Dragon Ball Z: Ultimate Tenkaichi (Jul 18, 2011 prototype): Difference between revisions
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== Notable Differences == | ==Notable Differences== | ||
Some notes regarding this beta: | Some notes regarding this beta: | ||
* The AI is broken, it's like you're playing "Very Easy", but it will win a LOT of contrasts (if | *The AI is broken, it's like you're playing "Very Easy", but it will win a LOT of contrasts (even if the main menu setting is "very hard") | ||
* The AI refuses to launch super attacks | *The AI refuses to launch super attacks | ||
* Triangle combos have a final combo animation which isn't in the final game. This is the only final combo animation for triangle combos, unlike in the final game where there are 5 of them (neutral and 4 directions) | *Triangle combos have a final combo animation which isn't in the final game. This is the only final combo animation for triangle combos, unlike in the final game where there are 5 of them (neutral and 4 directions) | ||
* Teleport timing during teleport clashes is so damn strict, it's crazy how precise you need to be | *Teleport timing during teleport clashes is so damn strict, it's crazy how precise you need to be | ||
* Square final combo animation is the same as triangle up final combo animation in retail game | *Square final combo animation is the same as triangle up final combo animation in retail game | ||
* Square combos animations are overall different, and it looks very poorly done compared to retail | *Square combos animations are overall different, and it looks very poorly done compared to retail | ||
* Triangle combos also feel a little different, especially the cameras | *Triangle combos also feel a little different, especially the cameras | ||
* Nameck is broken. The first destruction of the arena isn't properly coded, the opposing enemy might end up beneath the floor due to bad coordinates | *Nameck is broken. The first destruction of the arena isn't properly coded, the opposing enemy might end up beneath the floor due to bad coordinates | ||
* Sometimes you might end up inside water for no reason when you fight on Nameck | *Sometimes you might end up inside water for no reason when you fight on Nameck | ||
* Rush Special Attacks don't launch the opponent away. Instead you'll INSTANTLY be placed in contact mode, no matter what happened in the rush animation | *Rush Special Attacks don't launch the opponent away. Instead you'll INSTANTLY be placed in contact mode, no matter what happened in the rush animation | ||
* If you defeat the enemy with a Special Attack and you destroy the arena in the process, you will first see the cutscene of the arena destruction and then, only after that, the battle will end (this doesn't happen in the final, rightfully so because it looks silly) | *If you defeat the enemy with a Special Attack and you destroy the arena in the process, you will first see the cutscene of the arena destruction and then, only after that, the battle will end (this doesn't happen in the final, rightfully so because it looks silly) | ||
* Some stuff in Story Mode is not finished. Due to this, if you're not careful while navigating the mode, you might trap yourself in a self-replicating fight (you can still quit to the main menu, but you cannot exit the fight and thus you cannot explore story mode any further - Luckily, save data is shared with retail, so all you have to do is open retail and change timeline period) | *Some stuff in Story Mode is not finished. Due to this, if you're not careful while navigating the mode, you might trap yourself in a self-replicating fight (you can still quit to the main menu, but you cannot exit the fight and thus you cannot explore story mode any further - Luckily, save data is shared with retail, so all you have to do is open retail and change timeline period) | ||
* All anime cutscenes are missing and replaced with the generic Shenron summon animation | *All anime cutscenes are missing and replaced with the generic Shenron summon animation | ||
* A lot of portraits in story mode are missing | *A lot of portraits in story mode are missing | ||
{{Prototype Footer|{{Navbox prototype|Dragon Ball Z: Ultimate Tenkaichi}}}} | {{Prototype Footer|{{Navbox prototype|Dragon Ball Z: Ultimate Tenkaichi}}}} |
Latest revision as of 15:26, June 8, 2023
Dragon Ball Z: Ultimate Tenkaichi (Jul 18, 2011 prototype) | ||||||||||||||
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Download Dragon Ball Z: Ultimate Tenkaichi (Jul 18, 2011 prototype) (info) |
A prototype of Dragon Ball Z: Ultimate Tenkaichi for the Sony PlayStation 3.
Notable Differences
Some notes regarding this beta:
- The AI is broken, it's like you're playing "Very Easy", but it will win a LOT of contrasts (even if the main menu setting is "very hard")
- The AI refuses to launch super attacks
- Triangle combos have a final combo animation which isn't in the final game. This is the only final combo animation for triangle combos, unlike in the final game where there are 5 of them (neutral and 4 directions)
- Teleport timing during teleport clashes is so damn strict, it's crazy how precise you need to be
- Square final combo animation is the same as triangle up final combo animation in retail game
- Square combos animations are overall different, and it looks very poorly done compared to retail
- Triangle combos also feel a little different, especially the cameras
- Nameck is broken. The first destruction of the arena isn't properly coded, the opposing enemy might end up beneath the floor due to bad coordinates
- Sometimes you might end up inside water for no reason when you fight on Nameck
- Rush Special Attacks don't launch the opponent away. Instead you'll INSTANTLY be placed in contact mode, no matter what happened in the rush animation
- If you defeat the enemy with a Special Attack and you destroy the arena in the process, you will first see the cutscene of the arena destruction and then, only after that, the battle will end (this doesn't happen in the final, rightfully so because it looks silly)
- Some stuff in Story Mode is not finished. Due to this, if you're not careful while navigating the mode, you might trap yourself in a self-replicating fight (you can still quit to the main menu, but you cannot exit the fight and thus you cannot explore story mode any further - Luckily, save data is shared with retail, so all you have to do is open retail and change timeline period)
- All anime cutscenes are missing and replaced with the generic Shenron summon animation
- A lot of portraits in story mode are missing