||How smart (or dumb) you perceive the game's artificial intelligence to be
||How well the game mechanics work (player controls, game action, interface, etc.)
||The quality of the art, or the quality/speed of the drawing routines
||How much you personally like the game, regardless of other attributes
|Sound / Music
||The quality of the sound effects and/or music composition
|Overall MobyScore (7 votes)
MobyRanks are listed below. You can read here
for more information about MobyRank.
Overall, Street Fighter Alpha stands alone as the best fighting game to ever hit the Game Boy. The gameplay is almost as solid as the arcade version, the animation is superimpressive, and most importantly, it's still a whole lot of fun.
Le meilleur jeu de baston de la GBC. Avec ce jeu, KOF sur Neo Pocket a du mouron à faire. SFA plaira aux fans de baston, comme aux autres. C'est dire !
Pocket Magazine / Pockett Videogames
Finalement, le jeu se révèle être un peu trop court. On s’amuse comme des petits fous jusqu’au big boss, mais c’est juste ! Les fans enchaîneront tout de même partie sur partie afin de maîtriser tous les personnages de A à Z. Le gameplay est irréprochable!
You'll just have to imagine how annoyed and disappointed I was when I popped in two copies of Street Fighter Alpha into two systems, connected the link cable between them, and waited for the Vs. option to appear. Darn near had a fit right in my cubicle. The single player game is good, and really shows off Crawfish's Game Boy Color expertise, but the link cable omission makes me actually rethink how good a programming team Crawfish actually is. If you're going to tackle Street Fighter Alpha on the Game Boy Color, the first thing on people's minds is going to be "How's the two player?" Sadly, it's non-existent. I salute Crawfish and Capcom for excellently shoehorning an ambitious game into the Nintendo portable, but I just can't look the other way when the link cable is left out.
Digital Press - Classic Video Games
If you can live without the ability to link up, save feature, and sound problems should be able to thoroughly enjoy this title. There's a decent challenge level here and enough characters to keep any gamer occupied on a long road trip. While it looks incredible and plays even better, it's still hard not to think about what a few extra features could've done for this one.
All Game Guide
So what more did you expect? It's the same wine in an itty bitty bottle. And based on its own merits, Street Fighter Alpha: Warriors' Dreams is not all that bad a game. If you don't have a Neo Geo Pocket Color, and therefore, don't have access to thumb-blowers like SNK vs. Capcom: Match of the Millenium or King of Fighters, then this game is your best bet on the Game Boy Color, at least thus far. It'll keep you entertained on a long car ride, but probably not five or six of them.
Visually it is a big step down from the arcade original, but this is a fairly good-looking game considering the hardware. Gameplay is the most important thing and luckily it feels like a Street Fighter game despite the occasional irritation of an unintended special move. As a single player experience this is a decent little fighter that will keep you occupied for quite a while, but some extra modes would have been welcome. Sound effects are bad and the ending bug also annoys, but the big disappointment is the lack of two-player mode with its absence making the game that bit less appealing.
The replay in the game lies entirely in the fun factor. There is nothing to unlock, the ending's only consist of the dialogue of the endings from the console versions (whereas GB's Street Fighter II had fully-rendered versions of the endings, animated and all.) and there isn't really much fun to the game anyway. There are three secret characters (M. Bison, Akuma and the master of Saikyo-Ryu, Dan Hibiki!), but they are unlockable through codes that can be entered on the character select screen. In short, you'd be better off picking up an NGPC game. Any NGPC game.