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One-on-one Beat-em-Ups have become incredibly popular on the Game Boy
Advance. With the industry trend of looking towards the device as a portable SNES, it
comes as no surprise that Mortal Kombat has put in an appearance, alongside
countless Street Fighter conversions and a whole host of me-too
newbies. However, back in 2001, shortly after the consoles original release, Namco
revealed a fighter which looked like it had the strength to reach the dizzy heights of
being a stand-out Game Boy Advance game amongst all the over-lookable
half-baked fodder. By now you may have realised that Tekken Advance is no ordinary
Game Boy Advance Beat-em-Up, and youd be right.
As you plug-in the cartridge and turn on you are immediately flung
into the Tekken world, with even the Menu Screen reflecting on previous efforts, as
the game bases itself on Tekken 3. The variety of gameplay modes on offer is
astounding for a release such as this, with not only the usual handheld Arcade and Vs.
Battle, but in true Tekken tradition the title features Survival, Time
Attack, Tag Battle and Vs. Tag Battle modes also. While these additions
are pleasing, they may seem like an afterthought when compared with the completeness of
the Arcade mode, with - for example the Tag Battles often ending well before a
player is downed due to the default time being only 60 seconds and the AI having a way
with constantly changing their character.
The bouts resemble the PlayStation efforts very closely. The basic kick and punch
are available using B an A respectively, with R used for grabs and L used to
tag your character during Tag Battles. Although this may seem rather limited, the vast majority of each
characters distinguishing moves have been translated perfectly and the combat feels
very satisfyingly balanced. The biggest surprise in the title is that, although the basic
presentation appears 2D, the game does actually work in 3D, allowing you to circle your
opponent and move in, out and around in the way Tekken has always prompted you to.
The characters roster is also fairly impressive, with a starting selection of nine
available, including many favourites; Hwoarang, Law, Jin, Nina, Gunjack, Xiaoyu and
Yoshimitsu are all represented in stunning form, and a further character is unlockable
although I dont want to spoil the surprise.
The titles graphics are well above standard. Each of the characters is instantly
recognisable and although the backgrounds seem limited, especially the immediate combat
areas (mainly due to the titles 3D nature), the far distance is pleasingly detailed.
The technique used in developing the titles graphics seems similar to that used in Donkey
Kong Country and Killer Instinct on the SNES and has since clearly became a
Game Boy Advance favourite, with titles such as Banjo-Kazooie and the Tony
Hawks Pro Skater franchise seemingly using similar techniques. The special
effects are very limited, but remain a reflection of those synonymous with Tekken,
while the frame-rate and camera never become an issue.
While you may think Im
doing little else but complementing the title, it is more than justified. They say beauty
is only skin-deep and, whilst Tekken Advance still sports some of the best presentation seen on the Game Boy
Advance over three years after release, it holds its head up high, screaming that
magic word at the hardcore gamers gameplay. Mistaking this release for
a quick cash-in would just be foolish and disrespectful to a title that may be limited due
to the system it runs on, but pushes the limits of what we expect from that system far
greater than any Game Boy Advance Beat-Em-Up Ive played before or since has
dared to.

Kev
J.
Reviews
Score Table Interpretation.
06/03/05
Return to the Game Boy Advance in-depth reviews archive here.
Each of these articles has been written either
independently of Electronic Theatre or by an external viewer. The opinions
discussed in these articles in no way reflects the opinions of Electronic Theatre.
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for these formats not listed on this site, drop me a line at kjoyce@electronictheatre.co.uk |