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Super Puzzle Fighter II Turbo

Super Puzzle Fighter II Turbo
Puzzle Fighter flyer.png
Developer(s) Capcom, Backbone Entertainment (PSN/XBLA)
Publisher(s) Capcom
Composer(s) Tatsuro Suzuki (original and arrange versions)
Isao Abe
Yuko Takehara
Syun Nishigaki
Setsuo Yamamoto
Takayuki Iwai
Masato Kouda (arrange version)
Platform(s) Arcade, PlayStation, Sega Saturn, GBA, PlayStation Portable (Capcom Puzzle World), Dreamcast (Japan only), Xbox 360 (XBLA), PlayStation Network, Blackberry (Appworld), iOS (Capcom Arcade)
Release Arcade
  • JP: May 31, 1996
  • NA: June 20, 1996
  • EU: July 1997
PlayStation
  • NA: November 30, 1996
  • JP: December 6, 1996
PSN
August 30, 2007
XBLA
August 29, 2007
Genre(s) Tile-matching, Fighting
Mode(s) Single player, multiplayer
Cabinet Upright
Arcade system CPS-2
Display Raster, 384 x 224 pixels (Horizontal), 4096 colors

Super Puzzle Fighter II Turbo, released in Japan as Super Puzzle Fighter II X (Japanese: スーパーパズルファイターII X?) and commonly referred to as Puzzle Fighter, is a one or two player children's tile-matching puzzle video game first released in the spring of 1996 by the Capcom Coin-Op division of Capcom on the CPS II arcade system. The game's title is a parody of Super Street Fighter II Turbo (or Super Street Fighter II X in Japan), as there are no other Puzzle Fighter games, and the game includes music and interface elements spoofing the Street Fighter Alpha and Darkstalkers games. It was a response to SEGA's popular Puyo Puyo 2 that had been sweeping the Japanese arcade scene.

A HD-remake version titled Super Puzzle Fighter II Turbo HD Remix, is available for purchase on Microsoft's Xbox Live Arcade and Sony's PlayStation Network.

Puzzle Fighter is a puzzle game which is inspired by the Capcom arcade game Pnickies and Sega arcade game Baku Baku Animal. As in that game, the player controls pairs of blocks ("gems" in game parlance) that drop into a pit-like playfield (twelve blocks tall by six blocks wide, with the fourth column from the left being thirteen blocks high). In Puzzle Fighter, however, gems can only be eliminated by coming into contact with a Crash Gem of the same color, which eliminates all adjacent gems of that color, setting up the potential for huge chain reactions. As gems are eliminated, "garbage blocks" called Counter Gems will drop into the opponent's playfield; these will eventually become normal gems, but only after they count down to zero (most Counter Gems start at "5" and are reduced by one each time a new pair of gems is dropped on that board), and until that time they cannot be eliminated by normal means. (The only way to eliminate Counter Gems before they become normal gems is to place a Crash Gem of that color nearby so it eliminates at least one normal gem. If this is done, all Counter Gems immediately adjacent to the Crash Gem will be taken out as well). Additionally, gems of the same color that form squares or rectangles (of at least two blocks tall and wide) in the pit become a giant Power Gem of that size and color; eliminating these as part of a combo increases the number of Counter Gems that would otherwise normally appear on the opponent's board. The only other type of piece to appear is a diamond, which eliminates all the gems—normal, Power, Counter, and Crash alike—of whichever color gem it lands on. (This, too, will cause Counter Gems to appear on the opponent's board. The diamond is supposed to create half the number of Counter Gems as a normal chain reaction. However, there is a bug that allows players to bypass this reduction.). The diamond piece appears every 25 pieces.


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