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Proto:Dragon Ball Z: Budokai Tenkaichi 3 (PlayStation 2, Wii)/Taikenban

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This is a sub-page of Proto:Dragon Ball Z: Budokai Tenkaichi 3 (PlayStation 2, Wii).

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

A Japanese prototype of Dragon Ball Z: Budokai Tenkaichi 3 for the PlayStation 2, under the name of Dragon Ball Z: Sparking! Meteor (Trial Version).

This demo contains the entire game, however a lot of the menu functions have been stubbed out, hence disabling every other game mode besides Duel Mode.

The exact release date is unknown, but the ISO's last modified build date is July 11 2007.

Since the demo limits you to choosing six characters (nine, with transformations included) and four maps in Duel Mode, you may want to enable these useful codes to restore all characters and maps.

Character Select
Goku (Mid) Piccolo (Early) Nail Vegeta (End) - Majin King Vegeta Future Gohan
Map Select
Desert - Noon Wasteland - Evening Rocky Area - Night King's Castle Random

Sub-Pages

Random - FINAL-Small.png
Characters
Placeholder Map.png
Early Artwork

General Differences

Graphical Differences

Prototype Final USA
DragonBallZBT3Demo-Title.png Dragon Ball Z Budokai Tenkaichi 3 (PlayStation 2)-title.png
Taikenhan.png

Other than the different logo for the game, the most notable difference is the slightly bigger Press START button sprite, and the Japanese text (right next to the logo) that says 体験版 (Taikenban - Trial Version).

Prototype Final USA
Press START button.png Press START button FinalVer.png

Notice how the final version of the game does not display the copyright text at all. Even though the English translation is accurate, the words Shueisha and Toei aren't spaced out properly, and the text clearly says Bard instead of Bird.

Other Differences

  • A few miscellaneous effects, like the ones used for the Kiai Cannon and sword slashes, are different.
  • Parts of the HUD are animated differently, and some of its sprites have been changed.
  • Generally speaking, all Super Attacks and Ultimate Attacks inflict more damage.
  • Super Attacks have different hit detection. They'll still deal the same amount of hits, unless said otherwise.
  • When you boost a Super Attack, no sound effect is played.
  • Your opponent cannot boost their Super Attacks, even if they're controlled by Player 2 through the use of cheat codes.
  • Every single Kamehameha and variation of it (e.g. Super Kamehameha, 10x Kamehameha, etc.), excluding the Ultimate Attack variant, costs 2 ki bars. In the final, all non-Ultimate Blast Kamehameha's cost 3 ki bars.
  • For the most part, all the auras are different, with the exception of very few (e.g. Legendary Super Saiyan Broly's aura, Kid Buu's aura, etc.).
  • Blast Combos are disabled.
  • Beam Struggles are disabled.
  • You (Player 1) or your opponent cannot become battledamaged in the game by any Ultimate Blast.
  • As soon as the planet is blown up by an Ultimate Blast, the HUD will shake like crazy throughout the whole planet destruction sequence.
  • When the opponent is stunned by a Destructo Disc (the Ki Blast type, exclusive to Early/Mid/End Goku and Krillin), they won't fall down to the ground.
  • Fully charged Jump Smashes stun the opponent differently.
  • Great Ape Transformations don't play the post-transformation sound effect.
  • Great Ape Transformations can be done in any map. In the final, Bardock, Fasha, Raditz and Nappa can only transform in maps with the Full Moon, excluding Planet - Night.
  • Great Apes and other Giants can deflect Ki Blasts with ease.
  • The Rush Ki Wave Rushing Technique uses a different camera angle. Said Rushing Technique will also stun the opponent differently if it's not charged all the way.
  • When you navigate through your character's Skill List (let's say, from Special Attacks to Rushing Techniques), no sound effects are played.
  • Super Trunks and Supreme Kai lack extra faces.
  • Neither Player 1 nor the opponent can taunt in-game, therefore all the taunt animations are unused.
  • You cannot change the default track for any match. It's always set to Super Survivor (Vocal Full ver.), no matter what.
  • Map Select uses a different icon, which is not remotely close to the final icon for Map Select.
  • No BGM Select text is displayed at the top-left corner, when attempting to change the track.
  • Every throw in the game uses placeholder parameters. Because of this, Android-Type characters cannot absorb their opponent's health and ki.
  • All Dragonthrows use different camera angles, which are further zoomed out and shot differently.
  • When you get a Perfect Score, the Perfect! sprite won't show up, as the game still treats your win like a normal win.
  • All Ki Blasts (charged or not) use placeholder parameters. Psychokinesis Ki Blasts are therefore scrapped, and so are multiple charged Ki Blasts. This is not the case for Bojack (Full Power).
  • During a clash, the HUD will shake a lot.

Map Differences

  • Wasteland - Noon's textures are taken from Budokai Tenkaichi 2.
  • Islands also uses textures from Budokai Tenkaichi 2, and a different camera angle is used for the intro.
  • Cell Games Arena - Evening's textures are taken from Budokai Tenkaichi 2.
  • Glacier uses textures from Budokai Tenkaichi 2.
  • Instead of the snow texture, Muscle Tower uses some sort of cloud/fog texture. If anything, the barrier texture is missing too.
  • Kame House's textures are taken from Budokai Tenkaichi 2. No barrier texture is present.
  • Penguin Village has a few small changes:
  1. The smiling sun texture for the skybox is missing.
  2. One of the houses (the one shown in the intro's 3rd camera angle) uses different fences.
  3. The map also lacks its natural glow.
  • Mount Paozu uses a slightly different skybox.
  • Ruined Earth is missing its rain texture.
  • Kami's Lookout uses different tree, grass and skybox textures. The barrier texture is also missing.
  • Hyperbolic Time Chamber uses different snowy particles.
  • Hell uses a different intro, and its textures are slightly different. The barrier texture is also missing.


(Source: ViveTheModder)