the cutting room mirror

Prototype A

This article has a talk page!
view on tcrf.net

This is a sub-page of Proto:Dragon Ball Z: Buu's Fury.

To do:

  • Begin transferring information from the main prototype page to here, since most of it is based on this build specifically.
  • Do a proper cleanup, maybe sort gameplay information and differences on a chapter by chapter basis?

This prototype is documented on Hidden Palace.

A prototype build of the game obtained and dumped by Princess Ryan on March 21, 2021.

This is an extremely late build of the game, where development was starting to wrap up, but major adjustments and polishing still needed to be made, reflective of the game's rushed development.

Notably, references to cut content managed to survive this late into development, and this is also the first build where the game is completable from start to finish (albeit with frequent issues).

General Differences#

To do:

  • Is there any way to identify the other characters using the placeholder portraits? All of the portraits are listed in alphabetical order, so one of them most likely belongs to Super Android 13 given its placement (after Android 18)
  • Possibly merge scouter entries w/ main page as these have been elaborated on but not been screenshot.

This build of the game is extremely unstable at times, especially during the latter half of the game, leading to frequent crashes. This is partially due to a lack of error handling in later chapters of the game, leading to too many enemy sprites or entities being loaded at the same time.

  • The title screen is almost completely different, showing Vegito alongside a cut-off Goku and Vegeta. Kid Buu's image was also changed for the final.

Proto

Final

Buu's_fury_title.png
  • Most of the equipment sprites have not been implemented yet, with the majority of them using the same placeholder icons.
  • Several characters whose portraits were not finished at the time of this build use an old famous image of a laughing cat as a placeholder. More of these existed in earlier builds of the game, but only two characters use them now (Super Saiyan 3 Goku and Elder Moori), along with 6 other unused characters (currently unidentified).

Elder Moori

SSJ 3 Goku

Cut Wireless Adapter Multiplayer Mode#

In the prototype's start menu there are 3 multiplayer options:

  • Link Cable
  • Wireless Master
  • Wireless Slave

Support for the GBA Wireless Adapter was cut in the final build and there is only one option named Multiplayer which utilizes the GBA Link Cable.

Proto

Final

Cut Multiplayer Mode Characters#

In certain prototype versions of the game's multiplayer "Dojo" mode, the character Super Android 13 can be selected and is playable. Super Android 13 has no ability to guard or activate any special abilities.

Super Android 13 can be selected as a playable fighter in the game's Dojo

Gameplay Differences#

To do:

  • Chapter specific gameplay differences, there is a lot of stuff that was changed between this build and final
  • Scouter entries for Mud Men - either from scouter or game code and HOW to access this.
  • The player's stats outside of HP and EP do not increase naturally when leveling up, and there is no way to allocate stat points in this build of the game (in fact, they don't seem to even exist yet), leaving stat boosts from equipment the only way to get any stronger. To compensate for this, or perhaps for the sake of testing, many enemies in the game are significantly weaker than their final counterparts. Most bosses throughout the game can be defeated in mere seconds as a result of this.
    • Thresholds for upgrading energy attacks are already implemented, but as experience is dedicated to each ability in a different version of the status menu.
    • Beam attacks (i.e. Kamehameha, Final Flash) have no sound effect and will damage enemies off screen, which is not the case in the final version.
    • Multi-hit attacks (i.e. Energy Punch, Big Bang Attack) have incorrect sound effects and a faster hit rate than in the final version.
    • No energy attacks go through a visible/sprite change when they level up in the prototype.
    • When enemies are defeated, any energy/beam attack in use will be automatically stopped.
  • The pause menu displays all playable characters by default, including Gotenks, Gogeta, and Vegito, who can be found by scrolling to the right in the pause menu. In addition, two otherwise completely unused playable character entries for Piccolo and Android 18 can be found amongst the other characters.
  • The scouter does not work in most areas in the game, being completely non-functional and unable to scan enemies, as well as not displaying area maps for areas such as Inside Buu. When enemies are scanned, the data screen is taken from the database in Capsule Corp instead of the Scouter itself.
    • Interestingly, the database cannot be accessed from the Capsule Corp control room.
  • Characters are not properly made unplayable when they should be, leading to scenarios where you can have the wrong character access a cutscene they're not supposed to be in (example: you can still play after Vegeta after he blows himself up against Buu).
  • Food items heal less health than they do in the final game, along with being much more uncommon, while enemies drop Dinosaur Milk from the very beginning, making EP recovery very easy. To compensate for the lack of HP recovery items, Yajirobe sells Senzu Beans for 60 zenny each at Korin's Tower.
    • Zenny will continuously bounce when dropped, unlike in the final game where the coins settle.
    • Equipment dropped by enemies will be immediately picked up, while food items will go flying from defeated enemies.
  • The equipment menu uses placeholder sprites for each equipment type, which are reused for every equipment drop of that type.

Body: Saiyan Armor, Hands: Saiyan Gloves, Feet: Super Boots, Accessories: Amethyst Amulet (with a blue gem)

  • Gotenks is almost completely non-functional in this build, just being a sprite swap of whichever character was used to fuse him as part of the story. When selected (or fused to form), Gotenks will remain playable for roughly 30 seconds - this is enough time to trigger his idle animation when not moving - and after that time he will switch to whichever character was last being used. Gotenks himself has no skills implemented at this point, and the fusion timer never appears. In addition, when playing as Gotenks at the start of the fusion chapter, the game will crash on the world map, skip straight to the fight with Majin Buu, and may even turn Gotenks into Goku before the fight is finished. If he attempts to defuse during the fight with Kid Buu, it will permanently lock the player out of ever playing as Goten or Trunks again if the game is saved while they are fused.
  • Many sidequest related story flags do not get marked properly. While the game is able to be completed from start to finish and the ending is fully implemented at this point, as a side effect of story flags not being set correctly, it is impossible to actually enter an endgame state, making it impossible to complete sidequests such as collecting all of the Hercule or Z-Fighter exhibits.
  • At least two enemies are present which were cut from the final. The "Mud Man" enemy and its variants (brown and grey) appear to be based on a scrapped scenario based on the movie "Bio-Broly".

Mud monster
While they wouldn't survive to the final game, their scouter entries and enemy names still exist! While the enemies themselves are mostly complete, featuring full animations, multiplying to spawn more of themselves, and having ability to shoot mud balls, their hitbox is either corrupted or unfinished, being much smaller than their sprite and making it extremely difficult to actually attack them.
Now there are TWO of them!