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Development:Dragon Ball GT: Transformation

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This page details development materials of Dragon Ball GT: Transformation.

Part of the the Video Game History Foundation's Digital Archive, the Mark Flitman papers, contains a CD of production files for DBGT:T. These files include game design documents, work in progress sprites and early builds of the game (sadly unavailable for viewing).

DBGT I Concept Summary V01

V.01. According to the manifest, this is from 16th March 2004.

DBGTLOG4.png

Throughout the first Concept Summary document, the game is consistently referred to as Dragon Ball GT: Legacy of Goku IV. The final release of the game dropped this connection to the Legacy of Goku series.

Seven playable DBGT characters with a variety of costume changes: Goku, Trunks, Pan, Goten, Gohan, Vegeta and Uub
Special bonus: play as Baby Vegeta to fight the Z-fighters in a bonus arena

The final roster for the game consists of Goku, Trunks, Pan, Uub, SS Goku, Piccolo, SS Vegeta, SS4 Goku and Super Baby Vegeta. Goten and Gohan are not playable, and there are no costume changes for anyone in the final game.

Ability to switch between Goku, Trunks and Pan and control the characters not being played;
New to this game is the added feature of allowing the player to switch between Goku,
Trunks and Pan while all three are on screen. Part of the strategy of the game is to
determine which character you should be controlling at which time. Different quests or
battles require different characters for success. Once you have switched from one
character to another, the game AI automatically picks up the character and proceeds on.
For example, if you are playing as Trunks and begin the task of fixing a piece of
equipment but decide to switch to Goku, Trunks will continue to complete the task. The
player also has limited control over the other two on screen characters and can direct
them to perform tasks, a requirement for completion of certain quests. The player is able
to set the type of basic behavior of the AI for the other onscreen characters from a range
of behaviors, such as aggressive, strong, weak or intuitive etc.(This type of game play is
also found in “Secret of Mana”, “Lost Vikings” and “3 Dirty Dwarfs” and is quite fun).
Specialized Text Portraits: As in the prior Legacy games, this game has unique
character portraits which reflect the emotion of the scene for all of the characters with
dialogue. A large number of expressions are included for Goku, Trunks and Pan, the
primary playable characters for the majority of the game. This will bring out the whimsy
and personality of these principal characters and help bring across the feeling of DBGT

The final game only uses one portrait for each character.

DBGTConceptV2-2004-07-06

Dated July 6th 2004. V.02.

DBGTv02.png
  • The game has been renamed to Dragon Ball GT: Transformation.
Fighting enemies from Pilaf to Cardinal Mutchy Mutchy

Pilaf only shows up in the opening cutscene and is never fought in-game.

DBGT-T SpriteMockUps.png

Mock-up sprites for Goku and Trunks. While both are similar to their final versions in their poses, the sprites were completely redrawn.

If the player continues to do melee and chose not to use their special move they fill up
the bar a second time (the second bar overlays the first bar.) This time if the player
executes their special move, they do a devastating over the top move that damages
every enemy on screen. An example might be to see the character in a powering up
pose and then suddenly the player throws out their arms and screams while a giant
explosion of energy engulfs the screen.

Cut from the final game. It's not possible to fill the bar twice, and every character only has one special move.

In cooperative mode the player will be allowed to choose characters in addition to Goku, Pan, and Trunks.
Kid Goku
Super Saiyan Kid Goku
Super Saiyan 3 Kid Goku
Pan
Trunks
Super Saiyan Trunks
Uub
Majuub (Uub fused with Buu)
Adult (Blue Gi) Goku
Vegeta
Baby Vegeta
Super Saiyan 4 Goku

Goten and Gohan have been dropped from the roster, while SS Goku, SS3 Goku, SS Trunks, Majuub, Adult Goku and SS4 Goku have been added. Additionally, there is no mention of costume changes in the new doc, which may mean the new forms added as playable characters were originally planned to be costumes/transformations.

"It also gives marketing the opportunity to say “12 playable characters!” and it makes things fairer. Goku has 5 different forms in the series, but characters like Pan only have one.

It would be impossible to come up with a way to balance multiplayer with Goku having so many forms, and Pan having so little."

ALTERNATE PATHS:
Since it is a game with fewer, but larger levels, things are kept interesting by adding in
alternate paths. Every major “zone” in the game has one or two branching points where
you can either go one way or another. So the player would be given a choice… Do I
walk up these stairs that take me to the top of a castle? Or do I jump down into this hole
that takes me into a catacomb?

A recurring theme throughout the concepts and design documents is alternate routes in levels, giving the stages extra levels of replayability. Unfortunately, the final game is completely linear, with all levels being a straight line from start to finish.


Commision List-3

A document listing various portraits and cinematics artworks Webfoot Technologies needed to commission Toei to draw for the game.

PanSSJ.png

Particularly notable among these is a sketch for a special win screen artwork for Super Saiyan Pan, who is not only not present in the final game, but as of writing has never appeared in any official Dragon Ball media to date! The list also includes a portrait under Medium Priority, "Pan (SS ) – Serious Smirking, Pending approval of SS Pan concept". It seems approval was not granted in the end.

DBGT Transformation Concept 2004-09-01 V2

Dated September 1st 2004.

Dbgtmockup.png

Although a mockup, there are some notable differences from the released game:

  • The stage pictured does not appear in the final game. Whether this was a scrapped design for Planet Rudeeze or just a placeholder is unknown.
Mockup Final
[[File:|256px]] [[File:|256px]]
  • The lifebars, meter and icons in the hud are completely different to the final design.
Mockup Final
[[File:|256px]] [[File:|256px]]
  • Giru uses a completely different (and incorrectly colored) sprite.
Mockup Final
[[File:|256px]] DBGT-Sandipede Final.png
  • The underbelly, legs and much of the red shell of the Sandipede are missing shading.
Mockup Final
[[File:|256px]] [[File:|256px]]
  • Pan has a completely different sprite for her super animation.
  • No Machine Mutants in the game use the color variant in the mockup.
  • The placement for enemy lifebars is different. In the mockup it's placed at the top center of the screen, while in the final they're in the bottom right. It also displays the name of the enemy being attacked, which isn't used for either enemies or bosses in the final game.
Team-based gameplay, with 3-4 hero characters onscreen at almost all times
The player will, in the end, get the opportunity to pick from
playable characters such as:
* Kid Goku
* SS Kid Goku
* SS3 Kid Goku
* Pan
* Trunks
* SS Trunks
* Uub
* Majuub
* Adult Goku
* Vegeta
* SS4 Goku
* Baby Vegeta (villain)
* Baby (villain)

Baby has been added as a playable character, but there's no sign of SSJ Pan. SS3 Goku, SS Trunks, Majuub, Adult Goku and Baby are not playable in the game, and Piccolo has not been added yet.

Each character has melee, jump, block, energy block, several energy attacks and super
moves (many of which are unlocked as the game progresses). Some characters, such as
Pan and Baby, have different moves which set them apart from the others and lead into
interesting, new gameplay modes. Pan has the robot Giru along with her, which she can
use as a helper to scan or fight enemies, or even steal powers from some enemies for a
limited time. Baby can possess any enemy and allow the player to fight other enemies as
that creature.
Fantasy Mode:
Fantasy Mode is a version of the single player game that detaches the game from the
story, and allows the player to choose from a much wider assortment of characters. As
characters are unlocked, they are available for use in the Fantasy Mode as well as all
Multiplayer modes. This way, the player has the ability to play through the single player
game with characters aside from the ones they are limited to by reason of being accurate
to the story. By playing through different levels of the game with different characters,
the players can gain access to other areas of a level that require using particular
characters. This aspect of the game is very obvious – any barrier that can only be opened
by a particular character would have an icon on it that matches with the icon representing
the character at the time they were unlocked (in the Secrets area). The player also will
have the opportunity to unlock more Fantasy Modes, with additional challenges.
Multiplayer:
The multiplayer aspect of the game will be taken advantage of to create new, interesting
puzzles which will require both teamwork and cooperation in order to solve. There may
be rooms with switches on the ground, and a bonus appears only once all four switches
have been pressed, at the same time. Once the bonus appears, only one player can get it –
fostering competition, encouraging the “party” atmosphere. Other situations include
players coming to areas of a level where they are forced to split up into individuals rather
than as a party that can help each other – thus changing strategy on the player until the
time comes when the team is reunited.
There are multiple different Multiplayer modes which can be unlocked, to increase
variety. The players can get the opportunity to play the game completely competitively,
where the top player of each level (or the entire game) gets additional points bonuses.
Players will also be able to compete to see who can get the most combos / points /
powerups / kills for each level or for the whole game. Also, there is a Multiplayer mode
where the players simply attack each other in a fighting-game style arena.
Players will connect to each other using the Gameboy Game Link. Additionally, when
the second game becomes available, players will be able to use the Game Link to transfer
data such as points into the second game. They will also be able to unlock special
bonuses in the second game that are only made available if the first game was 100%
completed.

DBGT-Design

Dated October 15th 2004.

  • Other than being first on a Wishlist for features, all mentions of AI controlled partners and having multiple playable characters on screen at once in single player have been removed or changed in the design document. For example, from the Key Features:
Proto Final
AI helper characters during single player experience Team characters during single player experience
  • Fantasy Mode has been replaced with Standard Single Player mode, with character specific secrets and routes being dropped. The variety of different Multiplayer modes and unique features included has been dropped for a Standard Multiplayer, and Piccolo's Multiform mode has been added.
  • The Controller Layout includes some differences from the final:
While Jumping: A Button – Fly
While Flying: A Button - Land

In the final, flying is performed by holding down the A button, and landing is performed by letting go of the button.

While Jumping: B Button near apex of jump – Dive Kick

Changed to Down + B while jumping. There is also no mention of being able to perform Air Energy Attacks while jumping, or performing airdashes.

While Being Knocked Down: A Button – Fall Breaker
L Button + R Button – Group Attack

Not present in the final. Further details on this mechanic:

Single Player
The player presses the L and R buttons together and holds them to initiate a group
attack. The player can only do this when their energy is full. The character does
the Special Energy Attack pose to charge up the attack, and there is some sort of
rippling energy effect on the ground underneath them. While charging, the player
is slowly losing energy, but can let go of the buttons at any time to cancel the
attack. The player is vulnerable to being hit by enemies at this time. After
they’ve held the buttons long enough, all action on the screen stops (enemies stop
moving, etc.) Any team characters that also have full energy bars jump onto the
screen next to the player character. They then all do a massive energy attack
together. After the attack ends, the team characters jump back off-screen. Any
characters involved in the attack lose all their energy.
Multiplayer
Since the “helper” characters are actually controlled by other players in the
Multiplayer modes, Group Attacks are handled a little differently. The first player
to press and hold the L and R Buttons is the “originator” of the attack. While
their attack is charging, any other players that want to join in can also press and
hold L and R. Doing this causes them to jump into position next to the originator.
When the originator finishes charging, any other players that are in position join
that player in the Group Attack. These players lose all their energy.
During a Group Attack, all map elements will disappear, so that the separate parts
of the Group Attack can be done with BG layers. The point of this is to make the
Group Attacks as large and impressive as possible.
NOTE: If a Group Attack is initiated by a player who is flying, that player drops
back to the ground before they start charging.
Modifiable Stats
Speed (1 – 10)
Determines the movement speed of the character while they walk, dash, or fly.
This also controls how fast a character’s attack animations are. Therefore, a
character with a higher Speed stat can perform more attacks in a shorter period of
time, leading to higher combos. While movement speed goes up every time
Speed goes up, attack speed only goes up for every two points in Speed.

Cut from the final game, only Health, Strength and Power stats can be improved.

  • The playable characters have cut SS3 Goku and Adult Goku, while Piccolo has been added. There are also extra details on how SS Trunks, Majuub and Baby would have played:
SS Trunks: 
Special Attack: Burning Attack
Sequence 3 - Ducking palm strike, upwards
Sequence 4 - Left Forward Kick
Sequence 5 - Left High Kick
Sequence End - Sword Slash, with energy effects (much like Trunks'
sword slash, but flashier)
Victory - holds sword above head horizontally, wind is buffetting his
clothing/hair
Loss - kneels; sword is held with the tip of the blade in the ground and his
head and hands are resting on the handle's bottom.
The rest are the same as Trunks.
Majuub
Special Attack: Pink Beam
Dash – Teleport Dash - no slide. Instead, the player disappears in a blur
and 1/4 to 1/2 second later reappear further forwards (x number of pixels)
Sequence 3 - Left Elbow
Sequence 4 - Left Backfist, extended directly out from the Left elbow
Sequence 5 - Light Headbutt
Sequence End - Strong Headbutt
Spin Attack - Faces screen, clasps hands and slams down both fists in
front of him. Creates a wave of energy that spreads out for a short
distance on either side.
Dash Attack - Teleports to the backside of the enemy instead of front side
and punches (this can be done up to 3 times, the 3rd hit will knock the
enemy down)
Grab Attack - Spins the enemy around 720°, and then tosses the enemy.
Any enemies nearby are hit by the held enemy (same with while he's being
tossed).
Special Attack - Pink Beam. Works just like a kamehameha, except that
all enemies destroyed by this turn into candies/chocolates/etc. Anyone can
eat them to gain health.
Get Up - Bruce Lee-style
Victory - Spins around quickly, transforms into Papaya Man, and strikes a
pose
Loss - Beats the ground with his fists. Pieces of the ground rise up around
him, pushed up around a crater, created by the impact of his fists.
Baby is considerably weaker physically than the other characters. He has low
health, is missing some attacks, and the player cannot recharge his energy by
pressing the L button.

However, Baby has a skill unlike any of the other characters: he can possess any
non-boss enemy in the game, and allow the player to take control of them. First,
the player must use a melee attack on the enemy they wish possess. Then the
player presses the L button to have Baby dive inside of the enemy. The player
then has control of that enemy, and can use that enemy’s unique attacks. The
player’s health bar changes to reflect the possessed enemy’s health. Once that
health is drained, the enemy dies and Baby pops out of it, allowing the player to
possess another enemy if they wish. Alternatively, the player can press the L
button to leave the possessed enemy. Baby also gains energy whenever he
possesses an enemy, to make up for his lack of Charging ability.
Hmmm...
To do:
Investigate the Boss and Enemy sections for differences from the final game.
Level 1 Boss – Ledgic
- Occasionally Don Kee will enter, press a button on his desk, and guns and
rocket launchers will pop out and fire.

After his pre-boss cutscene appearance, Don Kee is never seen in the game again. No guns or rockets are fired through the battle.

Levels

Hmmm...
To do:
Look for differences between the level designs and the final game. Maybe create a separate page for them, considering how many there are?

Planet Immecka

DBGTMarket.png

Market Street
Concept
- Jump on awnings to land in different parts of the level
- Throw pots, crates, stuff being sold
- Shopkeepers will run around the level occasionally carrying various powerups.
The player can hit them to make them drop the powerup. Possibly sometimes
have shopkeepers carrying bombs.
- Large robots will suddenly break through a house and surround the player. The
house front is a separate BG layer which disappears and is replaced by a bunch of sprite explosions, dust, and rubble.
Rooftops
Concept
- Flying Level
- Riflemen firing from rooftops / windows
- Small hovercrafts that single riflemen can use to attack player, and larger, BG-
layer hovercrafts with groups of guards.
- Riflemen with jetpacks
Castle Entrance (Miniboss: Gale and Sheila)
Concept
Gale and Sheila follow a pattern, which executes as follows:
- Melee Mode – Gale and Sheila act like melee enemies, trying to get next to the
closest player and punch them. If the player tries to attack them to much, Gale /
Sheila interrupt the player and punch them away. The strategy for the player at
this point is hit and run tactics, waiting for an opening.
- Vulnerable Mode – One of two attacks occurs:
3. Sheila jumps onto Gale’s head and uses him as a springboard to fly in the air,
just like a player character. Sheila fires energy blasts diagonally downwards
at the player, while Gale is temporarily stunned and vulnerable to attack.
After a few moments, Gale gets back up and Sheila comes back down.
4. Sheila tries to jump onto Gale’s head, but Gale catches her and throws her at
the player. If Sheila hits the player, it does a fairly large amount of damage.
Whether she hits the player or not, she is now stunned and vulnerable to
attack. After Gale throws Sheila, he acts like he’s in Melee Mode.
- Reinforcements – Gale and Sheila call in Immeckan Rifle Guards and Jetpack
Guards to assist them.
- Group Attack – Gale and Sheila move next to each other at one corner of the
screen, charge up, and fire a beam attack while moving vertically to the other
corner of the screen on the same side. The player must jump over this beam to
avoid it. It also kills any Rifle Guards that haven’t been defeated yet.
Don Kee’s Castle
Concept
- Mechanical doors will slide open, admitting more enemies on-screen.
- Rocket launchers / miniguns will pop up from the ground.
- A series of laser beams that fire at certain intervals will make the player have to
time their passage through them. The lasers also move up and down the walls, so
the player can’t simply jump / fly over them.
- A large metal gate blocks the player’s progress. This metal gate is a separate
BG layer. They have to hit a ratcheting circular switch to make the gate go up. If
they stop hitting the switch, the gate slowly comes back down. If they get the
gate high enough, it sticks in place. If there are multiple players, there is a ratchet
for each one, so they must all be hit over the same period of time. 
  • The opening level was severely cut down. The Market Street, Rooftops and Castle Entrance were completely cut.
  • Due to their area getting cut, Gale and Sheila are fought midway through Don Kee's Castle.
  • There are no mechanical doors, laser beams or ratchets in Don Kee's Castle. There is a metal gate (well, a wall, but close enough), but it's opened in a more Dragon Ball way: punching it until it breaks.

Planet Cretaceous

DBGTRaptorTown.png

Raptor Town
- A straight-up fighting level. Raptor-men come out of huts, ambush the player
from holes covered with grass (this is an animation built into the raptor-man
sprite), maybe shoot arrows from the tops of huts.
Pterodactyl Riders
- Flying Level.
- The player is attacked by raptors flying on pterodactyls. The riders have lances,
blowguns, or bows, and some might be standing on the pteros so they can do
melee attacks.
- When you defeat these enemies, the raptors fall off, but the pterodactyls fly to
safety.
Arena (Miniboss: Raptor Champion)
- The player is captured by the raptor-men and is forced into an arena. This is
where they fight the Raptor Champion. This boss is simply a very good melee
fighter.
- The Champion wears several pieces of armor (overlaid sprites). After you
knock him down three times, his armor comes off all over the place. While his
pattern doesn’t change, he’s now much more vulnerable to attack. After a while,
the armor pieces come flying back onto them, damaging the player if they get in
their way.
- Occasionally, the raptors in the arena audience will throw out destructibles,
power-ups, and random garbage that can be thrown around.
Bone Yard
- Dinosaur skulls suddenly get up and try to ram you. When the player punches
them, the skull crumbles and reveals a tiny raptor underneath, who panics and
runs away.
Lake Shore (Boss: Inflatable Dinosaur)
- When the players first enter this level, they are extremely tiny. This is so the
Inflatable Dino can be comparatively huge. The Inflatable Dino rises from a lake
and then eats the player character(s). The player then fights inside the dino’s
stomach at normal scale.
- Hordes of raptor-men that the dino has eaten attack the player, while the player
attempts to escape by attacking a weak point on the stomach lining.
- Occasionally the background will shake and an acid pool will rise. There will
always be a floating (rock? Piece of food?) that the player can jump on to avoid
the acid. The scanline effect will be used for when enemies / player characters
fall in the acid.
- Once the player hits the weak point enough, it opens up and they’re sucked
outside in scaled-down form, where you see the dino deflate. 
  • Bone Yard was moved to be the first area, and Raptor Town, the Arena and Lake Shore were cut.
  • All the raptor-men stand on the pterodactyls rather than riding them, and there are no blowgun wielders.
  • Due to the other stages being cut, the game segues straight from the Pterodactyl Riders to the boss battle. Rather than rising from a lake, the level instead scrolls over to show the dinosaur in the background.
Bonus Rooms
During the course of the game, doors will appear that can only be opened by certain
characters. These doors lead to Bonus Rooms, small breaks from the main game where
the player has the opportunity to earn more points / zenie / power-ups without fear of
death.
23.2 Asset List
CHARACTERS 3/4 VIEW FROM MIDDLE OF TORSO:
(22 pieces of art)
Adult Goku
Uub
Pilaf
Goku
Dende
Bulma
Pan
Trunks
Giru (Smaller and full body)
Monmaasu Giant (larger than other portraits)
Kerubo Village Elder
Zoonama
Dr. Myuu
Baby sleeping in Goo-Tank
Baby (awake)
Vegeta (in tank top)
Baby full size
Baby Vegeta
Elder Kai
Kibitokai
Baby Oozaru (larger than other portraits)
SS4 Goku

Baby Full Size and Baby Oozaru have no portraits in the final game.


GROUP SHOTS 3/4 VIEW FROM MIDDLE OF TORSO STANDING TOGETHER:
(4 pieces of art)
Immegans Happy (Short Old Man and Woman, Tall Man)
Kerubo Villagers (Male Villager, Female Villager, and Short Old Man Villager)
Cultists (Tall Cultist, Normal Cultist, and Overweight Cultist)
Baby Possessed Humans (Salary Man, Business Weightlifter, and Pretty Boy)

No group portrait of the Baby Possessed Humans in the final.

SPECIAL ART:
(8 pieces of art)
Pan (full body version) bent over putting a bandaid on inflatable dinosaur.
Trunks firing a blast
Kibitokai and raccoons pulling Goku’s Tail

Trunks firing his blast at Baby is only described, not shown.

Secrets

Baby (unlockable only with DBGT2)
SS Pan (only if Toei approves)

Although not mentioned on previous lists of playable characters in the Design doc, it seems SS Pan was still planned for inclusion by Webfoot.

Game Modes
Battle Royale
2 – 4 Players
This is your basic death match. Players score points for defeating other players in battle.
Possible Options: Team Battle
Team Battle
2 vs 2 or 2 vs 1 or 3 vs 1
This is the same as Battle Royale, with the addition of teams. Players have
their own score and also a team score. The team with the most points wins.
Oozaru Battle
2 – 4 Players
All players take on the role of giant Oozarus and fight in level 12.5,
complete with buildings to destroy. There is no strategy here; it’s simply a
knock-down, drag-out brawl, with the last player standing taking the points.
Levels
Allows the player to choose between the two opening sub-levels for each of the
levels in the standard game modes.
Multiplayer Arenas
Allows the player to choose which level they want some multiplayer modes to take place in. 
The default is the Tenkaichi Budokai arena, which does not need to be unlocked.
Castle Entrance (1.3)
River Raft (2.3)
Lake of Lava (3.3)
Luud Altar (4.3)
Flying Over Canyon (5.2)
Oasis (5.3)
Jagged Rock Crater (5.5)
Titanium Alley (6.3)
Steel Battlefield (6.5)
Generator Chamber (7.3)
Starship Bridge (7.5)
Forest Clearing (8.3)
Cliff Edge (8.5)
Arena (9.3)
Ice River (10.1)
Ice Canyon (10.3)
Vacant Lot (11.2)
Baby's Throne (11.4)
Bridge (12.2)
Final Battle (12.6)

Wishlist

Characters (in order of priority)
Goten, Gohan, SS3 Goku, Farmer w/ shotgun

We never got to play as Farmer With Shotgun because the world is a cruel place.

Unlockable Game Modes:
Soccer
2 vs 2
The level is a soccer field with two goals. One player on each team is the
offensive player, standing by the center line, and the other player is the
defensive player, standing in front of the goal. The kick-off occurs and
the players are allowed to move around. The game is simple, running into
the ball kicks the ball. If the ball goes into the goal, the player wins.

Saiyan Soccer
2 vs 2
This is soccer using Vegeta's rules! It's pretty much the same as Soccer
Mode, but more violent. In this mode, using attacks are allowed. Attacking
the ball will cause it to fly faster than simply running into it. Getting hit 
by a fast flying ball will actually harm other players, but if they melee 
attack at the right time they can deflect the ball without getting hurt. 
Players have health and can "die." Players respawn after a goal is scored.

Capture the Dragon Ball
2 vs 2
Each team has a base on either side of the level containing a Dragonball.
The object is to run to the other teams base, and then grab the other teams
Dragon Ball. The player must then take the Dragon Ball back to their base
to score points. Players on the other team can knock the Dragon Ball out
by knocking down its carrier.

King of the Hill
3 - 4 players
There is a zone in the level that is the "top of the hill." When a player
walks into the zone, they are now "king of the hill." They score points for
every second they spend in the zone, and no one else can score points by
being in the zone. To become the next "king" the other players must knock
the current king, plus all other players, out of the zone.
A possible alternative is that there are multiple concentric zones, shaped
like a dartboard, and the one closest to the center gives the most points.

Kaio-Ken Tag
1 vs 2 or 1 vs 3
One player is "it." The "it" player is in Kaio-Ken mode. All the other
players are against him. The "it" player can score points for defeating
other players. Other players can attack the "it" player. The player who
defeats the "it" player becomes the new "it" player, and the previous "it"
player becomes a normal player.

Destruction Race
1 - 4 players
Each player finds themselves in a seperate (but identical) level. The first
type of level is a hallway with a short width (about the same size as a
player) and a long length. The level is full of destructibles. The player
must fight their way through the destructibles and get to the end of the
level as fast as possible. There is a progress indicator along the bottom of
the screen showing how far each player is from the end. The first one to
get to the end of the level wins. If only one player is playing, then the
player races against his previous best times.

Spaceship Smash
1 - 4 players
This minigame is similar to Destruction race, except instead of a long
hallway this takes place in a small one screen arena. Each player finds
themselves in a seperate (but identical) level. There is a spaceship in the
middle of the arena. The first one to destroy the spaceship wins. If only
one player is playing, then the player races against his previous best
times. Alternately, perhaps all players are in the same room, and the
winner is who does the most damage to the spaceship before it’s
completely destroyed.

Dragon Ball Desperation
1 Player
The player goes through the single player levels, only this time they have
no health bar or team characters. Instead, the player carries 7 Dragon
Balls. When they are knocked down by an enemy, they drop all their
Dragon Balls, which go bouncing all over the screen. Almost
immediately, they start flickering and disappearing. The player must run
and pick up the Dragon Balls before they disappear. If the player loses all
their Dragon Balls, the game is over. This mode awards the player with
more points the longer they survive, and gives much more points than
regular single player.

Desperation Arena
2 – 4 Players
This is much like Battle Royale, except the players do not have health
bars. Instead, each player carries 7 Dragon Balls (one player carries the
Earth DBs, another the Namek DBs, another the Black Star DBs, another
the Blue DBs). When a player is knocked down, they drop all their
Dragon Balls. They must try to pick them back up, but the other players
can pick them up too. If a player loses possession of all of their type of
Dragon Balls, that player loses the game.

Shooting Gallery
1 Player
The player stands on one end of a one-screen area and shoots energy
attacks at various enemies that walk on-screen. Some enemies flash on
and off, and if the player shoots these they are rewarded with a refill of
energy. The game is over when the player runs out of energy, and they
receive points based on how many enemies they shot. The player is not
allowed to charge energy during this mode.

The Greatest
2 - 4 players
In this game each player has a single life. When they die they are out of
the game. The last player left alive is the winner of the match.

One Hit Kill
1 Player
This mode is just like Standard Single Player, with one important
difference: all attacks do enough damage to kill any enemy in the game,
and the enemies do enough damage to kill any player character. This
makes this mode far more difficult than Standard Single Player, but
awards the player many more points.

DBGT-Design 10-19

An updated and edited version of the Design Document, presumably from October 19th.

Cinematics

Hmmm...
To do:
Upload screenshots of all the storyboards? Or perhaps just the ones for scenes that didn't make it into the final game.

Secrets

  • SS Pan has been removed from the list of secret characters.

GT Animations

A folder containing a number of gifs of early versions of Goku's animations. According to the manifest, these are from 2nd November 2004.

Hmmm...
To do:
Convert the MP4's to gifs and compare them to the final versions.

Submissions 11-9-04

DBGT-SSJ Trunks Stand.png

DBGT-SSJ Trunks Walk.png

Sprites for SS Trunks, one of the cut characters.

Submissions 12-15-04

DBGT-Majuub Stand.png

DBGT-Majuub Walk.png

Sprites for Majuub, another of the cut characters.

Submissions 1-27-05

DBGT-Dolltaki Walk.png

Sprites for a walking animation for Dolltaki. According to the design docs and script, he was intended to play a bigger part in the Planet Luud stage:

"Dolltaki doesn't walk and stand around like normal characters. He's just an NPC, the player can't actually attack him. Basically, on stage 4-1 (inside the Luud Castle), there are Luud statues in the background with large pots in front of them. Every once in a while, Dolltaki will sneak into the screen from one corner (the "walk" animation), will stop momentarily ("ready"), and will then turn to the camera, laugh, and press a button on his remote control (not in these sprites) which causes a beam to come out of the statues, and down onto the playable area. If a hero character is hit by the beam, they temporarily turn into a doll."

In the final game, Dolltaki only shows up in the cutscene before the boss fight, and does not walk on or off stage. There are also no beam firing statues or doll transformations at all.

DBGT-Transformation-Uncompressed

A short video demonstrating some gameplay. Based on an identical but more compressed version of the video in a folder titled DBGTvidcap020405, this video must be from around February 4th 2005.

Proto Final
DBGT-T-Title Screen-Development.png [[File:|360px]]
  • The title screen is completely different.
Proto Final
DBGT-Start New Game-Development.jpg [[File:|360px]]
  • The difficulty selection was moved to the bottom of the screen. An instruction on how to choose an option and icons for the buttons were added.
  • Character icons for the unselected team members are blank, and all three characters use Goku for their icon.

DBGT Script2005-02-04

NotesIcon.png
Script Changes
Giant monkey mayhem ensues.

Submissions 3-15-05

Cacti speak Japanese.
...But what does it mean?
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation!
Proto Final
DBGT-Turtle Proto.png DBGT-Turtle Final.png

A version of the Dragon Turtle boss with a different color palette. A color-corrected version that matches the final game can be found in folder "Submissions 3-21-05", along with an explanation for the change:

"Note: The Dragon Turtle's colors have changed. This is because when we were first designing him, we didn't have the DVDs for the Lost Episodes yet, and so only had low quality VHS dubs from the Japanese version of the show to work from for reference, in which the colors were shifted and desaturated.

Now that we have the DVDs, we have realized that the colors were incorrect, and have changed them to suit."

His eyes were also adjusted following feedback, presumably from Toei, as seen in Turtle 3-21-05.

DBGT-Turtle Pls Revise.png
Proto Final
DBGT-OozaruBaby Proto.png DBGT-OozaruBaby Final.png

An earlier version of the Oozaru Baby sprites. The hands were completely redrawn and some shading was added to the bottom of the gloves. Oozaru 3-21-05 again shows some feedback and guidelines on how to fix the hands. The final version can be found in folder "Submissions 3-21-05".

PlsRevise.png
DBGT-Luud.png

"Description: The Super Luud Robot attacks the player(s) with its hands, mainly. It may smash the ground, trying to crush players, may sweep across the ground with a flattened plam (alternating between hands, and directions of sweeping), and may bring both palms together to try and squash the player(s) between them. Every so often, the robot will open its mouth. Inside its mouth is a glowing gem. The player must hit this gem in order to hurt the robot. After a few seconds of being vulnerable, however, the gem will begin to flash, and soon, a giant beam will be emitted downwards out of the mouth, which can greatly hurt the player if caught within it. After the Robot's health is depleted by 50%, it will turn red and become faster."

In the final game, the boss starts off in the red Level Three state, leaving the base color palette unused.