Manual, Box Art, Magazine Scans, ROMs, Save States, and Mode 7 Background Rips
PAGE 1: FRONT COVER
PAGE 2 & 3: CARE OF YOUR GAME & THE STORY OF HYPERZONE
PAGE 4 & 5: LAYOUT OF THE SCREEN & USE OF THE CONTROLLER
PAGE 6 & 7: GETTING STARTED & POWER ZONE / BOSSES / OFF TRACK
PAGE 8 & 9: THE AREAS IN HYPERZONE
PAGE 4 & 5: SHIP UPGRADES! & BLAST WEAPON / THE TRACK / DEAD ENDS
PAGE 4 & 5: GAME PLAY COUNSELORS' TIPS & WATCH FOR THESE FINE GAMES FROM HAL AMERICA!
PAGE 14: BACK COVER
Um, wow @ this game's story. So these bio-mechanical beings are just out there in this asteroid belt not really harming anybody, and you're going to fly through and destroy them all so "mankind" can take over their worlds? If James Cameron reads this, he'll die just so he can spin in his grave.
The screenshot on Page 6 was clearly taken from the Japanese version's title screen. The "Hal Labolatory" copyright information is clearly visible, and so is part of the Japanese title font.
The X 003 ship in Grass Land? The P-7 in the Material Factory and the Neo Megalopolis? The BM4 being shown in the Old Capital is probably because of that level switch, but the others don't make much sense. I get the feeling that these screenshots were all from an early developmental version of the game in which the ship models were switched around a bit. Notice the H-Wing isn't shown at all.
AMERICAN BOX ART FRONT
EUROPEAN BOX ART FRONT
JAPANESE BOX ART FRONT
Unfortunately, I no longer own the box for this game, so I can't scan my own. All I could find were several mid-to-low-quality scans on GameFAQs. The American and PAL versions have the same basic box art, but the Japanese version was totally different.
NINTENDO POWER VOLUME 30: NOW PLAYING
HyperZone never got any proper coverage in Nintendo Power magazine itself. This tiny blurb from "Now Playing" (and the scores farther down the page) is all it got, and it's mixed in with information on Drakkhen and The Chessmaster. I realize that they didn't have the space and time to cover evey single game, and HyperZone is not that great of a game, but it's still a lot better than that Ultraman crapfest that got a much bigger blurb (and screenshots) one page prior.
NINTENDO POWER VOLUME 38: CLASSIFIED INFORMATION
This is where I learned about the Sound Test code. Seems like Agent #916's favorite song was the Bio Plant theme.
SUPER NES PLAYER'S GUIDE PAGE 66
Every Super NES game that had been released at the time this guide was made had at least one page devoted to it. That included HyperZone, which had this one-page review that basically just gave an overview of the ships and levels, practically just reworded from the manual.
OFFICIAL SUPER NES GAME GUIDE PAGE 22
This book came out a little later than the other Super NES Player's Guide. I don't like picking on Nintendo Power too much, but this is another article that makes me facepalm. It's obvious whoever wrote this hadn't actually played the game in awhile because it's not possible to select your ship at the beginning of the game as the article claims. It's also stretching it to say that powering up the ship allows you to avoid enemies more easily, because the only major difference between the ships is the charge shot. With the way the review says things like "it can be compared to 3D (World)Runner, but not really", "advanced players will find it too easy, but beginning players will find it challenging", and "the graphics are well done, but seem plain compared to newer games" makes it sound as though it was written by Greg Kasavin.
You will need an emulator such as ZSNES, Snes9X, or bsnes to play these ROMs.
NORTH AMERICAN ROM
Area 2: Blast Furnace
Area 3: Old Capital
Area 4: Grass Land
Area 5: Ripple Field
Area 6: Neo Megalopolis
Area 7: Bio Plant
Area 8: Hyper Zone
Boss 1: Mega Ton I
Boss 2: Fire Dragon
Boss 3: SFC Controller
Boss 4: Death Lotus
Boss 5: Water Dragon
Boss 6: Mega Ton II
Boss 7: Brainworm
Boss 8: Starfoetus (Phase 1)
Boss 8: Starfoetus (Phase 2)
(Note: You can also use this Ending Sequence save state to restart the game from the beginning with the BM4 Reform ship.)
NOTE #1: These files are for use with ZSNES. They may work with other emulators, but I make no guarantees.
NOTE #2: These save states are for the American version of HyperZone.
NOTE #3: In order for these save states to work, they must have the same name as your HyperZone ROM. So, you will most likely have to rename them to the same file name as your ROM.
NOTE #4: If you want to change the files so that they open in a different save state slot, change the file extension to "zs1" for Slot 1, "zs2" for Slot 2, etc.
NOTE #5: For the Boss save states, unpause the game after loading them to get it running.
NOTE #6: I don't know how I did it, but I somehow earned the X 003 ship one stage earlier than I normally do. You can see this for yourself with the Area 6 save state.
MODE 7 BACKGROUND RIPS
Bio Plant with track
Bio Plant without track
Blast Furnace with track
Blast Furnace without track
Grass Land with track
Grass Land without track
Hyper Zone with track
Hyper Zone without track
Material Factory with track
Material Factory without track
Microchip background from the ending
Neo Megalopolis with track
Neo Megalopolis without track
Old Capital with track
Old Capital without track
Ripple Field with track
Ripple Field without track
Ripple Field with boss area track