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

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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.

An English prototype of Dragon Ball Z: Budokai Tenkaichi 3 for the PlayStation 2, released ten days before the Sparking! Meteor Taikenban and found within every PlayStation 3 copy of Raging Blast 1.

(Source: HiroTex & ViveTheModder)
BT3ProtoFoundInRB1Files.png

Much like the demo, this preview build contains the entire game, however every game mode besides Duel Mode has been disabled, because their contents are in Japanese.

It also shrinks the roster down to seven characters (nine, with transformations included) and five maps, and either modding or using cheat codes will help unlock everything.

Character Select
Goku (Mid) Piccolo (Early) Nail Vegeta (End) - Majin Gogeta - Super Saiyan 4 King Vegeta King Cold
Babidi Demon King Dabura Kid Buu Android #13 Broly Bojack Spopovich
Map Select
Desert - Noon Wasteland - Evening Rocky Area - Night Cell Game - Noon City Ruins - Evening Random

However, the full roster contains 14 slots, with the 2nd row consisting of more villains.

Sub-Pages

Random - FINAL-Small.png
Characters

General Differences

Gameplay Differences

  • Blast Combos are disabled.
  • Beam Struggles are disabled.
  • Taunts are disabled, and their animations are left unused.
  • All Great Ape Transformations can be done in any map.
  • Great Apes can deflect ki blasts with ease.
  • When the opponent is stunned by a Destructo Disc (the Ki Blast type, not the Blast 2 itself), they won't fall down to the ground.
  • Neither the player nor the opponent can become battle-damaged.
  • Fully charged Jump Smashes stun the opponent like they would in DBZBT2.
  • Dash Smashes will hit the opponent, even if they're on the ground. This is likely a leftover from DBZBT2.
  • With the exception of chargeable Super Attack, every Blast 2 in the game cannot be boosted, as it is a feature from DBZBT2.
  • MAX POWER Mode doesn't increase stun power for any character.
  • Chargeable Super Attacks can be cancelled with any Melee Attack. Once again, a leftover from DBZBT2.
  • Transformations are enabled, even during Super Attacks.
  • Every throw in the game uses placeholder parameters. Because of this, Android-Type characters cannot absorb health or ki like they were intended to.
  • Characters with Rolling Hammer in their Skill Lists have both Power Press and Rolling Hurricane (signature techniques of Rolling Hammer), rather than either of them.
  • Every character in the game uses both signature techniques of the Ground Slash (Aerial Barrage and Dragon Tornado), even those who don't have Flying Kick.
  • Every character shares the same Lift Strike & Air Combo parameters.
  • Solar Flare doesn't stun the opponent, even if they're in front of the player. As a result, the Blast 1 is rendered useless.
  • Power up to the Very Limit doesn't increase your stats at all. It only makes the player go to MAX POWER Mode.
  • Every single Kamehameha and variation of it (e.g. Super Kamehameha, 10x Kamehameha), excluding Ultimate Attacks and 20x Kaio-ken Kamehameha, costs 2 ki bars, as opposed to 3.
  • Every Galick Gun in the game uses different VFX costs 2 ki bars.
  • False Courage uses the wrong sound effects and stats, since it won't boost Defense at all. Regardless, the Ultimate Body effect is still present.
  • Clashes work quite differently:
  1. They use different voice line commands, because the game plays clash voice lines and battle grunts at the same time.
  2. During a clash, the HUD will also shake a lot.
  3. If you get into a clash as a result of a Rush B2/UB, you won't gain your ki back.
  • The AI/COM follows some oddly specific patterns:
  1. If it has enough Blast Stocks for a transformation, it will transform immediately after it fires a Super/Ultimate Attack. Detransformations do not count.
  2. Regardless of the character selected, as long as the Blast 2 is chargeable, the AI will never tend to charge it for longer. Instead, it fires the attack right away, without a second thought.
  3. Most of the time, the AI is seen running away and charging ki in random spots, preferably when Player 1 is also charging ki.
  4. Its performance in clashes is very poor, likely the case because of a lowered difficulty level.
  • Characters with one transformation can use any possible button combination (R3 + any directional, or just R3).
  • Characters with two or more transformations can use R3 + Left (or just R3) for their first transformation.

Other Differences

  • Only 2 transformation effects/auras are used: the placeholder blue aura, and the Super Saiyan aura.
  • Afterimage Strike is referred to as After Image Strike.
  • The Rush Ki Wave is referred to as Rushing Ki Blast Wave.
  • The Z Counter is referred to as Z Counter-attack.
  • The Burst Meteo typo in all of the game's Skill Lists has been fixed.
  • When a character has 20000 HP or less, while their standing pose may remain the same, the game automatically displays their "teeth-shown" extra face, which is also used when the character is tired (10k HP or less) in the final game.
  • You cannot change the default track for any match. It's always set to random, despite the default track being The Meteor for the Title Screen and Character Select.
  • Map Select lacks GUI. No text, no logo, no clouds on the top left and top right corners, nothing.
  • BGM Select uses a different sprite for the green music note.
  • The in-game font is slightly smaller and badly configured.
  • When you get a Perfect Score, the "Perfect!" sprite won't show up, as the game still treats your win like a normal win.
  • The Random Character & Password Character are disabled.

Map Differences

  • Wasteland - Noon's model and textures are taken from DBZBT2.
  • Wasteland - Evening uses slightly different textures. The tree objects are also different.
  • Wasteland - Night uses slightly different textures, and a much darker skybox. The tree objects are also different.
  • The noon and evening versions of Rocky Area use different shading.
  • Rocky Area - Night uses different textures for the skybox and moon object. The camera angles also transition a bit differently.
  • Islands uses darker & sharper textures, and a different 2nd camera angle for the intro, likely taken from DBZBT2.
  • Instead of the snow texture, Muscle Tower uses some sort of cloud/fog texture.
  • Penguin Village has two minor differences:
  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.
  • Kami's Lookout uses different tree and grass textures.
  • Hell uses a different intro, and its textures are slightly different, the most evident being the skybox.
  • The noon and evening versions of World Tournament Stage use slightly different textures and shading.
  • The following maps have their barrier textures missing:
  1. Hell
  2. Kame House
  3. Muscle Tower
  4. Penguin Village

When imported to the final version, the following maps will crash the game:

  • Cell Game - Noon
  • Cell Game - Evening
  • City Ruins - Noon
  • City Ruins - Evening
  • Dying Namek
  • King's Castle
  • Mount Paozu
  • Planet Namek

Upon taking a closer look at the Map Select screen, a few different map names can be spotted:

  • HFIL (short for Home For Infinite Losers)
  • Waste Land - Evening
  • Waste Land - Night
  • City (Ruins) - Night