Dragon Ball Gt the Final Bout Ps2 Cover Art
Dragon Ball GT: Final Tour | |
---|---|
| |
Programmer(southward) | Bandai |
Publisher(south) | Bandai
|
Designer(s) | Jun Hayashibara Kei Matsurikita |
Series | Dragon Brawl |
Platform(s) | PlayStation |
Release |
|
Genre(south) | Fighting |
Mode(south) | Unmarried role player, multiplayer |
Dragon Ball GT: Final Tour , known in Nippon and Europe as Dragon Brawl: Final Bout ( ドラゴンボール ファイナルバウト , Doragon Bōru Fainaru Bauto ), is a fighting game for the PlayStation. The game was developed and released by Bandai in Japan, Europe and North America in 1997, making it the get-go North American release for a Dragon Ball video game.
Despite the N American championship referencing the anime series Dragon Ball GT, the game'south story has no directly correlation to Dragon Ball GT, with the cast of playable characters being an equal mix of characters from Dragon Ball GT and its predecessor series Dragon Ball Z.[2] The Dragon Ball GT anime series was non localized for North America until the early 2000s. Reviews for the game were largely negative.
The game was reissued in Europe in 2002 and in North America in 2004. The game shares the stardom of beingness the first Dragon Ball game to be rendered in full 3D, and the last Dragon Ball game produced for the PlayStation. There would not be another Dragon Brawl game for consoles until the release of Dragon Ball Z: Budokai in 2002.
Gameplay [edit]
The game is similar to other Butōden series, playing out entirely in 2 dimensions but featuring 3D environments and characters from the Z and GT serial of the Dragon Brawl franchise.[2] The fighters can fly to virtually any betoken on the playing field.[2] Unique in the game are special ki attacks called Special Knockout Trick. These are the spectacular versions of the character's ki attacks the character performs at a distance. When these attacks are performed, the camera cuts and pans to the attacking character, who powers upwardly and fires. During the attacking character'south power up, the opposing graphic symbol has the opportunity to either retaliate or block when the word counter flashes on the lower right hand corner of the screen. If the thespian chooses to retaliate, they besides ability upwards and fire a ki assail, causing a power crossfire.[3] Whichever player presses their beam button the fastest will push button their opponent's super back and force their own super to damage their opponent.[2] Another characteristic carried over from The Legend is the Meteor Smash technique. With a key combo, players can ignite a chain of mêlée attacks.[iii]
Modes of play [edit]
Battle Mode [edit]
The standard manner, subdivided in "Vs Human being", where a actor can face another player, and "Vs Com", where the histrion fights a series of random CPU-controlled opponents and a concluding boss similar to Arcade Style.
Tournament Mode [edit]
Subdivided in "The Tournament", in which up to 8 characters (either human or computer controlled) fight in a single-circular elimination tournament, and "Build up the Tournament", where the characters are carried over from Build Upwards Mode, loaded from the retentiveness menu.
Build Up Mode [edit]
Carried over from Ultimate Battle 22, this feature gives the player the chance to train a graphic symbol of their choosing and save them via a memory menu. Dissimilar Ultimate Battle 22, this version of the style allows to build the characters' force to triple digit levels, and comes with an experience chart in the character's profile. Similar Ultimate Battle 22, players have the opportunity to battle their friends with their character in the selection called Build Up Battle.
Playable characters [edit]
The game'south roster features a lucifer-up from the Dragon Brawl Z and GT series, starting with the principal bandage from the GT series: Goku, Trunks, and Pan. This was the first game to feature Pan, while Vegeta, Gohan, Piccolo, Cell, Frieza, and Buu came straight from the Z series. The only unplayable grapheme is Baby Vegeta in his Oozaru form, serving as the game's concluding boss. The unlockable characters consist of the developed Super Saiyan form of Goku in his GT outfit, the Super Saiyan forms of GT kid Goku and Trunks, Z series Super Saiyan Goku, Super Saiyan Hereafter Trunks, Vegeto and the Super Saiyan 4 form of Goku.
Naming conventions [edit]
The original Japanese release of the game was unique for its naming conventions for all the characters. All the adult incarnations of Goku are referred by his full proper name "Son Goku" (孫悟空) while his child incarnation is referred simply every bit "Goku" (悟空), and his Z series incarnation is presented in all capital rōmaji "SON GOKOU". GT Trunks is referred by his katakana "トランクス", while Futurity Trunks is presented in all capital English text "TRUNKS". About all Super Saiyan characters are referred with the prefix Super (超), and Super Saiyan 4 Goku is referred as "Super iv Son Goku" (超4孫悟空). This also applies to the super form of Oozaru Babe Vegeta who is referred as "Super Babe" (スーパーベビー). Both Vegeta and Vegito are simply referred as Vegeta and Vegetto and not Super Vegeta and Super Vegito despite they are both in Super Saiyan grade. Finally, Kid Buu is referred as only "Buu" (ブウ).
Development [edit]
Bandai kept Final Tour under wraps for most of its development. Responding to rumors that Dragon Brawl Z: The Legend was beingness released in the U.South., Jeff Rotter, associate producer of Bandai of America, said that negotiations were underway to bring a Dragon Ball Z game to North America, but did not identify the game.[4] Final Bout 's surprise unveiling at the 1997 Tokyo Toy Show came when the game was half-finished and less than half dozen months away from its Japanese release.[5]
Music [edit]
Dragon Ball Last Bout: Original Soundtrack | |
---|---|
Soundtrack album by Kenji Yamamoto | |
Released | September 16, 1997 (1997-09-xvi) |
Genre | Anime |
Length | 49:57 |
Linguistic communication | Japanese |
Label | Zain Records |
The composition was done one time once more past Kenji Yamamoto. Out of all the pieces used in game, only v were new cloth, and the rest were remixed arrangements of previously used music from both xvi- and 32-bit eras. The game also featured four make new songs, the opening theme "Biggest Fight", the closing themes "Kimi o Wasurenai" and "Thank you", and Goku'southward Super Saiyan iv theme "Hero of Heroes". All of these songs were performed by Hironobu Kageyama with Kuko providing backup vocals. On September xvi, 1997, nine of the compositions and the 4 songs were released past Zain Records exclusive in Nihon as Dragon Ball Terminal Bout: Original Soundtrack ( ドラゴンボール ファイナルバウト オリジナルサウンドトラック , Doragon Bōru Fainaru Bauto Orijinaru Saundotorakku ). The Futurity Trunks theme arrangement "Hikari no Willpower" was featured as a hidden bonus rail.
Track list | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
[half-dozen]
Release [edit]
The game was get-go released in Japan in 1997 under its original title Dragon Brawl: Terminal Bout. It fared well plenty in sales to be reissued under the PlayStation the Best for Family series a yr later. In parts of Europe (France, Belgium, Kingdom of spain and Portugal), the game was as well released nether the name Dragon Ball: Final Bout in 1997.
In North America, the game was released every bit Dragon Ball GT: Last Tour, and it was the showtime time a Dragon Ball video game was released in Due north America with the Dragon Ball license intact.
In 2002, the game saw a release in the Britain, along with other European countries that previously did not officially receive the game, though information technology had already seen widespread distribution through the grey marketplace. Finally, under little fanfare, Atari reissued the game in 2004 with brand new artwork supplied by Toei Animation. This release coincided with Funimation's dub of Dragon Ball GT.
Localization [edit]
When the game was released throughout North America, several changes were made for localization. Dialog by the Japanese voice actors was replaced, but not by the and so current vocalization cast at Ocean Group. Instead, Bandai America used an uncredited cast of U.S. vocalisation talent. Nevertheless, the battle voices still consist of the Japanese phonation cast, causing the character voices to clash. The game's opening theme, "Biggest Fight", was replaced with an untitled instrumental rock track. The bandage credits at the end of the game, also ready to "Biggest Fight", were removed completely. The ii endmost songs "Kimi o Wasurenai" and "Cheers!" remain instrumental even when the game is beaten on normal and difficult settings. However, Super Saiyan 4 Goku's theme, "Hero of Heroes", was left unchanged. At the title screen, the game's sound test is available, whereas in the original Japanese players could only access it with a cheat lawmaking. The Buildup data transfer option was removed due to the fact Ultimate Battle 22 had not been released at that time. When the game was reissued in 2004, the game's information was not altered in any style from its 1997 N American release past Bandai.
The European 1997 version, like with nearly European Dragon Ball Z games from the 16-scrap and 32-bit era, was released mostly unaltered from the Japanese version, featuring the original Japanese vocalism acting and the opening theme "Biggest Fight". The game text was just translated to French and other languages besides English language because of the lack of official release in any English-speaking country. When the game was re-issued in Europe in 2002 (which included a release for the commencement time in English-speaking countries like the UK), the game was kept the same every bit the previous European version except for the texts being re-translated to English.
Reception [edit]
In Japan, the game sold 245,000 units.[thirteen] In N America, due to Dragon Ball not being popular in the region at the time, Bandai America only produced 10,000 copies of the game.[fourteen]
Commentary on the game has varied widely; while about reviews were negative, they gave differing reasons for why the game failed. Some of the more common criticisms were that the pace is too slow,[8] [10] the photographic camera is hasty and confusing due to a lack of panning and opponents' ability to move out of view,[11] [12] and the controls respond too slowly to button presses.[viii] [11] [12] American critic Jeff Gerstmann reviewed the Japanese release of the game as an import for GameSpot, despite acknowledging that a U.S. release was a near certainty by this time. He praised the visual spectacle of the beam clashes, but found the gameplay suffers from a lack of variety in both the characters and the move sets.[ten] IGN also institute the move sets lacking, but primarily criticized the controls, concluding, "If y'all're a Dragon Ball Z fan, and so you may like this game, only because it stars all your favorite Dragon Brawl characters. Simply to exist honest, you might also become out and buy all the toys -- at to the lowest degree they're more controllable."[11] GamePro instead focused criticism on the Meteo moves, which the reviewer called "one of the cheapest, longest-lasting special moves in fighting history". He as well derided the sparse backgrounds, breakdown in the character models, and kittenish taunts.[15]
The game did receive positive assessments from most of the four-person Electronic Gaming Monthly review coiffure, with Sushi-10 calling it "a 'guru game', a game that stretches our abilities with a game engine so complex to chief, still unproblematic enough for a beginner" and taking a more positive perspective on the taunts, describing them equally "hilarious". Co-reviewer John Ricciardi agreed that it is a very dissimilar sort of fighting game which proves rewarding for those who arrange to its quirks, and Kelly Rickards said it is conspicuously superior to previous Dragon Brawl games, while Dan Hsu roughshod more in line with the majority stance, summarizing that "It's dissimilar, simply bluntly, most of you won't like information technology."[8] Next Generation chosen it "inarguably the worst PlayStation fighting game e'er made", complaining that the character models exercise not resemble the Dragon Ball characters closely enough and ridiculing how characters in flight use the same poses equally when they are standing.[12] This contradicted IGN, who had described the graphic symbol models every bit "very true to their anime counterparts".[11]
References [edit]
- ^ @Bo_deWindt (Apr 24, 2019). "Some Dragon Ball GT Final Tour PS1 scans from the October 1997 V-Jump effect I scanned 🤓 More character intro…" (Tweet) – via Twitter.
- ^ a b c d "Dragon Brawl GT: Long Overdue: DB Comes to the U.S.". Electronic Gaming Monthly. No. 98. Ziff Davis. September 1997. p. 118.
- ^ a b Retrieved from the game'south North American instructional transmission circa 2004.
- ^ "Don't Believe the Hype". Electronic Gaming Monthly. No. 92. Ziff Davis. March 1997. p. 111.
- ^ "'97 Tokyo Toy Show". Electronic Gaming Monthly. No. 94. Ziff Davis. May 1997. p. 88.
- ^ Dragon Brawl Final Tour: Original Soundtrack at MusicBrainz (list of releases)
- ^ "Dragon Brawl GT: Final Bout". GameRankings. Archived from the original on Nov seven, 2017. Retrieved December 31, 2016.
- ^ a b c d "Review Crew: Dragon Ball GT". Electronic Gaming Monthly. No. 101. Ziff Davis. Dec 1997. p. 202.
- ^ "ドラゴンボール ファイナルバウト" [Dragon Ball: Concluding Bout]. Famitsu (in Japanese). Retrieved Nov 9, 2021.
- ^ a b c Gerstmann, Jeff (September sixteen, 1997). "Dragon Ball GT Review". GameSpot. Archived from the original on September 15, 2016. Retrieved April 23, 2020.
- ^ a b c d due east Boor, Jay (November 7, 1997). "DragonBall GT Final Bout". IGN . Retrieved April 23, 2020.
- ^ a b c d "Finals". Next Generation. No. 39. Imagine Media. March 1998. pp. 109–110.
- ^ "Dragon Ball Video Game Data". Dragon Ball 30th Anniversary: Super History Volume. Shueisha. 2016. p. 216. ISBN978-4-08-792505-0.
- ^ "Dragonball GT PS1 game costs $7,000". Destructoid. Nov 17, 2010. Retrieved Dec 4, 2019.
- ^ Scary Larry (December 1997). "PlayStation ProReview: Dragon Brawl GT Terminal Bout". GamePro. No. 111. IDG. p. 160.
External links [edit]
- Dragon Brawl GT: Final Bout at MobyGames
Source: https://en.wikipedia.org/wiki/Dragon_Ball_GT:_Final_Bout