Sunday, October 2, 2016

The Addams Family (SNES) Review

Received: June 20th, 2015 / Written: October 1st-2nd, 2016
Year: 1991 | Developed and Published by: Ocean Software

Hello everyone, StarBoy91 here; passionate about video games, big retrophile, and fan of all things 16-bit.  In 1938 American cartoonist Charles Addams created a comic strip about a satirical equivalent of the American family who delight in the macabre (they are not evil though as they are rather pleasant and hospitable but are oblivious to the fact that their antics are creeping people out), being inspired by his Westfield hometown in New Jersey which was full of ornate Victorian archaic graveyards and mansions, and would work on it until his death in 1988; this was The Addams Family.  Since the comic's inception it has been adapted to various media including TV shows, animated series, movies, video games, and even a musical.

Aw, Gomez is walking over those gaps as if he was Mario
On November 1991 The Addams Family got adapted to the big screen in theatres by Raising Arizona and When Harry Met Sally... cinematographer Barry Sonnenfeld in his directorial debut, developed originally by the waning Orion Pictures (who owned the rights at the time) but was completed by Paramount due the former's financial troubles (distributed by the latter in America).  It received good word of mouth and made really big numbers at the box office, and its success would inspire a few video game adaptations based on it (and even a pinball-themed game in 1992 by Bally/Midway which sold more than 20,000 units).

All aboard!
In 1991 the TurboGrafx CD console saw a video game tie-in developed by ICOM and published by NEC (where you took the role of the Addams' family lawyer Tully Alford, whilst in all other versions you controlled Gomez), Arc Developments developed the Sega 8-bit editions on the Master System and Game Gear published by Ocean, and there were Ocean-developed versions on the NES and Game Boy.  The most well-known video game tie-in to the movie, however, would be the one on the SNES released in the early months of 1992 developed and published by Ocean Software in their foray to the Nintendo 16-bit console (from what I gather it took them four months to make; the Super Famicom version was released by Misawa Entertainment) which would receive ports on the Sega MegaDrive/Genesis console as well as the Amiga and Atari ST computers.  This SNES edition is what I'll cover today, as I didn't play the other versions; so is today's licensed game worth a go?  =)

Things sure are getting medieval in here
The plot of the game goes thusly (I don't own the manual, so I had to look it up): Tully Alford (played by Dan Hedaya), the lawyer of the Addams Family, has taken over their home and has imprisoned the whole family and scattered them in different parts of the mansion--that is, all except the husband and father Gomez Addams (played by the late Raúl Juliá, RIP) who's the only one who can reclaim his home and liberate his son and daughter Pugsley and Wednesday Addams (a young Jimmy Workman and young Christina Ricci), Uncle Fester (played by the legendary Christopher Lloyd), Grandmama (Judith Malina exclusively for this movie before being recast for the sequel), and wife Morticia Addams (played by the lovely The Witches star Anjelica Huston) one by one.  It will not be easy, but he'll do all he can to get them back as he braves the depths and corridors of his entire mansion.

Ohhhhh, so that's where the recoiling back and forth
wall enemies from the Abandoned Mines stage
in Porky Pig's Haunted Holiday came from!
In The Addams Family you play as Gomez Addams who has very simple platforming controls: B (or A) to jump as well as swim underwater and Y to use your weapon (a falchion or an unlimited array of white bouncing balls, provided you have either in your stead); he can also walk left and right, duck down, climb ropes or chains up and down, and enter doors by pressing up beside them.  Along the way you'll be encountering monsters that will attempt to impede your progress (most of which can be jumped on in order to take down) as well as collect a lot $ here and there (funny how even though this is a Euro platformer it uses the American currency; then again, I guess it is one of the more famous money symbols) for points.

"Oh, please don't eat me!"
At the end of each segment of the Addams Family mansion you get to fight a boss, and just like you have a health count on the left they have a health count on the right; the main way of dishing damage is by jumping on them (should you have the window of opportunity) and once you've depleted their whole health you'll be given a five-character password (hurray), at which point you'll either get a health augmentation by one (you begin the game with two) or save a member of Gomez's family.  Sometimes you'll come across hearts to replenish your health by one, but if one's not nearby there is one thing to count on: for every 25 $ you collect you'll get one heart back, except when you reach 100 in which case you'll garner a life (original, I know).

Swimming with the piranhas in dithering water
Even though The Addams Family is a platformer it is by no means straightforward fare (at least not all the way) as it is open-ended in nature and quite nonlinear in places.  In the Hall of Stairs there are several doors to choose from as you have a choice regarding which part of the mansion you wish to tackle right away.  Sometimes you'll come across some block-like switches you have to jump on in order to either have some platforms appear or open up a pathway which was previously blocked; of course sometimes the opposite effect comes into play meaning that if one thing happens to a series of blocks another will vanish (you'll have to be mindful of your surroundings and where you should press them).  A few times certain doors might lead to bonus rooms (or worse, send you back some) but the only way to get to the next part is if you find the right door (so choose carefully).

Whoa, whoa, whoa, why is Mr. Game & Watch consumed
by flame (or have a white eyeball for that matter)?  o_O
The movie's soundtrack was composed by Marc Shaiman, but since it's been awhile since I've seen the movie I can't confirm if the video game's soundtrack is accurate or not.  The Nintendo 16-bit video game adaptation's soundtrack was composed by Jonathan Dunn who also provided music to other Ocean licensed titles such as The Addams Family: Pugsley's Scavenger Hunt, Jurassic Park, Jurassic Park 2: The Chaos Continues, and the interactive take on the live action movie based on Hanna-Barbera's The Flintstones; and on its own terms the soundtrack in this game is pleasantly atmospheric and playfully engaging for the ears, as small as it is.  =)

Swimming underneath the graveyard
During title there is the famous Vic Mizzy Addams Family theme which has been faithfully replicated in Nintendo 16-bit format (sans lyrics), and in the Hall of Stairs is a playfully inviting variation of the theme.  Many of the songs made for this game utilize sound samples which add a sense of atmosphere (lite organs, to name one), and some songs are used more than once: the song used for the Red Hot Maze and Portrait Gallery areas (among a few others) has got a fun composition going for it and at one point sort of gives off an Egyptian vibe to it (it could easily be used in a pyramid stage, none of which exist in this game), it's easily the best song of the bunch (the other songs are good too).  The boss battle theme is decent and slightly more action-packed and the ending theme is well-earned after all has been conquered.  =)  The sound effects are quaintly chosen and can be fittingly goofy at times, such as the sound for when Gomez gets an item, the sound for when a boss is defeated, and the sound for when Gomez takes damage (it sounds like a honk).

Big Books indeed
For Ocean's first Nintendo 16-bit venue the visuals aren't too shabby, and what really makes them work are the dark color palette and the detail in the background.  In one of the segments you're indoors but occasionally you'll see a full moon through a window which is bright; in the Portrait Gallery there are suits of armor and medieval weaponry but adorning its walls are huge looming portraits of each member of the Addams Family (many of which are used once for the respective member of the family you save as they thank you); the underground segments have some rocky walls (with some dithering effects used for the water you swim in a la Jerry Boy); there's an ice-laden room which gives an aptly chilly feel; and during the start of the path that leads to Morticia there's a room full of chains not just in the background but in the foreground (actual moving foreground sometimes obstructing you) which lends some atmospheric depth.  I especially enjoyed the introduction where the Thing pops out of the box culminating in you entering said box.

That's not scary!
The creepy jester-patterned wall, however, that's scary
Many of the bosses you'll face are huge (at the expense of having much animation) and drawn in a cartoonish manner (with the exception of the serious-looking Fire Dragon who's red, spiky, and damn imposing in spite of its simplistic pattern); among them is a giant bluebird, a floating skull-tossing goblin who doesn't appear to know how to be in standing position, a giant rolling snowman, and a giant witch among others.  Included in the enemy roster you'll come across a singularly-spiked turtle, jesters, skulls rotating in a (counter)clockwise manner, simply drawn white ghosts (who are cute), bookworms, cartoonish sword-tossing knights, piranhas, magenta flying eyeballs, black silhouettes on fire(?), pumpkins spewing down fire, and zombies to name plenty and they sport okay to decent animation (and when they're disposed there's a Dig Dug-like "pop" effect minus the burst).  The Addams Family themselves are well-designed (I like their SD look, it's endearing), with Gomez having fluid walking and idle animation (not so much for when he uses his weapons, but you know, not bad overall).  =)

Oh, great, I'm getting Mickey's Dangerous Chase
flashbacks during this bit
The Addams Family is not an easy platformer for Ocean has devised ways of making it somewhat challenging.  So at first you start with two hearts which means you have to be careful lest you want to start the segment you're in from the beginning (or from a checkpoint depending on how long it is); after you receive more hearts you'll still have to be careful.  This platformer is of the slow-paced variety which means you should take your time and not rush; there are many enemies you'll have to deal with either on ground level, underwater, or in the air (sometimes these ones in particular will serve as jumping points in order to reach a platform which is either far or above from you).  And since it's pattern-based should you die you'll at least know what to expect from them and where you should position yourself for next time.

Let's fly away
Gomez has only one deliberate walking pace unless you get some speed shoes which increase your speed (try to coordinate yourself when you're moving and/or jumping in this condition); they, the short-ranged falchion, and the bouncing balls serve as health supplements, which means that if you have any one of these things when you get hit you'll lose them but not a heart.  Convenient!  =)  As I said before there are blocks you'll have to press in order to make progress (either making a platform appear or open up a doorway), some are in precarious moments such as when you're flying via flying cap or when you must time your jump correctly in order to get from one safe spot to another in Jester's Jump lest you get bumped down from the small ceiling space (or worse) fall down.  The latter reminded me of that one moment late in Mickey's Dangerous Chase where you had to jump upward dealing with a small ceiling place; but this game is better off because at least The Addams Family has a good sense of polish and is not unfairly structured and cheap like Kemco's mediocre Mickey Mouse platformer.  Count your blessings there is no time limit, otherwise it would've surely killed the whole thing altogether; there are unlimited continues for you have a choice after losing all your lives whether to start the segment you were in all over again or forfeit for another time (via password).

Uncle Fester: "One day I'll star in my own game."
Gomez: "Didn't you already have one where you---"
Uncle Fester: "I told you never to talk about it!  Ita
never happened!"  >=(
Mario-themed College Humor reference with the last bit
There are stationary obstacles you'll have to be mindful of here and there; such as the rotating spiked mace (clockwise or counterclockwise) where the only safe spot is the rope if it swings your way or up its platform depending on its rotation.  During the cold rooms you'll be walking on the slippery ice, so be careful how fast or slow you are; sometimes there are spikes not just below you but above you, in one moment you ride on a train as you must avoid the oncoming obstacles ahead of you, on the way to one of the segments there are big pumpkins floating above you as you deal with zombies on ground level and if you go slowly you'll only get to deal with little at a time (as opposed to if you were rushing in which case you'll be overwhelmed and have to start that bit again).

During the Nintendo 16-bit period Ocean Software would create two more Addams Family licenses for the console; if you're holding your breath for me to review them I suggest you stop now because that's not going to happen any time soon--sorry to disappoint you--but the least I can do is share my brief thoughts on them (which is the closest you'll get to a full review of them from me).
I swear that ooze is supposed to be blood; Nintendo Seal of Approval, everyone!
In the wake of the production for the live action Addams Family movie Hanna-Barbera created their second animated series based on these characters (which was my introduction to The Addams Family as a child) which lasted twenty-one episodes at two seasons from September 1992 to November 1993.  Ocean took the opportunity to create a game based on this series exclusively in The Addams Family: Pugsley's Scavenger Hunt where you controlled Gomez and Morticia's son Pugsley Addams.  For the most part the gameplay and structure based its template from today's game, only this time you can run and move while crouching which made it more faster-paced than the previous game.  Visually it was really colorful and had the charm from the show but was very difficult and frustratingly overlong thanks to the fact that there is no password system, which meant you had to beat it in one sitting.  =(  ActRaiser 2 was more manageable and playable than this, at least I can play Quintet's all action-platformer all the way through; the best I could manage in Pugsley's Scavenger Hunt is to make it halfway.
Fellow colorful and charming Ocean platformer Mr. Nutz also had to be beaten in one go (the original SNES edition, anyway) but that game at least had a fair structure to it, felt very playable and manageable, it did not feel broken or overlong in any way, and was more forgiving in terms of gameplay and difficulty.  I also found it to be more fun and enjoyable than Pugsley's Scavenger Hunt and rewarding to play all the way through to the end; a reason for that being it is slow-paced and not speed-oriented.  =)
The third and final Ocean-developed Addams Family license on the console would be based on Sonnenfeld's second directorial effort and sequel to the first film Addams Family Values, where this time you took control of Uncle Fester who has to search around for Gomez and Morticia's infant son Pubert who's gone missing.  Instead of being a platformer it vied for a bird's eye-viewed action-oriented adventure game (in a similar-ish vein to Zelda).  The atmosphere was highly abundant (especially with the creepy soundtrack) and you could move in all eight directions, but could only attack from half of them which added difficulty to the proceedings.  It also had a very inconvenient password system which only Cousin Itt can tell you it, but he doesn't appear frequently which overwhelmed matters exponentially given how long the journey is; this wouldn't be a big issue if not for the fact that this game is HUGEO.O  It can be so easy to get lost (and if you wish to keep the items you found you cannot die before reaching Cousin Itt); maybe one day I'll brave through this whole adventure but as it stands it is too high an order even for me.  I'll say this much: it's a huge improvement over Sunsoft's Fester's Quest on the NES.

"And should I not appear to look the same in the
sequel try not to be alarmed by that"
On October 2010 I caught up with The Addams Family: Pugsley's Scavenger Hunt due the fond memories I had for the '90s Hanna-Barbera animated series, and it wouldn't be until the Summer of 2015 that I would finally play both The Addams Family and Addams Family Values on the SNES.  Better late than never, am I right?  The first time I played The Addams Family I was so engrossed in it, exploring every part of the family mansion as well as getting past difficult obstacles.  It took me less than twenty-four non-consecutive hours to beat it the first time, recently it took me less than a few.  I found it to be very fun and engaging, and what's kept me on it until I finished was the atmosphere; there was tons of it.  =)

A block that gives advice to you upon being jumped up;
where have I seen that before?  =<
Ocean Software's The Addams Family has gotten a generally mixed to positive reception by gamers even to this day, some have even accused it of being a Mario clone.  There's no denying that jumping on enemies and bosses being the way to deal with them does bring to mind any game in the Mario franchise, getting a hundred $ nets you a life (like Nintendo's series), and once in awhile there are some blocks where jumping up on it results in a hint a la Super Mario World.  I'm not particularly bothered by those similarities as I did enjoy it as its own thing; besides, while the Mario games are either easy or normal in terms of difficulty The Addams Family is a bit on the hard side (but it's not impossible if you stick with it and pull through at a slow pace).

1Up all the way, baby!  =)
Say, that bricked pattern looks familiar...
Speaking of exploration, one of the best things about today's game is that there are a lot of nooks and crannies as well as secret paths and doors should you look thoroughly; if you feel through a wall in an inconspicuous spot for example you might stumble upon either a lot of $, hearts, and even lives.  I bet the programmers had a blast adding these secrets as it really augments a sense of scale to this adventure; a while before I played this game I read RVGFanatic's review of it and that was where I found out about Pugsley's Den which is behind a hidden door underneath the bottom left stairs as you press up (in it are the weapons, speed shoes, and a crapload of lives) in the Hall of Stairs.  With enough practice I'm sure it's possible to go through these stages without all the extra lives, but just in case you might need all the help you can get... it certainly prolongs your chances of escaping a game over.  =)

What a great dragon design  =D
The fact that there's no time limit is a good thing as you don't have to worry about getting to the next segment on time, going at a slow pace is the way to go and stepping out of the way of obstacles is a must when it's required.  Many of the boss battles (even the final one) are rather easy with the most simplistic of patterns, which I suppose some might view as a godsend considering all the challenges you had to overcome to get to that point, but a bit of challenge would've been appreciated in that regard.  I liked the open-ended nature and the ways that Ocean tried to challenge you, exploring the mansion was fun, and it's exhilarating during the final segments to see if you can make it to the next part.  Some might feel that Gomez's walking pace is a bit slow for their liking, but I did not mind it much at all.
He's certainly not as slow a walker as, say, Peter Banning from Ukiyotei's Hook where he moved at an unforgivingly snail's pace unless you held down the attack button which enabled him to run... but would not actually show that for at least a couple seconds as opposed to being immediately apparent (which is bad design).  Personally, the slow approach benefits The Addams Family more than it did the video game tie-in to the underrated Spielberg flick.

Count your blessings that gondola rides in Venice
aren't full of enemies trying to attack you
The Addams Family is an enjoyable platformer while it lasts, and despite some hiccups manages to provide plenty of challenge and secrets, and of the Nintendo 16-bit Addams Family trilogy of games I enjoy this one the most.  =)  There is a likable charm about it, the sense of atmosphere is big, the gameplay is simple yet good, and I can actually play through it all the way to the end without fail.  Since I got to play this game I've been meaning to catch up on the movie it's based on but I never got a chance to (hopefully soon).

Jump in!
I honestly find this game to be underrated and I can picture people playing it during the Halloween season; I mean, given the subject material, it's only logical.  =)  It's one of those games I find myself returning to once a year in the right mood, but while I largely enjoy it personally I do understand why someone might end up not liking it; whether it's because they don't like the challenge or if they think it's too long (as for the latter, it may not be short but it's certainly not long enough in my book).  As far as movie-based titles on the Nintendo 16-bit console go, I find Ocean's The Addams Family better than Ukiyotei's Hook and it's certainly better than Imagineering's Home Alone and Home Alone 2: Lost in New York.
My first physical SNES purchase from eBay back in 2009, it'll always have a place in my heart  =)
It may be no Mr. Nutz--though what Ocean platformer is, really?--but for Ocean Software's first game on the Nintendo 16-bit console it's well-made for they have done a commendable job for their The Addams Family is solid fun in its own right.  =)

"Morticia, my darling, I shall save you!"
If you wish to play a fun licensed title Ocean's The Addams Family offers plenty of it in the long run; if you neither like difficult titles nor like to be challenged this game is not for you then; if you wish to play a platformer that oozes with atmosphere and secrets you'll definitely be satisfied in that regard; if you're looking for a short title it's probably best that you look elsewhere; if you crave a little challenge there's a good chunk of it in store.  Today's game might be flawed in places, but it definitely is an hour or two's worth of entertainment while it lasts and it's an ideal game to play during the Halloween season.  It's got thrills and chills, it's full of nooks and crannies, it's charming, and there's a good sense of atmosphere and challenge during the proceedings; and in the end, what's not to like?  <=)

My Personal Score: 7.5/10
<( ^o^)^TO EACH THEIR OWN^(^o^ )>
P.S. There was a "The End" message during the end of the credits which I missed because I was distracted looking at some of the screenshots I took; I was too late by the time I tried to take it.  =(  The Gomez and Morticia image is the best you'll get to that.
 
P.S. 2 I also learned from RVGFanatic's review, which I'll warn you about now, that apparently there'll be a glitch which abnormally affects the game if you get a password when your life count ends with the digit "9".  Meaning if your life count is at "9" during a boss fight, lose one on purpose so you can avoid that mishap (unless you're really having a tough time with it).  Thanks for the warning, man, I took it to heart!  =)
 
P.S. 3 I need to catch up on a few SNES Ocean Software titles; namely Dennis the Menace and The Flintstones.
 
P.S. 4 I also wish to thank my followers and readers for sticking around, and I'd like to apologize for not posting as much as I should have as of late.  My other passion (besides video games) took precedence over StarBlog.
 
Thank you for reading my review, please leave me a comment and let me know what you think.  Hope you have a great Halloween, take care!  =)
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Image from Wikipedia
Happy 25th Anniversary,
The Addams Family Movie!!!  =)

Thursday, September 1, 2016

HyperZone (SFC) Review

Written: August 28th-September 1st, 2016
Hope everyone had fun watching the 2016 Olympic Games transpiring at Rio, or should I say "American Games" considering how many medals they won this year?  With that said, looking forward to the ones in Tokyo come 2020.  =)  Aw, look at me being topical and crap, that's not going to date this review at all.  >_>  Sorry, I digress.
--------------------------------------------------------------------------------------
Received: April 11th, 2016
Year: 1991 | Developed and Published by: HAL Laboratory | [|O|]
 
Hello everyone, StarBoy91 here, passionate about video games, big retrophile, and fan of all things 16-bit.  I feel I have forsaken my blog, not having posted a review in over a month's time; let's remedy that (if only for a moment).
Images from Wikipeda
1985 saw the debut of Sega's Space Harrier in arcades, showcasing an abundant color palette and "Super Scaling" processing at very high speeds (influenced by Sega's 1982 arcade game Buck Rogers: Planet of Zoom); and on November 21st, 1990 the Super Famicom debuted in Japan with both launch titles Super Mario World (subtitled Super Mario Bros. 4 there) and F-Zero, the latter of which was a futuristic single-player racer which fully incorporated the innovative Mode 7 rotating and scaling graphics and was one of the first games in the system to do so.
 
But what would happen if you combined these two different games into one?
Enter HyperZone, HAL Laboratory's second Nintendo 16-bit venue (after Jumbo Ozaki no Hole in One in February 1991, which came out in America seven months after the fact as HAL's Hole in One Golf) which they released on the Super Famicom on August 31st, 1991, came out in America the next month in September, and eventually saw a European release in 1992; at a time when companies were giving their Mode 7's worth early in the Nintendo 16-bit console's lifespan this is one of the most prominent examples of that trope.  But has it aged well a quarter of a century later?
You'll notice on the Super Famicart and the Japanese box cover there's tiny white wording beside the title; so you won't have to squint your eyes to read what it says I'll write it down for you because I'm generous: "Welcome to Hyper Zone.  This place is the most exciting amusement-park, established 1991.  The great park has rather hazardous and tricky three-dimensional cirkits.  The years pass away un-noticed.  Hyper Zone people regard nothing as impossible, they are strongly self-motivated and have an uncommon drive to glorious goal."  .........  Your guess is as good as mine, to be honest.

Oh man, HAL must really have it in for gamers;
they included their Halken logo in the enemy roster
The gameplay in HyperZone is largely influenced by Space Harrier in that it is a 3D rail-shooting style game where you can maneuver yourself around in all directions above you, below you, to your sides, diagonally, or straight ahead; but instead of controlling a human being you take control of a ship.  And while in Sega's rail shooter you had the freedom of movement in that you could roam around with no restrictions (unless there was a towering obstacle to avoid) in this HAL title you must absolutely roam within the confines of a path (a la F-Zero)--wide or narrow or branching lest you want to sustain damage from the borders (also like F-Zero).

Healing strip
Unlike Space Harrier whereas in that title it was a one hit and you die affair, in HyperZone your ship has a "power" gauge like in Nintendo's futuristic 1990 racer; and if you lost some of your health occasionally you will find some healing strips which will slightly replenish your health (again, like F-Zero).  At the end of each stage is a boss that awaits to do battle with you, but before that you must make do with the hordes of enemies that are in your path and take them down before they take you down.  Should you lose all your health your ship will blow up and should you have at least one life left at your disposal you'll resume your progress from that spot; however should all lives be lost it's a game over.

Fire!
The controls themselves are very simple enough: you can fire with the Y, A, or right shoulder buttons; and by holding down the B, X, or left shoulder buttons you can slow down your ship during precarious situations, but don't slow down too much or you'll wind up damaging yourself.  From the third stage onward and after every subsequent stage or two your ship will be upgraded to something more powerful; and it is also from the third stage onward that'll enable you to charge your fire by holding down the Y, A, or right shoulder buttons and then you let go to fire.  The stronger your ship the faster the "charge" gauge fills up, so make sure not to be in the enemy crossfire when you plan on using the most powerful blast in the earlier stages as it fills up slowly then.

Those are balls alright; S Balls!
HyperZone's music was composed by none other than Jun Ishikawa; whose other credits comprise of New Ghostbusters II, Jumbo Ozaki no Hole in OneCard Master: Seal of Rimsalia (Arcana), Alcahest, and the majority of the Kirby games.  Any time that name appears in a HAL soundtrack you know your ears are in for a treat, for it's one of the highlights of the package (especially with that trademark Ishikawa touch).  =)  The songs are very well-composed and really augment a sense of atmosphere in each of the eight various stages, and all the songs are very engaging to listen to.  The title theme, for one, really gets you pumped up for what's to come and does a great job at setting the tone for the futuristic endeavor you're about to partake in.

Sooo much foliage  =)
Other good songs that come to mind are the Material Factory stage (third in the Super Famicom edition) which has got a great build-up going for it before seguing into a nice finish, the fourth stage's theme is a bit woozy-sounding but it gets the job done well, the fifth stage's theme sounds exotic and light, and the Bio Plant theme is frenetically dark and fast-paced.  The titular final theme in the Hyper Zone is so inspiring and epic in terms of sound that it's one of my favorite songs; unfortunately losing a life means the background music starts over again (awww) which means if you want to listen to the whole theme in-game you must stay alive.  The boss themes are good, and the ending credits theme is well-earned after the final fight has been conquered.  =)

Flame on!
The biggest selling point for HyperZone during its initial release was the Mode 7 rotating and scaling capabilities that the console was becoming known for, which is put to great effect throughout the whole experience.  When it comes to '90s video games the visuals hold up when it comes to exclusively 2D fare because they're designed, and because the Mode 7 was an early form of 3D it tends to become dated in places if it's used extensively (half of the stages to Konami's Axelay to name one example), but in the case of this game they're really dazzling to behold as your ship flies at high speeds shooting at enemies that are coming from far ahead of you (or in some cases behind you).  =)  The scaling in the start of each stage is seamless as the camera gradually centers on the ship you're flying (going from small zoomed-out to normal-sized when the camera becomes fixed) and as it flies off to the distance after the defeat of the boss in the end of each stage.

See, unlike Nintendo of America's representative
during the start of the '90s I actually like color as
opposed to just two boring hues of purple  -_-
The areas, despite the non-changing third-person perspective, are well-designed and each stage presents differing design aesthetics that it makes them stand out.  The Material Factory stage is rainbow-colored with sometimes flashing blocks with a very fitting Super Famicom button boss (not so in the Western conversion, but more on that shortly), the fourth stage has got pleasant shades of green with green worm-monsters or plant-themed enemies, and the water effects during the fifth stage are so relaxing and exhilarating to look at; Hyper Zone's look and feel is sublimely mesmerizing to look at despite its simplicity that it actually ranks as the best-looking stage in the game for me (but the less said about Bio Plant's constantly fading on and off lights that are enough to elicit epileptic seizures to some, the better).
Best game ever, in my opinion!  ^~^
Speaking of the Super Famicom's colorful buttons, during the Bloody Mary battle in Quintet's 1995 Magnum Opus Tenchi Sōzō/Terranigma (another game that utilizes Mode 7 magnificently, if only for its Underworld and Overworld segments aaaand a couple special occasions) there are four little orbs that surround her that sometimes come after you which have the same clockwise order red-yellow-green-blue no matter the rotation (just like the Super Famibuttons).  Coincidence or purely intentional?  You make the call!  =D
 
Fire salamander looks menacingly at you
The varying ships' designs and their varying poses are well-designed (I also loved how all of them had different HUD designs and warning messages for being low on health); and the bosses that you face (particularly as they scale towards and away from you) look great and are imposing in their own way.  The fire salamander and the water salamander in the second and fifth stages respectively are eerie to look at (particularly when their faces are up close) but they do scale in and out beautifully, there is a meatball-like brain worm boss which looks grotesque but sometimes causes flicker to your ship if it's close, and the design of the final boss in the Hyper Zone stage is so ominous in stature and scope, but it's nice to know that a certain Stanley Kubrick flick served as inspiration for it.

Upgrading to a superior ship  =)
I remember first hearing about this game on FlyingOmelette's website over a decade ago when I read her review of it, and I do recall the idea of Space Harrier combined with F-Zero to be enticing (even though I wouldn't play the latter and the Genesis sequel to the former Space Harrier II on the Nintendo Wii Virtual Console until 2007) and since I started my Nintendo 16-bit collection after one of my cousins loaned me his SNES console two days shy of 2009 I have sometimes considered wanting to try HyperZone, but I didn't want to choose the NTSC edition on account that I looked up on FlyingOmelette's shrine dedicated to the game and its page on The Cutting Room Floor that for the American version the Old Capital and Material Factory stages were flipped between regions (so Old was now the third stage instead of the first one and Material was now the first one as opposed to the third stage) with the same bosses regardless of whether it made sense in the context of the environment or not.  Why would HAL of America do that?  I mean, yeah, I prefer the Material Factory's colorful vibe and setting as well as its theme more than the plain-looking Old Capital; but really, that's incentive enough for them to change the order of the stages?  That's rather childish, don't you think?  o_O

Yeah, this isn't going to give gamers with sensitive
eyes epilepsy at all, thanks a lot, HAL!  =P
So this year I asked for the Super Famicom version of HyperZone as one of my gifts for my 25th birthday (April 5th) this year so that I would experience it as it was originally meant to be presented, but I got it as a belated gift as it arrived six days after the fact.  Definitely worth some years of curiosity now that I got a chance to play it for myself; as a showcase for the system's Mode 7 prowess it's absolutely fantastic and the differing ships' power level/HUDs/warning messages really keep things on the fresh side (during the first loop, anyway) while it lasts.
Not to give anything away but HyperZone's template would serve as an influence to a brief solitary moment in a couple post-2000 Kirby games; plus it would pave the way for Argonaut Software's Star Fox on the Nintendo 16-bit (which I have still yet to catch up with).  Speaking of Kirby,...
you know, I was wondering why a couple levels in Kirby's Dream Land 2 and 3 were named "Grass Land" and "Ripple Field",...
those were the names of HyperZone's fourth and fifth stages respectively.
Also, it must be real gratifying for today's game to have the final level in Kirby's Dream Land 3 named after it six years later.  =)  You can't help but respect nods to previous games like that, it shows that they care.

Midarmas ahead
That said, HyperZone has got an easy difficulty when all is said and done (though the final boss might take a few tries) and is ultimately a very short game.  The thing when it comes to rail-shooters like these is that you need quick reflexes in order to avoid incoming enemy fire, because it can be so easy to not see it coming if you're not aware; so considerable ship maneuvering is a must in order to prolong survival.  Also there to prolong your survival are the healing strips here and there (except the final stage) and enemy/path memorization.  After you defeat the final boss in the final stage Hyper Zone you have a choice to start the loop again by pressing Start at the Halken logo after the end of the credits but with the most powerful ship at your disposal which can alleviate obstacles quickly thanks to the fastest-charging firepower; once you lose all your lives however it's over for there is only one continue.  At least I can actually reach the end of this game unlike Taito's horizontal shoot'em up Darius Twin where I can play through the most of it but wind up struggling in the end on account that it too only has one continue; but, you know, apples and oranges.

Sentient plant life wants to destroy you
Another difficulty setting would've helped it overall as opposed to simply the option to reverse your movement controls if you wanted to try something outside of normal.  I'm the kind of gamer who plays games to have fun rather than play for score, although I do see the appeal of trying to see how high you can score while you last (and it can be exhilarating sometimes); too bad HAL neglected to include a high score card which kinda makes the score system a moot point, really--but like arcade games that take thirty minutes at least (despite its console-exclusiveness this is really an arcade game) to beat I suppose such things are mandatory.  Like some early Nintendo 16-bit tech demoes HyperZone is really more of a style over substance kind of game where it has got more style than it does substance (there's no plot in-game, only in the manual and the cover, nor is there an ending resolution); but at least it qualifies as a game (only barely) unlike Kemco-Seika's heavily derided Nintendo 16-bit port of Infogrames' Drakkhen where it succeeded more as a tech demo than it did as a game.  I do think HyperZone is fun to play once in awhile, but honestly it's more preferable to play it in short bursts than through long sittings.

To boldly fly where no ship has flown before
If you wish to experience a Nintendo 16-bit title with all its Mode 7 glory this isn't a bad game to play, though there are better titles to choose from.  If you're looking for challenge from this game don't expect too much of it, but if you're searching for a game with an easygoing nature then HyperZone will deliver in that regard.  If you're a score attack kind of gamer it is cool to see how high you can score depending on how long you last, though it's not going to be recorded; if you just want to have some non-demanding fun in brief spurts, I'd say give it a go.  HyperZone may not be HAL's finest achievement, but on its own terms it's not bad; however as a visual tech demo it succeeds with flying colors.  =)

My Personal Score: 6.5/10
<( ^o^)^TO EACH THEIR OWN^(^o^ )>
P.S. Yeah, I wanted an excuse to reference Tenchi Sōzō/Terranigma again.  I mean, taking into account the outstanding quality of that flawless A-RPG, who wouldn't?  =)
 
P.S. 2 My current high score: 678220
 
Happy 25th Anniversary, HyperZone!!  =)
 
Thank you for reading my review, please leave me a comment and let me know what you think.  Hope you have a great day, take care!  =)