DBZ: Hyper Dimension
Release Date: March 29, 1996
The final DBZ fighting
game for the Super Famicom. Featuring Goku, Gohan, Gotenks,
Vegito, Piccolo, Freeza, Mr. Boo, Boo, Perfect Cell, and Majin
Vegita, this game features an all new combat style. Now you
can knock your opponents up, down, left, or right off the screen
and into a new fighting arena, and regain your strength just
by powering up.
Wow. This is a very
different Super Famicom DBZ game. To start with, your life bar
is the same as your special move power. This means that battles
could last forever, but this also means that your life goes
down when you use special techniques. Lots of careful strategy
is needed to master this new system. Also, players can avoid
special attacks by dodging into the background.
Stealing an idea
from Mortal Kombat 3 and improving on it, you can knock your
opponent off the screen to the left or right, top or bottom,
and end up in a new battle field! Because of this, some battle
fields are totally in the air and some are totally on the ground.
There is a very good
story mode as well (unless you bought the French version, in
which the story mode has been removed). In the story mode, losing
a battle doesn't necessarily mean the game is over. Some story
mode battles can be lost without losing the game, but the ending
is not as good. When you do have to continue, however, you are
limited by the number of Senzu beans that Kuririn is carrying.
That's kind of clever.
The music is miles
above the other DBZ Super Famicom games, and all the characters
are drawn very well. In fact, all the graphics, music, and special
attack effects look as if they were done by the Final Fantasy
6 or Chrono Trigger team. Speaking of special attacks, there
are some BIG meteo moves. For example, SonGoku's starts out
with a flurry of quick punches. Then, turning into Super Saiyajin
Level 3, he knocks his opponent into the air. As they are falling he then turns back into normal Goku
(black hair), floats up, raises his arms, and summons a Genki-Dama
that takes up half of the screen. After throwing it, the battle
field is consumed with a huge explosion. In another Meteo move, Boo
can actually turn opponents into candy. He sucks them in, chews
on them for a while, then spits them out.
I just wish that
there were more characters. 10 is a lot for a Super Famicom
game, but I've been spoiled by the 32 bit ones. Another downside
is that fighting in the air is more than a little awkward. You
are free to fly all over the screen, and the motion is kind
of slow. When I am fighting in the air, I find myself desperately
trying to knock my opponent to a battle field with ground combat
before he kills me.
Although I was able
to beat Hyper Dimension pretty easily, the computer seems to
get the really painful moves pulled off whenever it needs them.
You might think this is a good thing, but when you have full
health and your computer opponent who is about dead suddenly destroys you before
you know what hit you, you might think otherwise.
These are really
minor gripes, and nothing to get into a fuss over. This
is definitely the best Dragon Ball Z game for the Super Famicom.
If you have an opportunity to buy it, don't pass it up.
and Codes at Gamefaqs.com
- Your life force
is your Ki as well
- Wonderful play
- Great graphics
- Fantastic sound
- The only 16-bit DBZ game
with Vegito and SSJ3 Gotenks
- Your life force
is your Ki as well...
- Not many different
- Absolutely no
- Air combat is
- Special attacks
are perfomed using the same combos as always
(1 Meg file): A 27 second RealMedia clip of Goku kicking Freeza
around for a while, and then performing his meteo attack on