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R3TR0
03-23-13 08:33 AM
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R3TR0
03-23-13 09:44 AM
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This game is COOL!

 
Game's Ratings
Overall
Graphics
Sound
Addictiveness
Depth
Story
Difficulty
Average User Score
9.2
9.1
8.8
8.6
7.1
6.4
6.8
R3TR0's Score
10
10
10
10
10
1
8

03-23-13 08:33 AM
R3TR0 is Offline
| ID: 761640 | 1998 Words

R3TR0
Level: 8

POSTS: 2/10
POST EXP: 960
LVL EXP: 2013
CP: 625.1
VIZ: 10639

Likes: 0  Dislikes: 0
DBZ: Supersonic Warriors accurately captures the look and feel of the TV show, but the big surprise is that it's also fun to play.

Overall: 10! This game is EPIC!!!
Graphics: 10! Great Game Boy Graphics!
Sound: 10! Judging by the title screen music only.
Addictive Rating: 10! I have seen screen shots and judging them makes me go for a big 10!
Story: 1! Just the TYPICAL dragon ball story which I hate!
Depth: 10! The game has lots to offer and is really worth playing!
Difficulty: 8! The game is pretty ace hard so... HOW DO YOU CHARGE YOUR KI AND DO SPECIAL MOVES?!

Wrap things up! The big review is here!

Even though Dragon Ball Z: Supersonic Warriors is the second DBZ-inspired fighting game to land on the GBA, it's extremely important to bear in mind that it isn't in any way, shape, or form a follow-up to Dragon Ball Z: Taiketsu--another good game that is honestly better still remembered than forgotten. DBZ: Supersonic Warriors is actually quite a good 2D tournament fighting game that successfully copies the look and feel of the battles from the cartoon show. Anyone looking for the next Street Fighter probably ought to look elsewhere, but Dragon Ball fans (even casual watchers) will be more than delighted.
The character line up includes 13 playable fighters. Most are obvious choices, like Goku, Gohan, Frieza, and Trunks, but there are a few surprises too, such as Dr. Gero, Majin Buu, and Gotenks. Roughly half of the characters are available in their super and Saiyan forms as well. There are six modes in all. The story, z-battle, and challenge modes pit you against a set number of characters (or teams), and the free battle, training, and link versus modes are set up exactly as you'd expect them to be. The artificial intelligence puts up a decent fight in the single-player modes, and the link versus mode adds a bit more replay value by letting you take on human opponents via a GBA link cable. Every time you win a match in the story, z-battle, or challenge modes, you earn some points. These points can be spent later on in the options menu to unlock bonus features, such as those extra character forms and additional story mode scenarios.
The combat system involves some button mashing, but it's handled in a controlled way. The A and B buttons are used to perform strong and weak attacks. They're also used for blocking. There's a short window of opportunity to block right after an attack is made. Otherwise, pushing one of the buttons will make your character perform an attack. While that kind of setup may sound strange at first, it actually keeps players on their toes and cuts down on turtling (constant blocking). Each character has different attacks depending on whether the character is on the ground, in midair, next to, or directly above or below an opponent. That's right--you're not limited to fighting on the ground. Unlike in traditional 2D beat-'em-ups, tapping up lets the DBZ fighters hover in midair. Using the directional pad, you can pretty much fly anywhere you want. Attacks can also be chained together into combinations, and throws can be performed as well.
Fights in the story mode are usually one-on-one, but the other modes let you put together a team of up to three different characters. The team aspect works much like it does in Capcom's tag-fighting games. The number of characters you get to pick is based on the combined strength rating of the characters. The limit is four. So, if you choose a character with a strength rating of three, the other character has to be rated a one. If you pick a character with a strength rating of two, you can choose another two or fill out the team with a pair of ones. When you're playing a team-based mode, you can switch characters on the fly by tapping the L button. This lets you take out a character that's low on stamina, but it also lets you avoid certain attacks thanks to the moment of time that elapses between when one character disappears and when the other appears. Swiping ideas from Capcom is rarely a bad idea--the team setup works great.
Since this is a DBZ-inspired fighting game, you know that ki and momentum are going to come into play somehow. In the show, the fighters need to build ki in order to perform special attacks. They typically do this by staying in one spot, grimacing at their opponent, and grunting for a long time. It's pretty much the same in the game. By holding the L button, you can build a character's ki. At certain percentage levels, you can tap the A and B buttons to perform a variety of projectile, combination, and finishing moves. Momentum is represented by a gauge at the top of the screen. The indicator starts out in the middle, but it moves off to the side as a character lands combinations or forces his opponent to block multiple times. When the indicator reaches the edge, the character being pummeled is stunned. That allows the character with the upper hand to land an extra combination, perform a ki attack, or even execute a heavy attack that can knock the stunned character completely off the screen and into a mountain or building in the background. Between the ki attacks, the momentum gauge, and being able to kick an opponent off the screen, DBZ: Supersonic Warriors does an excellent job of capturing the aggressive nature of the TV show.
It's impressive how much the game looks and sounds like the TV show, especially considering how badly other games have missed the mark in the past. The 2D character sprites are large and nicely animated, and they look exactly like the characters from the cartoon. They use the same kicks, punches, and projectile attacks too--attacks like the big bang attack, the cosmic crusher, and the kamehameha are just as spectacular in the game as they are on the show. The backdrops are colorful and vaguely reminiscent of familiar Dragon Ball Z locations, but there isn't much in the way of fine detail, and there isn't that much going on in them either. Most likely, this is a consequence of the zoom effect that's used to scale down the characters and scenery whenever two fighters move away from one another. Fans of Akira Toriyama's original artwork will be pleased to know that many of the character portraits and cinematic scenes were lifted directly from the show's animation cells. Like in the previous game, the music and sound effects are woefully generic. This time out, however, there are voice effects accompanying many of the heavy and super attacks in the game--taken from recordings of the actual English voice actors.
Dragon Ball Z: Supersonic Warriors is the portable fighting game that Dragon Ball fans have been wanting for a long time. The developers managed to strike a balance between the kinds of things that ought to be in any decent fighting game and the kinds of things that fans of the show want to be able to do.
15 hidden and fully playable characters!
lots of awesome modes!
At the very least, the developers poured a whole lot of effort into Supersonic Warrior's graphic engine. Using a combination of traditional sprite scaling and Mode 7 effects, Banpresto's fighter features a fantastic dynamic camera that zooms in, out and around the action as the two Dragon Ball Z characters duke it out in the air. This type of engine isn't exactly a new thing to the fighting genre, but it's rare that a GBA game gets this sort of treatment...even though the portable hardware was obviously made with these types of games in mind.
The game mechanics don't quite keep to the traditional one-on-one fighting design, but that's the nature of Dragon Ball Z; in the cartoon, these guys fly and zoom and careen off one another in each 22 minute episode, and to accurately portray this over the top action you have to take liberties in realism. In the amazing Dragon Ball Z: Taiketsu, the designers kept almost all of the action on the ground, with only a tiny focus on airborne fights. It's completely the other direction in Supersonic Warriors, and it makes much more sense this way, especially if you've seen only a single show. It would have been better had the designers limit the airborne battles somewhat instead of focusing entirely on them, but overall it's a better choice to have the fights in the stratosphere than on terrafirma.
So, because the fights can have a lot of distance between the two characters thanks to the dynamic camera, the designers put a lot of emphasis on "double-tapping" control mechanics to have the characters boost quickly towards each other. Double-tapping in a direction will zip the player in the direction that's tapped, whether that's for an offensive or defensive evasion. Attacks can come from above, below, or directly in front of the characters, and as the action moves on-screen the characters remain face-to-face nearly the whole time. In some modes, tag-team characters allow for players to swap out fighters mid-fight for a quick escape or a more violent set of attacks.
Though the game features a ton of characters from the Dragon Ball Z series, the balance between them is simply speed and power; characters don't have much in the way of attacks in Supersonic Warriors. Players can either weak or strong attack with the B or A buttons respectively, or they can use their special attacks with a combination of the R trigger and the two attack buttons together. Blocking is oddly mapped on the strong attack button; it's a little odd to have the block control share its function with an attack button, but it does work to a relative degree in action since players can easily counter a blocked attack with an immediate strong kick or punch.
But as much control as the game may seem to have, the battles seem to end up being the "button mashing" kind since that's really the best way to string together the combos. Oh, sure, there's a lot more technique involved for the more skilled individual, including special attacks that come from nailing a downed opponent at just the right time, but overall success with the computer opponents, at least on the default difficulty setting, does boil down to a good amount of blind, repetitive mashing on the control pad and buttons. No promises that this will work against a human opponent via the link cable, though, since fights seem to get a little less predictable in multi player.
And it's really this button-mashing element that brings down Supersonic Warrior's fun, because the rest of the package is a really rock-solid development. The game really does feel like a part of the Dragon Ball Z franchise, fitting in extremely well with an energetic, peppy presentation. Though newbies won't really get the whole story between all of the characters in the game, the fact that the tale of Dragon Ball Z is abridged for each of the fighters in Story Mode will definitely please the true die hards of the franchise.
"IGN", the Internet gaming network gives the game a big 7.5!
A solid fighter effort with some great ideas for aerial combat, though the game does end up being a button-masher most of the time.

Put it that way! The game even got a sequel called Supersonic Warriors 2 on the Nintendo DS (double screen)!
The game got lots of buys and it was VERY popular in the franchise! The game's got a ton to like, especially for those who are seriously into the Dragon Ball Z brand. Characters, fighting modes, story modes for each fighter...the works. The whole game is amazing and action packed with dragon ball fighting atmospheres like goku fighting against frieza!
DBZ: Supersonic Warriors accurately captures the look and feel of the TV show, but the big surprise is that it's also fun to play.

Overall: 10! This game is EPIC!!!
Graphics: 10! Great Game Boy Graphics!
Sound: 10! Judging by the title screen music only.
Addictive Rating: 10! I have seen screen shots and judging them makes me go for a big 10!
Story: 1! Just the TYPICAL dragon ball story which I hate!
Depth: 10! The game has lots to offer and is really worth playing!
Difficulty: 8! The game is pretty ace hard so... HOW DO YOU CHARGE YOUR KI AND DO SPECIAL MOVES?!

Wrap things up! The big review is here!

Even though Dragon Ball Z: Supersonic Warriors is the second DBZ-inspired fighting game to land on the GBA, it's extremely important to bear in mind that it isn't in any way, shape, or form a follow-up to Dragon Ball Z: Taiketsu--another good game that is honestly better still remembered than forgotten. DBZ: Supersonic Warriors is actually quite a good 2D tournament fighting game that successfully copies the look and feel of the battles from the cartoon show. Anyone looking for the next Street Fighter probably ought to look elsewhere, but Dragon Ball fans (even casual watchers) will be more than delighted.
The character line up includes 13 playable fighters. Most are obvious choices, like Goku, Gohan, Frieza, and Trunks, but there are a few surprises too, such as Dr. Gero, Majin Buu, and Gotenks. Roughly half of the characters are available in their super and Saiyan forms as well. There are six modes in all. The story, z-battle, and challenge modes pit you against a set number of characters (or teams), and the free battle, training, and link versus modes are set up exactly as you'd expect them to be. The artificial intelligence puts up a decent fight in the single-player modes, and the link versus mode adds a bit more replay value by letting you take on human opponents via a GBA link cable. Every time you win a match in the story, z-battle, or challenge modes, you earn some points. These points can be spent later on in the options menu to unlock bonus features, such as those extra character forms and additional story mode scenarios.
The combat system involves some button mashing, but it's handled in a controlled way. The A and B buttons are used to perform strong and weak attacks. They're also used for blocking. There's a short window of opportunity to block right after an attack is made. Otherwise, pushing one of the buttons will make your character perform an attack. While that kind of setup may sound strange at first, it actually keeps players on their toes and cuts down on turtling (constant blocking). Each character has different attacks depending on whether the character is on the ground, in midair, next to, or directly above or below an opponent. That's right--you're not limited to fighting on the ground. Unlike in traditional 2D beat-'em-ups, tapping up lets the DBZ fighters hover in midair. Using the directional pad, you can pretty much fly anywhere you want. Attacks can also be chained together into combinations, and throws can be performed as well.
Fights in the story mode are usually one-on-one, but the other modes let you put together a team of up to three different characters. The team aspect works much like it does in Capcom's tag-fighting games. The number of characters you get to pick is based on the combined strength rating of the characters. The limit is four. So, if you choose a character with a strength rating of three, the other character has to be rated a one. If you pick a character with a strength rating of two, you can choose another two or fill out the team with a pair of ones. When you're playing a team-based mode, you can switch characters on the fly by tapping the L button. This lets you take out a character that's low on stamina, but it also lets you avoid certain attacks thanks to the moment of time that elapses between when one character disappears and when the other appears. Swiping ideas from Capcom is rarely a bad idea--the team setup works great.
Since this is a DBZ-inspired fighting game, you know that ki and momentum are going to come into play somehow. In the show, the fighters need to build ki in order to perform special attacks. They typically do this by staying in one spot, grimacing at their opponent, and grunting for a long time. It's pretty much the same in the game. By holding the L button, you can build a character's ki. At certain percentage levels, you can tap the A and B buttons to perform a variety of projectile, combination, and finishing moves. Momentum is represented by a gauge at the top of the screen. The indicator starts out in the middle, but it moves off to the side as a character lands combinations or forces his opponent to block multiple times. When the indicator reaches the edge, the character being pummeled is stunned. That allows the character with the upper hand to land an extra combination, perform a ki attack, or even execute a heavy attack that can knock the stunned character completely off the screen and into a mountain or building in the background. Between the ki attacks, the momentum gauge, and being able to kick an opponent off the screen, DBZ: Supersonic Warriors does an excellent job of capturing the aggressive nature of the TV show.
It's impressive how much the game looks and sounds like the TV show, especially considering how badly other games have missed the mark in the past. The 2D character sprites are large and nicely animated, and they look exactly like the characters from the cartoon. They use the same kicks, punches, and projectile attacks too--attacks like the big bang attack, the cosmic crusher, and the kamehameha are just as spectacular in the game as they are on the show. The backdrops are colorful and vaguely reminiscent of familiar Dragon Ball Z locations, but there isn't much in the way of fine detail, and there isn't that much going on in them either. Most likely, this is a consequence of the zoom effect that's used to scale down the characters and scenery whenever two fighters move away from one another. Fans of Akira Toriyama's original artwork will be pleased to know that many of the character portraits and cinematic scenes were lifted directly from the show's animation cells. Like in the previous game, the music and sound effects are woefully generic. This time out, however, there are voice effects accompanying many of the heavy and super attacks in the game--taken from recordings of the actual English voice actors.
Dragon Ball Z: Supersonic Warriors is the portable fighting game that Dragon Ball fans have been wanting for a long time. The developers managed to strike a balance between the kinds of things that ought to be in any decent fighting game and the kinds of things that fans of the show want to be able to do.
15 hidden and fully playable characters!
lots of awesome modes!
At the very least, the developers poured a whole lot of effort into Supersonic Warrior's graphic engine. Using a combination of traditional sprite scaling and Mode 7 effects, Banpresto's fighter features a fantastic dynamic camera that zooms in, out and around the action as the two Dragon Ball Z characters duke it out in the air. This type of engine isn't exactly a new thing to the fighting genre, but it's rare that a GBA game gets this sort of treatment...even though the portable hardware was obviously made with these types of games in mind.
The game mechanics don't quite keep to the traditional one-on-one fighting design, but that's the nature of Dragon Ball Z; in the cartoon, these guys fly and zoom and careen off one another in each 22 minute episode, and to accurately portray this over the top action you have to take liberties in realism. In the amazing Dragon Ball Z: Taiketsu, the designers kept almost all of the action on the ground, with only a tiny focus on airborne fights. It's completely the other direction in Supersonic Warriors, and it makes much more sense this way, especially if you've seen only a single show. It would have been better had the designers limit the airborne battles somewhat instead of focusing entirely on them, but overall it's a better choice to have the fights in the stratosphere than on terrafirma.
So, because the fights can have a lot of distance between the two characters thanks to the dynamic camera, the designers put a lot of emphasis on "double-tapping" control mechanics to have the characters boost quickly towards each other. Double-tapping in a direction will zip the player in the direction that's tapped, whether that's for an offensive or defensive evasion. Attacks can come from above, below, or directly in front of the characters, and as the action moves on-screen the characters remain face-to-face nearly the whole time. In some modes, tag-team characters allow for players to swap out fighters mid-fight for a quick escape or a more violent set of attacks.
Though the game features a ton of characters from the Dragon Ball Z series, the balance between them is simply speed and power; characters don't have much in the way of attacks in Supersonic Warriors. Players can either weak or strong attack with the B or A buttons respectively, or they can use their special attacks with a combination of the R trigger and the two attack buttons together. Blocking is oddly mapped on the strong attack button; it's a little odd to have the block control share its function with an attack button, but it does work to a relative degree in action since players can easily counter a blocked attack with an immediate strong kick or punch.
But as much control as the game may seem to have, the battles seem to end up being the "button mashing" kind since that's really the best way to string together the combos. Oh, sure, there's a lot more technique involved for the more skilled individual, including special attacks that come from nailing a downed opponent at just the right time, but overall success with the computer opponents, at least on the default difficulty setting, does boil down to a good amount of blind, repetitive mashing on the control pad and buttons. No promises that this will work against a human opponent via the link cable, though, since fights seem to get a little less predictable in multi player.
And it's really this button-mashing element that brings down Supersonic Warrior's fun, because the rest of the package is a really rock-solid development. The game really does feel like a part of the Dragon Ball Z franchise, fitting in extremely well with an energetic, peppy presentation. Though newbies won't really get the whole story between all of the characters in the game, the fact that the tale of Dragon Ball Z is abridged for each of the fighters in Story Mode will definitely please the true die hards of the franchise.
"IGN", the Internet gaming network gives the game a big 7.5!
A solid fighter effort with some great ideas for aerial combat, though the game does end up being a button-masher most of the time.

Put it that way! The game even got a sequel called Supersonic Warriors 2 on the Nintendo DS (double screen)!
The game got lots of buys and it was VERY popular in the franchise! The game's got a ton to like, especially for those who are seriously into the Dragon Ball Z brand. Characters, fighting modes, story modes for each fighter...the works. The whole game is amazing and action packed with dragon ball fighting atmospheres like goku fighting against frieza!
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03-23-13 09:43 AM
Varrio is Offline
| ID: 761668 | 32 Words

Varrio
VaradDude630
Level: 70


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R3TR0 : well, first of all, you have 3 REVIEWS like this! Second, it's a copy/paste from other website.

And the third, if you do this copy/paste again, then YOU CAN BE BANNED!
R3TR0 : well, first of all, you have 3 REVIEWS like this! Second, it's a copy/paste from other website.

And the third, if you do this copy/paste again, then YOU CAN BE BANNED!
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Affected by 'Laziness Syndrome'

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03-23-13 09:44 AM
zelda2 is Offline
| ID: 761669 | 7 Words

zelda2
Level: 81


POSTS: 1007/1763
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Likes: 0  Dislikes: 0
Dupe thread of a spam thread.

Eirinn :
Dupe thread of a spam thread.

Eirinn :
Perma Banned

Affected by 'Laziness Syndrome'

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03-23-13 09:44 AM
R3TR0 is Offline
| ID: 761670 | 3 Words

R3TR0
Level: 8

POSTS: 4/10
POST EXP: 960
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CP: 625.1
VIZ: 10639

Likes: 0  Dislikes: 0
Varaddude630 : ok sorry
Varaddude630 : ok sorry
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Affected by 'Laziness Syndrome'

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