcom, the game was re-released on the GBA in 2003. Puzzle Fighter is often hailed as the best puzzle game of all time, Super Puzzle Fighter II Turbo is chock full of ferocious competition, pint-sized characters and non-stop high-energy insanity. Carefully stack the falling colored gems in strategic combinations and when the moment is right, use a crash gem to shatter your blocks. Watch your character execute a combo move and rain a volley of counter gems down on your opponent! Be the first to fill the other's screen with gems and KO! You win!

 

Timing note: The time is calculated by adding up the clear times of each fight. The total time posted at the end of each fight is too inaccurate to use.

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Normal difficulty as Ryu 0:04:40 by Jeremy Doll.

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Author's comments:

Puzzle Fighter is another game I've wanted to run for a long time. Just had to wait until I acquired a Game Boy Player. Super Puzzle Fighter II Turbo, while having one of the longest game titles in recent memory, is my favorite puzzle game. Ever since my first time playing it in Las Vegas, I was hooked. So let's get on with it already.

The strategy for any of the normal characters is to build up any reasonable sized block combo and smash your opponent as quickly as possible. The regulars dish out enough damage that a few six and four blocks will get the KO before the computer can retaliate. The luck factor in any run is guessing the right color to build each round and commit. By the time you figure out if you're wrong, it's too late, when you're playing for speed.

Ken - I start with red, which works out to over six blocks big and finish him off with the green. Pretty straightforward, the lag with the first opponent is that they let the block fall at normal speed, so you have to wait longer for the counter gems to fall.

Donovan - Green FTW. The results speak for themselves. Super finish.

Chun-li - I mess up one block while building the blue, but no time lost given the counter block count. The preceding green/yellow crash set up the blue finish perfectly.

Morrigan - I was able to build a nice red attack, but then I had to nickel and dime the succubus to death. Glad I had that yellow four block ready.

Evil Ryu - I thought I picked the wrong color at first, but I was able to build into a nice blue/red combo. I then immediately followed with a big yellow block to grab the W.

Hsien-ko - The game gave me a freebie to start a red block, I build the yellow as a back up. I almost second-guessed breaking the red that early, but good thing I did as the game was stingy and refused to cough up the yellow crash gem. So I use the diamond on the yellow to win by exact count. And, yes, I do keep count of how many blocks I need to drop to win. Simple multiplication people.

Sakura - Interesting round here. I just couldn't get a big block going. However, I was able to relentlessly attack the poor girl into submission. This shows as I pummel her to death with an almost clear playing field for the duration of the round.

Felicia - A really great round. A free red to start building and I get the nine high yellow for the big blast. Round over. Always nice to have the final round go well before Akuma.

Akuma - The difficulty always seems to bump up a few notches here. I stave off any attack and build a monster red to finish the run.

Shinku Hadouken!

Normal difficulty as Akuma 0:06:10 by Jeremy Doll.

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Author's comments:

There have been a few differences in Akuma throughout the home iterations of Puzzle Fighter. For the GBA, the difference is that Akuma actually drops less counter blocks than the other characters, except for his counterpart Devilot. This means that while running, I incorporate a lot more combo attacks, even if it means the first step in the combo is only one block before crashing a big stone. Watch and see.

Felicia - Perfect. No pun intended. I end with the "all clear" signaling that I played every block right.

Chun-li - Another great round. Diamond yellow, combo into the green, then the blue sends Akuma into the Raging Demon. Very satisfying.

Donovan - Red, blood red. I bide my time to combo that big red block of death. It fills donovan's screen just right to land the KO, but without the extended Super Finish animation.

Ryu - I build the big green, which I crash and immediately follow up with the small blue. I finish Ryu off and then end with another perfect, all clear.

Morrigan - Green is just Akuma's color of choice right now. I know you were waiting for that yellow, but you can see by how the counter gems land on Morrigan, I timed it just right with the first few single block crashes, to fill her screen with no room left.

Sakura - Nineteen block red. Raging Demon! Unprecedented, third "all clear" in one run. Tell me that wasn't a thing of beauty.

Hsien-ko - I can hear you screaming why I didn't crash that red. You'll see. Akuma just doesn't drop a lot of blocks. I still combo the yellow, and crash the red with a lot more than I originally had and it still barely covered Hsien-ko's screen. Just trust me, I got this.

Ken - Huge red, super green combo'ed off the blue. Finish him with the yellow. Wouldn't have it any other way. Using all four colors to gain victory.

Dan Akuma - Very methodical this round. I build block after block and don't let up the assault. I defeat the computer and I wasn't even finished. My next piece had a red crash gem to really end it, but the game threw in the towel.

Sometimes, evil must reign. Raging Demon!

Normal difficulty as Dan 0:04:57 by Jeremy Doll.

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Author's comments:

The main difference in running Dan is that you have to ensure you've built up a large enough attack before beginning your assault. Leaving your opponent standing can give them the gift of an entirely red screen to annihilate you with.

Pretty Boy Masters - Perfect start. My initial bludgeoning fills Ken's entire screen. Done.

Ghoul Hunter - Huge red, then small crashes to finish Donovan off. I only risk this strategy on the first couple of opponents before the computer starts getting "smarter".

Strongest Woman in the World - Basic stuff here. Smooth building as I unleash wave after wave of attack.

Winged Whore - Sensational round. I build the green blocks up to Heaven and bring it down on Morrigan's head. I diamond crash the yellow for the KO.

True Master - Things start off a little slow, but things immediately fall into place as I use the diamond on the green. The red goes next. I'm almost too late as the red in Ryu's field materialize, but my last blue attack seals the deal.

She-en-kow? - Red. Need I say more? And I lucked out with the timing. The blocks fall, but Dan doesn't animate his Super Finish with the sun burst background, saving me a few seconds.

Wannabe - I'm piece dropping in the beginning, which I hate to do with Dan. But I nail a big blue and finish Sakura off before anything bad happens.

Catwoman - I wait on the blue to try and combo it from the red block. I call an audible when I see the diamond, as my count from the regular blue crash and yellow diamond crash would be enough to kill the round.

Demon - A dangerous round for Dan. Akuma can be merciless, especially when you're giving him nothing but red to counter. I play perfectly as I build multiple small blocks and get the right crash gems to consecutively attack and bring the pain. KO.

Can anybody out there tell me what the heck Dan is saying during all this?

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