Software:Super Dragon Ball Z
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| Super Dragon Ball Z | |
|---|---|
North American PlayStation 2 cover art featuring Vegeta and Goku | |
| Developer(s) | Arika Crafts & Meister |
| Publisher(s) | Arcade Bandai PlayStation 2 |
| Director(s) | Akira Nishitani |
| Composer(s) |
|
| Series | Dragon Ball |
| Platform(s) | Arcade PlayStation 2 |
| Release | Arcade PlayStation 2 |
| Genre(s) | Fighting |
| Mode(s) | Single-player, multiplayer |
| Arcade system | Namco System 256 |
Super Dragon Ball Z (Japanese:
The game sold 95,082 units in the first week of its release in Japan, ranking at #2 in software sales in Japan for that week, second to Nintendo's New Super Mario Bros. The game sold 370,000 global copies.
Gameplay
Shifting away from the gameplay of recent series such as the Software:Dragon Ball Z: Budokai and the Budokai Tenkaichi games, Super Dragon Ball Z brings its style back to a more traditional formula made famous with the Capcom, SNK, etc., games of the 1990s.
"Fireball motions" and the like provide the majority of special move inputs, along with "dial-a-combos" (as seen in Mortal Kombat 3 and the Tekken series) for closer, hand-to-hand combat. Some characters (Goku, Gohan, Vegeta, Trunks, etc.) have brief power-ups into their Super Saiyan forms. Characters have "super moves", throws, juggles, dashes, etc. that can trace their roots back to these earlier 1990s games.[1]
Game modes (home version)
- Original
This is a basic arcade mode, in which the player can use either a normal, or custom character to fight their way through seven opponents (receiving a Dragon Ball for each victory) and gain experience on the way. The sixth opponent will always be Frieza and the seventh opponent will always be Cell.
- Z Survivor
A "survival" mode in which the player fights various opponents for as long as their health remains above zero. Battles all take place in the world tournament ring (with the same background music each time), and last a single round. If the player wins the round, they play a "roulette"-style game in which their selection endows them with items such as additional experience, extra health, Dragon Balls, etc. If using a custom character, the player will gain experience.
- Training
A mode where the player can perfect their skills against a computer opponent (stationary, responsive, etc.). Battles take place within Vegeta's training room.
- Versus
A standard two-player versus mode. Players may use either the default characters or their own custom versions from either memory card slot.
- Shenron Summon
Upon collecting seven Dragon Balls with a custom character, the player may enter this mode to summon Shenron. The player may then wish for various items, such as additional attacks, unlockable characters, etc. After making a wish, the Dragon Balls disappear and must be recollected in another game mode.
- Customize
The player may set up "custom" characters to battle with. These characters gain experience from fighting, allowing them to learn new special attacks and raise their statistics. There are 30 available slots for custom characters, and they may be used in Original, Z Survivor, Training, Summon Shenron, and Versus modes. Characters can be equipped with badges and items that make them unique from other customizations.
Development
The game's theme throughout its presentation is that of the manga. Color schemes, art styles, and even loading screens are all nods to the original Japanese Weekly Jump serialization and collected tankobōn run of the series. For example, the orange on Goku's gi is not in the saturated shade of vermilion depicted in the TV series; images on the main menu are significant colored images from the manga; loading screens mirror the original Japanese tankobōn cover art; sound effects are written out during battle when an excessively-hard hit connects; etc.
International versions
Atari have made a few alterations to their North American version of this release. The opening song, "Cha-La Head-Cha-La (2005 ver.)" has been replaced with an unknown techno instrumental similar to Bruce Faulconer's work. Also, the Japanese manga-style sound effects have been altered to an English translation, apparently to help with the translation of the game. Finally, there is no option for the Japanese voice actors, which completely contrasts the previous North American releases of Sparking!, Budokai 3 (GH), and even the PlayStation Portable's Software:Dragon Ball Z: Shin Budokai. The PAL version has the same opening song and manga-style sound effect translations as the US version, but alternatively retains the Japanese voice actors with no option to change to the English cast (similar to the release of the PAL version of Budokai).
However, there would seem to be one optional Japanese voice actor from Atari left in. Jouji Yanami is evidently one of the unlockable "Narration" voices for the game, even credited in the "Original Mode" ending sequence. Despite this, there is no slot for his voice in the unlockable Narrator wishes, so this may have just been left in by accident.
The game was released at a retail price of $40 and is the 6th Dragon Ball Z game to be released in North America on the PlayStation 2 (7th counting the Greatest Hits release of the Budokai 3). But overall, other than the alterations mentioned above, nothing is removed/cut from the game. The Dr. Slump character, Suppa Man, is even retained in the "Eastern Capital" level.
Super Dragon Ball Z is one of three games packaged together and released as Dragon Ball Z Trilogy. The other two games in the bundle are Dragon Ball Z: Budokai Tenkaichi and Dragon Ball Z: Budokai Tenkaichi 2.[2]
Music
The opening theme for the Japanese version is "Cha-La Head-Cha-La (2005 ver.)" as performed by Hironobu Kageyama. This is a remix of the first Dragon Ball Z TV opening theme, released as a CD single in 2005 with variations of it and the second opening theme, "We Gotta Power", also included on the seven-track CD (Sony Music / Team Entertainment, KDSD-74). The score of the game features at least two remixes of background music composed for the Dragon Ball Z TV series by Shunsuke Kikuchi. Other pieces are newly composed for this game. All pieces are upbeat, blippy-techno style. And for the North America version, the theme song was changed/replaced with Rock the Dragon by Ron Wasserman, which served as the official theme song of Dragon Ball Z TV broadcasts at the time of the game's release.
Characters
| Name | Playable Transformations | Available at Start |
|---|---|---|
| Android #16 | Yes | |
| Android #17 | Yes | |
| Android #18 | Yes | |
| Cell |
|
Yes |
| Chi-Chi |
|
Yes |
| Frieza |
|
Yes |
| Gohan (Teen) |
|
Yes |
| Gohan (Adult) |
|
No |
| Goku |
|
Yes |
| Krillin | Yes | |
| Majin Buu | Yes | |
| Piccolo | Yes | |
| King Piccolo | Yes | |
| Trunks (Future) |
|
Yes |
| Vegeta |
|
Yes |
| Videl | No |
Reception
| Reception | ||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||||||||||||||
Super Dragon Ball Z was met with average reception upon release, as GameRankings gave it a score of 74.38%,[3] while Metacritic gave it 72 out of 100.[4]
See also
- List of Dragon Ball video games
Notes
- ↑ Music co-composed by SuperSweep members Shinji Hosoe, Ayako Saso, Yousuke Yasui, Masashi Yano, and Wataru Ishibashi
References
- ↑ "Super DBZ Wiki Guide - IGN". http://guides.ign.com/guides/769480/.
- ↑ Amazon.com: Dragonball Z Trilogy: Video Games
- ↑ 3.0 3.1 "Super Dragon Ball Z for PlayStation 2". GameRankings. http://www.gamerankings.com/ps2/932665-super-dragon-ball-z/index.html. Retrieved June 20, 2014.
- ↑ 4.0 4.1 "Super Dragon Ball Z for PlayStation 2 Reviews". https://www.metacritic.com/game/super-dragon-ball-z/critic-reviews/?platform=playstation-2. Retrieved June 20, 2014.
- ↑ Albiges, Luke (August 15, 2006). "Super Dragon Ball Z". http://www.eurogamer.net/articles/r_superdbz_ps2. Retrieved June 20, 2014.
- ↑ "Super Dragon Ball Z". Game Informer (161): 92. September 2006.
- ↑ Rice Burner (July 19, 2006). "Review: Super DBZ". GamePro. Archived from the original on July 21, 2006. https://web.archive.org/web/20060721225430/http://www.gamepro.com/sony/ps2/games/reviews/74514.shtml. Retrieved June 20, 2014.
- ↑ Davis, Ryan (July 20, 2006). "Super Dragon Ball Z Review". http://www.gamespot.com/reviews/super-dragon-ball-z-review/1900-6154418/. Retrieved June 20, 2014.
- ↑ Villoria, Gerald (July 28, 2006). "GameSpy: Super Dragon Ball Z". GameSpy. http://ps2.gamespy.com/playstation-2/dragon-ball-z-2005/721876p1.html. Retrieved June 20, 2014.
- ↑ "Super Dragon Ball Z Review". GameTrailers. July 27, 2006. http://www.gametrailers.com/reviews/v1qdk9/super-dragon-ball-z-review. Retrieved June 20, 2014.
- ↑ Bedigian, Louis (July 25, 2006). "Super DBZ - PS2 - Review". GameZone. Archived from the original on February 15, 2009. https://web.archive.org/web/20090215164341/http://ps2.gamezone.com/gzreviews/r29350.htm. Retrieved June 20, 2014.
- ↑ Dunham, Jeremy (July 19, 2006). "Super Dragon Ball Z Review". http://www.ign.com/articles/2006/07/19/super-dragon-ball-z-review. Retrieved June 20, 2014.
- ↑ "Super Dragon Ball Z". Official U.S. PlayStation Magazine: 81. September 2006.
- ↑ Jastrzab, Jeremy (July 27, 2006). "Super Dragon Ball Z Review". Archived from the original on February 24, 2008. https://web.archive.org/web/20080224020207/http://www.palgn.com.au/article.php?title=Super+Dragon+Ball+Z+Review&id=4957&sid=5ed756df5e9e1a50b6d4f4402d68d39a. Retrieved July 5, 2014.
External links
- MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.
Features
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.
History

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
See also
- IGDB – game database used by Twitch for its search and discovery functions
References
- ↑ 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/.
- ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
- ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
- ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
- ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
- ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
- ↑ 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521.
- ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
- ↑ Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned.
- ↑ Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner.
- ↑ "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames.
- ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
- ↑ "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/.
- ↑ "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.
- ↑ Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/.
- ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
- ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
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