Super Famicom/SNES Games Part 1
On
the Super Famicom (which is, of course, the Japanese Super
Nintendo/SNES), we saw some decent Dragon Ball titles. We
also saw a few not-so-decent ones as well. Let's have a look at them
individually.
The
Legend of the Super Saiyan
Another game that has poor graphics even by the hardware standards
but not an absolutely awful game. It's not exactly a good game
either. If you are a fan, this game can be a guilty pleasure. If
you are not a fan, this doesn't provide anything special in the
gameplay department so you may as well steer clear.
Legend of the Super Saiyan is a full Card Battle (ugh) RPG that
covers the first arc of Dragon Ball Z's story (from Raditz's
appearance to Goku defeating Frieza). While the game's visuals are
very poor, the music can be very catchy; the overworld theme on Earth
being the particular standout.
The
game actually has some decent ideas that keep it from being a total
waste of time. Firstly, you are not absolutely forced into following
the anime's plot verbatim. It is possible in this game for
Tenshinhan/Tien, Chiaotzu and Yamcha to survive the battle with
Vegeta and Nappa (where they all died in the anime). Conversely, you
can also let
Krillin die in that battle and it won't result in a Game Over (game
over's being dependant on when necessary characters die; the only
necessary characters in this scenario being Gohan and Goku) even
though Krillin survived in the anime.
Piccolo, on the other hand, if you manage to keep him alive during
the actual battles, he'll die by way of cut-scene anyway.
This
is not only useful in that you'll have a much larger team when you
travel to Namek, it also provides a great pay-off. In the final
battle with Frieza, to trigger Goku's Super Saiyan transformation,
all you have to do is let any 1 character die (except Gohan which
will be Game Over). This means that you can intentionally send your
weakest party member (usually Chiaotzu) to be the sacrifice. So you
end up still having a fairly large party for the final boss.
Another clever mechanic used is the addition of 'fake bosses' as
warnings. For instance, at the beginning of the game if you travel
directly to Raditz without grinding any levels, you'll actually first
have to face a fake Raditz who turns out to be a Saibamen in
disguise. He's only there until you either defeat him or reach a
certain level cap. I like this because it acts as a warning for when
you are about to face a boss who you almost certainly cannot beat at
your current level.
The following two paragraph contains spoilers.
There is a secret final boss in the game as well. You can fight
Super Saiyan Vegeta post-credits so long as you keep Vegeta alive
during the battle with Frieza (another departure from the anime where
Vegeta's death was a rather pivotal moment). Since I played a fan
translation of the game I can't be sure if the dialogue is accurate,
but if it is then what Vegeta says before transforming makes
absolutely no sense. You see Goku flying over Namek during the
credits (Namek having not been destroyed by Frieza in this version of
the story) and, after the credits finish rolling, Vegeta appears in
front of him and claims, “I killed Frieza!!”.
I really do not understand the point of the dialogue as a pre-battle
message, nor do I understand why Vegeta is nonsensically lying to
you. In any case, Vegeta then powers up to a Super Saiyan state and
what follows is the strongest boss battle of the game.
The
game has many many quirks, especially in its graphics. One of the
most notable is the lack of Goku's hairstyle changing when he becomes
a Super Saiyan. Rather than the drastic upward flare seen in the
manga and anime, in this title, the very tips of his spikes flare up
ever so slightly and his hair gets re-coloured a flat yellow. When I
first saw screenshots of this before I had actually played far
enough, I was near certain they were faked; it really looked like
somebody opened the game in MS Paint and used the fill bucket on
Goku's hair. Nope. That's actually
what it looks like in the game.
Additionally,
if you thought beat'em-ups like Maximum Carnage and Final Fight were
bad for palette-swapped enemies, just wait until you see all of the
various technicoloured Saibamen and Ginyu Force member clones you'll be fighting in this
game.
There are very few redeeming qualities to this game but, as a huge Dragon Ball fan, I saw it through to the end. It does have a couple
of saving graces but it's absolutely a game for fans only. Gamers
gaming for the sake of gaming are not going to find anything of value
here.
Super
Gokuden 1 & 2
Plain and simple, these games are extremely boring. I will not be
surprised if I get flak for that statement as these seem like the
exact kind of games that would garner cult classic status, but the
fact is that they are just plain dull.
They do, however, have rather charming forms of presentation and very
nice graphics. That's where the good stuff ends though.
Both of these titles are, in practice, slightly interactive motion
comics in which the only actual gameplay comes in the form of
battles.
I only got as far as Mt. Frying Pan/Fire Mountain in the first game
so I cannot vouch for how much of Dragon Ball's story it covers
(probably to the defeat of King Piccolo). I beat the second game
though.
The
first Super Gokuden begins, appropriately, at the very beginning of
Dragon Ball with Goku living alone in the mountains. This game
returns to the board game style overworld of some of the Famicom
games but it, admittedly, does a much
better job of it making travelling from one area to the next quick
and usually uninterrupted.
The
combat systems are what really hurts both of these games; they makes
absolutely no god damned sense. In the first Super Gokuden, the
battle system is an awkward form of quickdraw in which both
characters slowly inch toward each other. Once one character reaches
a certain point (which is not indicated by anything at all*) they can
execute some sort of maneuver; be it a combo, a special attack, a
counter, a block or whatever. It's never very clear what each button
does normally or what they do in response to an enemy attack; none of
the multiple fan translations I've tried of this game explain the
battle system adequately. Even after reading a couple guides, I
still had little to no idea what I was doing.
*I know the character's sprite
will flash when they reach that point but I mean that there's nothing
on-screen to indicate what the point is.
I didn't understood well either.
As I said, I actually did complete Super Gokuden 2; it had a vaguely
similar but more straightforward combat system (a bit more akin to intricate Rock Paper Scissors than quickdraw) that made it a much
more tolerable experience. This sequel covers the Piccolo Jr. saga
of Dragon Ball up to (once again) Goku defeating Frieza.
Although I will give credit where credit is due. As I said, the
games do have nice graphics, charming presentation and, in addition,
they have some spectacular music.
Super Gokuden 2 is tolerable if you're a fan, but once again neither
of these games offers a must-play experience to anybody. It would be
really nice to see some fighting games...
Next Time: The Super Butouden Trilogy.
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