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3,943 Posts & 2,459 Pages Documenting Dragon Ball, since 1998. We've got you covered!
Published by 10 August 2026, 10:49 AM EDTComment

Dragon Ball Z: Gokū Hishōden (“Goku’s Soaring Legend”) was the first of only two Dragon Ball-specific games made for the original Nintendo Game Boy. The crossover trivia game Cult Jump on the Game Boy came first in 1993 and Dragon Ball Z: Legendary Super Warriors for the Game Boy Color hit later in 2002, but 1994’s Gokū Hishōden and its sequel Gokū Gekitōden from 1995 are a special blip of history.

Starting with Goku’s training leading up to the 23rd Tenka’ichi Budōkai, Gokū Hishōden ultimately takes the player through the full tournament and subsequent Saiyan arc of the original series. Fighting gameplay is controlled through menu selections with various types of attacks, special moves, and even movement around the game field/grid, with a few mini-games to break up the action surrounding Goku’s training with Kaiō. Gokū Hishōden notably supports the Super Game Boy, providing it with a special color palette and even unique border when played with the additional hardware.

The game has been largely ignored by the western fandom, who instead went on to have a wealth of riches on the Game Boy Advance contemporary with the franchise’s English dub production, with game releases hitting from both Japan and America.

At the end of last month, translator and game hacker Kazetrigger released a comprehensive English translation and patch for the game. We reached out to learn more about their experience with the franchise and work on this game translation.

What’s your origin story? How did you get into Dragon Ball, as well as into game translation?

I was a little kid in the 90s when Dragon Ball Z really took off in North America. Everyone I knew tuned in everyday to see what would happen, especially during the Frieza Saga. I bought all the manga, and I played many of the games, especially on the PS2. Even more so than DBZ, I was a fan of the .hack// series. I wanted to combine my interest in Japanese with my interest in video games, so I joined the team translating .hack//Link. In order to complete the game’s translation, I started learning how to romhack. Things started out slow. I struggled a lot, but I learned a bunch. I contacted Hilltop a lot and he was gracious enough to go over things with me. I probably annoyed the heck out of him, but now I have a much better idea how things work. Once .hack//Link was done (or as done as I was willing to get it), I wanted another challenge, so I started looking at other games. Next came Pixygarden and then Dragon Ball Z: Gokū Hishōden.

Why this game in particular? Was there anything special about it that appealed to you?

I can’t recall where I first heard about it — probably on Romhacking.net — but I noticed that it hadn’t been translated and I thought that a smaller Game Boy game would be a good way to work on something without going overboard with too large a project. And Dragon Ball Z was a childhood favorite, so it made sense to pick that instead of some game from a franchise I was unfamiliar with.

Were there any unique (or perhaps just interesting) challenges in translating this game?

In terms of translating from Japanese to English, that was not too challenging. I had to remember to use the official localizations, but there’s plenty of info out there on that. The Game Boy can hold only so much data, so the dialogue was not very complicated. However, in terms of romhacking, the game proved a bit tricky because a sizable portion of the graphics and some text were compressed with a custom compression algorithm, so extracting those took a little time.

That first fight against Copy Goku might be a rough intro for some players. Any advice?

When testing the game, I had to do that fight several dozen times and there seems to be a fair amount of RNG. I found that moving behind an enemy increased my chances of a hit and I tended to go for larger attacks initially, such as the Kamehameha, in order to get a stronger HP lead at the start. That way, if I missed a few hits after that, I would have a little cushion. I also found using Dodge to be the best damage mitigation option. Counter was useless for me.

In an era of absolute slop, what does a real translator bring to the table that AI or machine translation never could?

Machine translation has improved immensely over the past few years, but its current major drawbacks are that it lacks context, it leans too literal/formal, and it can hallucinate or anticipate user wants. The computer doesn’t know who the speaker is or the situation in the game, so it can struggle to apply the right speech register or meanings to a particular scene. Since Japanese is a highly-contextual language where things like pronouns are left out if they’re clear from context, using correct referents can be a challenge for AI. For example, it might use he instead of she or you instead of I. If you’re not careful, these things are easy to miss.

Also, idiomatic expressions and wordplay are also not always handled well. Worst of all is the hallucination where AI, hoping to please the user, tries to go beyond what the user asked for by doing things that weren’t specified. This can lead to extra words and paraphrasing being used that aren’t representative of the original text. If you’re not at least somewhat knowledgeable in the source language, you may not realize what has happened.

What AI can do well is give you a reasonable starting template to help speed up the process and it can also help with research. I don’t begrudge anyone who uses it as an aide, but you definitely should not use it for a release/final draft.

A natural follow-up question would be, “So what about the second Game Boy game, Gokū Gekitōden…?” and it seems we already have a hint about that:

Dragon Ball Z: Goku Gekitouden is a bit trickier than Hishouden. The ROM is tightly packed and uses a lot more compression. But I was able to get the opening narration figured out. Now for the rest of the game.

No idea when this will be done. Just wanted to show off my minimal progress.

[image or embed]

— kazetrigger.bsky.social (@kazetrigger.bsky.social) August 9, 2026 at 12:19 AM

Special thanks to Kazetrigger for taking the time to share their answers and expertise. They can be found on Bluesky and Patreon, while the patch for Gokū Hishōden can be found on romhacking.net.

Published by 09 August 2026, 3:00 PM EDTComment

We’ve been all over the place this week with podcast and article work, but that doesn’t mean the wiki hasn’t gotten some love, too. Here are some highlights!

(NOTE: As with everything else across the wiki, not everything on these pages is necessarily complete! We just want to showcase some of the leaps in content and documentation being done.)

  • Dragon Ball: Sparking! ZERO“: Kev keeps the editing party going on this one, now having added in a good batch of character unlock methods.
  • Dragon Ball American Release Chronology“: Coming back to this page in bits and pieces, now with 2008’s biggest events pretty thoroughly outlined.
  • Moginans“: Toyotarō’s latest monthly drawing pulled out a little inspiration to get this page thrown together. It’s always fun being able to actually cite the source of information for names like this… beyond just “I dunno man, some card game I think.”

Enjoy everything you see here (plus everything else the wiki has to offer!), and be sure to also follow us on Bluesky, where we skeet out a random wiki page link every day — you never know what might pop up!

Published by 09 August 2026, 9:00 AM EDTComment

Show Description

Episode #0540! Mike chats with Vincent Haddad, author of the new book “Next Time on Dragon Ball: Playing with a Manga and Anime Franchise” out now from University of Minnesota Press.

How to Listen

Our podcast is available via Apple Podcasts, or you can pop the direct RSS feed into the program of your choice. You can also listen to this episode by directly downloading the MP3 or by streaming it on Spotify or YouTube. We invite you discuss this episode on our forum.

Referenced Sites

Published by 08 August 2026, 11:52 AM EDTComment

Roughly every month, Toyotarō provides a drawing of a Dragon Ball (or related…!) character — as well as an accompanying comment — on the official Japanese Dragon Ball website. Following up on the wealth of characters already drawn, for his July 2026 entry, Toyotarō has drawn the transformed, “combat-mode” Moginan leader:

MOGINAN

These are a race with four arms and legs but a pretty cool transformation! They got wiped out at the very beginning of the Dragon Ball Super anime along with their entire planet, but I never forgot that they existed in Universe 7 at one point!

These “Moginan” (モギーナ星人 Mogiina-seijin) exclusively appear in episode 2 of the Dragon Ball Super television series. Beerus and Whis head to another alien planet where primitive green creatures with four eyes and four arms battle against a gigantic winged dinosaur. The native’s stone weapons are no match, but in the end the dinosaur is single-handedly defeated by a larger, yellow member of their species. No sooner has this leader defeated the dinosaur than Whis appears before him, asking if he and Beerus can try some of the dinosaur’s meat. When the leader doesn’t understand, Whis repeats the request in the native’s grunting language. Unpersuaded, the leader transforms into a larger red form, clearly ready for a fight. Beerus has lost patience; he had hoped eating the meat of such a “gutsy” creature might help him remember the figure from his prophetic dream. Deciding he can do without the meat after all, Beerus easily defeats the native leader, then blows up the entire planet.

The alien race/planet is not actually named within the episode itself, and the character who uses his “combat-mode” against Whis and Beerus is simply referred to as “Leader” (リーダー Riidā) in the episode’s ending credits. Select cards from a 2016 expansion for the IC Carddass game (namely BT3-004 and BT3-019) identify the alien race by its name of モギーナ星人.

We are actually unsure what “Mogina” might be a pun on — if you have any ideas, drop us a line!

This drawing and comment set has been added to the respective page in our “Translations” archive.

Published by 07 August 2026, 1:15 PM EDTComment

Our “From the Past Friday” article series continues — and we are going to hang on the topic of figures for at least a little while longer.

Once we get beyond Bandai’s own American releases (an early “Super Battle Collection” batch contemporary with the syndication era), FUNimation brings Irwin on the scene, who goes on to repurpose and release everything from the “Super Battle Collection” to the “Super Guerriers” lines.

One of the most fondly-remembered lines of figures were the two-inch “Collector’s Edition” packs, which initially came bundled in packs of four figures each (and were later re-released in different amounts and styles of packaging). As these were repurposed figures previously released in other territories, they sported a wide variety of characters that both had and had not yet appeared in FUNimation’s English dub — everyone from “Krillin” up through “Broly” and even “Boujack” were included in certain packs.

“Series #3” in particular featured “Super Saiyan Gohan” (circa Cell Games), “Super Saiyan Vegeta” (in a Big Bang Attack pose), “Super Saiyan Trunks” (in a Burning Attack pose), and “Mr. Savage.”

Wait, “Mr. Savage“…?!

That’s right, this officially-licensed-by-FUNimation-and-released-by-Irwin figure multi-pack with a 1999 copyright date goes with (a fully trademarked) “Mr. Savage” for the man of many English names.

The earliest mention of “Mr. Savage” on alt.fan.dragonball dates back to November 1998, and hilariously enough, references one of the predecessors of this very website as the source of the information! That original conversation or post of ours seems to be lost to time, but that does help us pin down the initial release of this figure line from Irwin as starting in 1998, even if this exact “Series #3” pack didn’t make its way to store shelves until 1999 (in line with its copyright date on the back packaging).

From here, most American fans know how the story goes:

The character would later be renamed “Hercule” in the edited English dub (a name borrowed from the French dub), and referred to either properly as “Mr. Satan” or an incorrect “full name” of “Hercule Satan” in the “uncut” English dub. The first mention of “Hercule” on alt.fan.dragonball comes in February 1999, but mentions several other strange name spellings on action figures that seem to be taken from other international adaptations. Meanwhile, the first mention that specifically attributes the name “Hercule” to the company’s English dub comes later that year in August — this lines up with broadcast “Season Four” of the Dragon Ball Z English dub hitting Toonami that September and receiving promotion on FUNimation’s official websites.

While other names had up to this point remained faithful to their original Japanese spellings and pronunciations (or otherwise translations of such), Viz followed FUNimation in naming the character “Hercule” in their English translation of the manga. The name debuted in the September 2004 issue of the company’s monthly Shonen Jump print magazine, where the chapter’s introductory page concedes that he is, “…known as Mr. Satan in the original Japanese.”

Viz’s version of chapter 393 attempts to reconcile the two names, suggesting that “Mr. Satan” is his former ring name.

Beginning around the Kai era and in particular with video games, “Mr. Satan” began to see more regular usage, and is now widely used within video game releases.

Published by 02 August 2026, 8:08 PM EDTComment

It’s been another massive research and transcription week, but that doesn’t mean the wiki work stops! In fact, there was a good amount of crossover between projects so some of that gets represented here.

(NOTE: As with everything else across the wiki, not everything on these pages is necessarily complete! We just want to showcase some of the leaps in content and documentation being done.)

  • Dr. Slump (1997 Manga)“: A bunch more work has been dumped into this page with the tracking down of 1999 V-Jump issue release dates, some page count confirmations, and a few more purchases that will lead to even more info getting filled out.
  • Dragon Ball: Sparking! ZERO“: Kev continues the post-“NEO” documentation going strong as we fill out all the character and costume information, along with more detailed notes for all of the various gameplay modes.
  • Glorio“: Ever want a complete list of all Goku’s mispronunciations of this character’s name? We gotchu covered!
  • Planet Monsal“: This page came up as our random wiki page of the day on Bluesky, and we just felt like there were a couple things worth adding… so, we did. Hah!

Enjoy everything you see here (plus everything else the wiki has to offer!), and be sure to also follow us on Bluesky, where we skeet out a random wiki page link every day — you never know what might pop up!

Published by 31 July 2026, 2:21 PM EDTComment

1997 was a critical year for the Dragon Ball franchise in the United States:

  • Toward the beginning of the year, the International Channel begins playing the Dragon Ball Z television series in raw Japanese (which runs through to completion in 2002, immediately followed by Dragon Ball GT)
  • FUNimation’s first season of their Dragon Ball Z English dub finishes its syndication broadcast (spanning 26 episodes) in May
  • FUNimation’s second season of their Dragon Ball Z English dub begins its syndication broadcast in September, bolstered by a full hour-long (two episodes!) timeslot
  • Pioneer begins releasing FUNimation’s Dragon Ball Z content on VHS, first with just the edited episodes as broadcast on TV, but toward the end of the year dipping into the films with a fully uncut/bilingual release of the first movie (“Dead Zone”) across VHS, LaserDisc, and DVD
  • The first Dragon Ball video game to keep its branding intact makes its way state-side: Dragon Ball GT: Final Bout for the PlayStation

Between the home video releases and the video game, you can start to form a picture of how the merchandising empire was starting to take hold. What rarely gets mentioned alongside them was the fact that action figures were finally coming out in an official capacity (not just Japanese originals imported from the back of gaming magazines or shipped across the border from Mexico).

In 1997, Bandai themselves (in a pre-Irwin world) began releasing the “Super Battle Collection” series of figures in North America… and one of them has a very notable name spelling!

That’s “Freeza” with a double-“ee” spelling on an official piece of merchandise under FUNimation’s license and released directly by Bandai.

My recollection and cross-referencing leads me to think that I must have purchased these around summer 1998 during a family vacation visit — I bought a Cloud Strife figure alongside them, and that’s not only dated as 1998, but wouldn’t have been released yet in 1997 (it, too, was a American Bandai release). Some light searching back on Usenet also reveals that most people start chatting about these figures come spring 1998, but online conversations were always delayed from reality just a tiny bit back then. At least one comment in 1998 does specifically note a “last year” release for these American-specific “Super Battle Collection” figures in US comic stores and Canadian Toys ‘R’ Us stores (which makes sense considering the dual English/French verbiage on its packaging).

The packaging of this “Freeza” figure specifically notes 1997 on the back, and were it to come out (or perhaps be produced) any later than early/mid-1997, it likely wouldn’t be sporting that name spelling — but we’ll get to that momentarily.

Leading up to the the character’s name being written out in a title card, every single instance of the name uses the “Freeza” spelling. For example, if you turn on the closed captioning for TV broadcast recordings of episodes before (and even sometimes after!) #34, during any case in which a character speaks “Freeza” by name aloud, it is written with the double-“ee” spelling:

The double-“ee” spelling is also used on various “Ani-Mayhem” cards of the era, including ones specifically dated for 1997:

Once we hit original, edited, dubbed episode 34 (titled “The Ruthless Frieza”) circa October 1997, things start to change and the “i” spelling becomes standardized across all FUNimation-adjacent products — though Viz remains unbeholden to this decision and (so far) continues to use “Freeza” to this day in all official English-language Dragon Ball manga releases.

Thankfully there appears to be a semi-functional archive of Bandai America’s website from 1997 via the Way Back Machine… and it is indeed likely 1997 — June, specifically — that these figures started to make their way to store shelves:

DRAGON BALL Z GOOD GUYS:
AVAIL JUNE 1997
Goku, Super Saiyan Goku, Piccolo and others–10 action figures, each 6-inches tall with fun snap-on accessories.

DRAGON BALL Z BAD GUYS:
AVAIL JUNE 1997
Vegeta, Freeza, Super Saiyan Vegeta, and Cell–each 6-inches tall, poseable and coming with a change of accessories.

I personally still have the Goku, Vegeta, Super Saiyan Vegeta, and Freeza figures still in their original packaging, and it’s always a trip to trot out the double-“ee” spelling!

Published by 30 July 2026, 12:21 PM EDTComment

Alongside its inclusion this week as part of the new “Super Limit-Breaking NEO” downloadable content and patch for the video game Dragon Ball: Sparking! ZERO, the new theme song “ZERO” by franchise stalwart Hironobu Kageyama — originally announced and first performed back in January at the special “Genkidamatsuri” event — has been released for purchase and streaming across various platforms.

The song is priced at $1.29 on Apple’s service.

Kageyama’s work with the franchise began in 1989 with the first Dragon Ball Z television series theme song “CHA-LA HEAD-CHA-LA” and quickly grew to include a wealth of theme songs (including those for films), insert songs (those used directly within the show), and an expansive number of “image songs” for the popular “Hit Song Collection” series of albums (songs created uniquely for these albums).

The music and lyrics for “ZERO” were written by Kageyama himself; this is in contrast with many of his past franchise contributions, which often involved longtime friend and collaborator Kenji Yamamoto, who was dismissed from the franchise in 2011 following allegations and discoveries of plagiarism within his score to the “refreshed” Dragon Ball Kai television series, at that time still airing in Japan. Kageyama’s most recent contribution to the franchise was the song “Battle of Omega” for 2010’s Dragon Ball: Raging Blast 2, which was itself removed in second printings of the game due to Yamamoto’s involvement. Kageyama appeared after this with the opening theme “Fighting Stars” for the 2014 crossover fighting game J-Stars Victory Vs. (alongside Akira Kushida and Hiroshi Katadani), but has otherwise been absent from new material in the time since, though he has made several live appearances. “CHA-LA HEAD-CHA-LA” has itself been used in the time since (as its original Kageyama version in 2012’s Dragon Ball: Ultimate Blast, and as Flow’s 2013 cover version from Dragon Ball Z: Battle of Gods in various games), but “ZERO” marks the first all-new musical creation since that time.

The Dragon Ball Official Site has posted a short interview with Kageyama, which includes the following special message at the end (NOTE: the English translation used here is the version as used on the site’s own English version):

18年ぶりに「ドラゴンボール」関連の、しかもゲームのメインの曲に関わることができてすごく光栄に思っています! 昔は歌唱だけでしたが、今回は作詞・作曲にもチャレンジさせていただいたので、今の自分ができることを全部注いで、力いっぱいやらせてもらったという「やったぜ!」感がすごくあります。「ドラゴンボール」のファンのみなさんをはじめ、世界の一人でも多くの方に、「影山って今もこんな風にやってんだね!」っていうところをしっかり聴いてもらいたいなと思います!


It’s been 18 years since I made any music for Dragon Ball, and I’m honored to be able to provide the main theme for this game! With my previous tracks, I was only responsible for the vocals, but this time I was trusted with writing the music and lyrics as well, so I put my absolute all into making it, and I personally feel very satisfied with the result! Of course, I’d love for all Dragon Ball fans to listen to it, but it would also be great if as many other people as possible could listen to this track and say, “Wow, Kageyama’s still got it!”

Published by 30 July 2026, 11:53 AM EDTComment

Originally released back in October 2024, this week Dragon Ball: Sparking! ZERO receives its “Super Limit-Breaking NEO” paid downloadable content expansion (sporting over 30 new playable characters), alongside a free patch update enabling compatibility with the new content, adding a new theme song, and adjusting various gameplay elements.

The patch — already available, having released earlier this week — brings the game up to version 3020.019.003.012.013. The “Super Limit-Breaking NEO” paid downloadable content pack releases today across most platforms, with the Nintendo Switch and Switch 2 editions receiving it some time in 2027 (in line with their overall later release date compared to other platforms, and ongoing staggered release of prior downloadable content).

Of particular note is the addition of a new theme song for the game: “ZERO” by Hironobu Kageyama.

NOTE ABOUT NAME SPELLINGS
The following patch notes and game update text below are pasted verbatim from official English-language websites operated by the game’s publisher. These name spellings reflect those historically used in FUNimation’s English dub of the franchise, which at times changed character name pronunciations to a point that veered wildly off course anything resembling their original form, and do not necessarily reflect Kanzenshuu‘s style guide (or even those of Shueisha/Toei in Japan). We encourage you to explore our wiki for articles regarding specific characters and their name sources and spellings!

Patch Notes

Changes and Adjustments Affecting the Entire Game

Stages

  • Added Rocky Land (White Valley), City Ruins (Clear Skies), and Molten Lava.

BGM

  • Added “ZERO”.

Feature Changes & Adjustments

Options

  • Added an option to toggle the aura change that occurs when characters trained in “Limit Breaker Journey”, a mode added in the Super Limit-Breaking NEO DLC, perform a Ki Charge.

Game Mode Changes & Adjustments

Custom Battle

  • Added high-difficulty battles to Extra Battle.
  • Added new editable elements such as 2D cut-ins and text.

Offline Battle

  • Adjusted CPU behavior.
  • When characters trained in Limit Breaker Journey are available, a rule setting has been added to enable or disable their use.

Player Match

  • Added the ability to enable or disable the use of characters trained in Road to Ultimate Limit-Breaking when creating or searching for rooms.

Survival Mode

  • Increased the number of battles in the round-robin survival challenge.

Battle System Changes & Adjustments

New Action

  • Added Linked Blast, a new action that allows a switched-in character to immediately fire a Blast attack upon entering battle.
  • Added Sparking! Boost, a new action that consumes additional Skill Stocks to enter a more powerful Sparking! Mode.

Z-Search

  • Adjusted the duration before Z-Search is lost so that it varies depending on the opponent.

Melee Attacks (General)

  • Defending characters now recover a small amount of Ki when hit by melee attacks.

Burst Melee

  • Adjusted to make activation easier even when Guard Assist is enabled.

Smash Ki Blast

  • Adjusted hit stun on impact to reduce the likelihood of consecutive hits.

Short Dash

  • Adjusted so that stepping is easier to perform when closing to short range via Short Dash.

Ascend / Descend

  • Destructible buildings and rocks can now be destroyed through rapid ascents and descents.

Skill Changes & Adjustments

Vegeta (Super), Super Saiyan God Super Saiyan – Limits?! I Break Them!

  • Reduced Skill Stock consumption.

Blast Changes & Adjustments

All Rush-type Blasts that can cancel certain Energy Projectile Blasts

  • Adjusted to make it easier to nullify applicable projectiles.

Majin Duu – Rolling Attack

  • Can no longer be countered with Super Perception.

Ribrianne – Maiden’s Charge

  • Can no longer be countered with Super Perception.

Kakunsa – Primal Charge

  • Can no longer be countered with Super Perception.

Vegeta (Mini), Super Saiyan 2 – Head-On Impact

  • Can no longer be detected/countered with Super Perception.

Character Changes & Adjustments

Adjusted Skill Stock Recovery from Ki Blast Deflection

  • Goku (Teen)
  • Videl
  • Master Roshi
  • Master Roshi, Max Power
  • Mr. Satan
  • Saibaman
  • Guldo
  • Android 19
  • Dr. Gero
  • Frieza Force Soldier
  • Broly (Z)
  • Lord Slug
  • Spopovich
  • Goku (Mini)

Attack Power Now Increases as Health Decreases

  • Goku (Z – Early)
  • Goku (Teen)
  • Majin Vegeta
  • Future Trunks
  • Future Trunks, Super Saiyan
  • Goku Black
  • Goku Black, Super Saiyan Rosé
  • Shallot
  • Gohan (Future)
  • Gohan (Future), Super Saiyan
  • Bardock

The following characters now recover Ki more quickly while stunned, and gain more Ki from button inputs during recovery:

  • Goku (Teen)
  • Majin Vegeta
  • Gohan (Future)
  • Gohan (Future), Super Saiyan
  • Super Trunks
  • Master Roshi, MAX Power
  • Frieza (Z), 2nd Form
  • Frieza (Z), Full Power
  • Majin Buu
  • Mr. Satan
  • Bardock
  • Nappa
  • Super Zarbon
  • Dodoria
  • Recoome
  • King Cold
  • Broly (Z), Super Saiyan
  • Broly (Super), Super Saiyan
  • Super Garlic Jr.
  • Lord Slug
  • Cooler, Final Form
  • Bojack
  • Full-Power Bojack
  • Syn Shenron (GT)
  • Spopovich
  • Fused Zamasu, Half-Corrupted
  • Ribrianne
  • Majin Duu
  • Third Eye Gomah
  • Shallot

For all of the following Vegeta variants, Ki consumption for Rush Ki Blasts, Dash Rush Ki Blasts, and Jump Rush Ki Blasts has been reduced, while their attack power has been decreased:

  • Vegeta (Z – Scouter)
  • Vegeta (Z – Early)
  • Vegeta (Z – Early) Super Saiyan
  • Super Vegeta
  • Vegeta (Z – End)
  • Vegeta (Z – End), Super Saiyan
  • Vegeta (Z – End), Super Saiyan 2
  • Majin Vegeta
  • Vegeta (GT), Super Saiyan 4
  • Vegeta (Super)
  • Vegeta (Super), Super Saiyan
  • Vegeta (Super), Super Saiyan God
  • Vegeta (Super), Super Saiyan God Super Saiyan
  • Baby Vegeta (GT)
  • Vegeta (Mini)
  • Vegeta (Mini), Super Saiyan
  • Vegeta (Mini), Super Saiyan 2
  • Vegeta (Mini), Super Saiyan 3
  • Vegeta (DAIMA), Super Saiyan 3

When reflecting a Blast with Super Perception, the reflected Blast will now travel toward the opponent.

  • Goku (Z – End) Super Saiyan 3

Others

Font

  • Changed the game’s font.

Other

  • Improved overall stability and performance.

“Super Limit-Breaking NEO” Paid Downloadable Content Pack

Available for a separate $34.99 charge, the “Super Limit-Breaking NEO” paid downloadable content pack adds in 33 additional playable characters, plus a variety of new outfits, stages, and story mode/scenario expansions.

Playable characters (x33)

  • Nam
  • Eighter
  • General Blue
  • Mercenary Tao
  • Spike the Devil Man
  • Grandpa Gohan
  • Demon King Piccolo
  • Goku (World Tournament)
  • Tien (World Tournament)
  • Chi-Chi
  • Ma Junior
  • Ma Junior (Giant)
  • Salza
  • Zangya
  • Pikkon
  • Supreme Kai
  • Mighty Mask
  • Uub (Kid)
  • King Vegeta
  • Fasha
  • Tora
  • Bardock, Super Saiyan
  • Chilled
  • Jaco
  • Champa
  • Cheelai
  • Vegeta (GT)
  • Vegeta (GT), Super Saiyan
  • Trunks (GT)
  • Trunks (GT), Super Saiyan
  • Hell Fighter 17
  • Super 17 (GT)
  • Nuova Shenron (GT)

Outfits

  • Goku (Z – Early)
  • Goku (Z – Mid)
  • Goku (Z – Mid), Super Saiyan
  • Goku (Z – Late)
  • Goku (Z – Late), Super Saiyan
  • Goku (Z – Late), Super Saiyan 2
  • Goku (Z – Late), Super Saiyan 3
  • Goku (Super)
  • Goku (Super), Super Saiyan
  • Goku (Super), Super Saiyan God
  • Goku (Super), Super Saiyan God Super Saiyan
  • Goku (Teen)
  • Vegeta (Super)
  • Vegeta (Super), Super Saiyan
  • Vegeta (Super), Super Saiyan God
  • Vegeta (Super), Super Saiyan God Super Saiyan
  • Gohan (Teen)
  • Gohan (Teen), Super Saiyan
  • Gohan (Teen), Super Saiyan 2
  • Gohan (Adult)
  • Gohan (Adult), Super Saiyan
  • Gohan (Adult), Super Saiyan 2
  • Piccolo
  • Piccolo (Fused with Kami)
  • Krillin
  • Trunks (Melee)
  • Trunks (Melee), Super Saiyan
  • Trunks (Kid)
  • Trunks (Kid), Super Saiyan
  • Videl
  • Frieza (Super)
  • Golden Frieza
  • Bardock
  • Bardock, Super Saiyan
  • Android 17 (Z)
  • Android 18
  • Vegeta (GT)
  • Vegeta (GT), Super Saiyan
  • Trunks (GT)
  • Trunks (GT), Super Saiyan
  • Goku (World Tournament)
  • Ma Junior

Stages (x12)

  • Kame House
  • Kame House (Twilight)
  • Kame House (Night)
  • Kami’s Palace
  • Kami’s Palace (Twilight)
  • Kami’s Palace (Night)
  • Stratosphere (Planet Vegeta)
  • Stratosphere (Earth)
  • Bitter Tundra
  • Bitter Tundra (Twilight)
  • Bitter Tundra (Night)
  • Bitter Tundra (Spaceship)

New mode

  • Limit Breaker Journey

Episodes Battles (x4)

  • Krillin’s Saga
  • Yamcha’s Saga
  • Tien’s Saga
  • Cell’s Saga

Bonus Battles (x13)

  • “The Almighty Evil Containment Wave”
  • “Who Will Defeat Goku?”
  • “Janenba’s Defeat!”
  • “Meet Super 17, the Ultimate Android!”
  • “Stopping Bojack’s Plan”
  • “The Galactic Patrol’s Secret Weapon”
  • “I Only Get Riper With Age!”
  • “Chaos! Joining Forces to Overcome All?!”
  • “An Unexpected Savior” (Super)
  • “To Be the Best: The Ultimate Test”
  • “Alone Against fate”
  • “Go, Mighty Mask, Go!”
  • “A Dream Realized: The Universal Tuffleization Plan”

Dragon Ball: Sparking! ZERO released on the PlayStation 5, Xbox Series X|S, and PC (via Steam) 10 October 2024 in Japan and 11 October 2024 internationally, with ports to the Nintendo Switch and Switch 2 coming roughly a year later.

As opposed to the completely separate Dragon Ball Z (“Budokai”) series developed by Dimps which came before it, the Sparking! series — developed instead by Spike — featured 3D arenas with an over-the-shoulder camera angle. The new game’s title of Dragon Ball: Sparking! ZERO falls more in line with the original trilogy’s naming scheme in Japanese. The three Sparking! games — the original, NEO!, and METEOR — hit the PlayStation 2 over the course of 2005 to 2007, with the Nintendo Wii also receiving ports of the second and third games. The game series was released numerically under the “Budokai Tenkaichi” moniker internationally. A fourth game — Tag Vs. in Japan; Tenkaichi Tag Team internationally — was released on the PlayStation Portable in 2010. Spike (as Spike Chunsoft) later went on to also develop the crossover fighting games J-Stars Victory VS in 2014 and Jump Force in 2019.

Published by 27 July 2026, 11:09 AM EDTComment

Show Description

Episode #0539! Mike dives back to 1998 to track the full history of the great FUNimation voice shift, which begins with Saban exiting the syndication business, leading to “Dragon Ball Z” shifting networks and FUNimation briefly stepping back to the original “Dragon Ball” before things ramp up in 1999.

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