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==Packaging==
==Packaging==
[[File:Budokai1_instructionbook_ps2_jp.png|thumb|250px|''Dragon Ball Z'' PlayStation 2 edition instruction manual]]
Each territory received different cover artwork. America received  red-toned cover featuring Super Saiyan Son Goku, Son Gohan, Piccolo, Vegeta, and Cell. Europe received a non-Super Saiyan Son Goku holding ''[[Nyoibō]]'' with a series of blue-toned characters lining the bottom (including [[Spopovitch]], who does not appear in the game). Japan received an original illustration of Super Saiyan Son Goku; though only a portion of Goku's top half is present on the cover, a complete illustration was produced.<ref>{{Cite guidebook|Title="Video Games Selection Pick Up! 03"|Book=33|Page=p. 187}}</ref>


The Japanese version's instruction manual, both on the PlayStation 2 and Gamecube, is stylized to resemble a classic ''Dragon Ball'' ''[[Dragon Ball Tankōbon|tankōbon]]'' cover.
While Japan received cover artwork showcasing a group of characters from the game (Goku, Vegeta, Gohan, Trunks, Kuririn, No. 18, Cell, Freeza, No. 16, and Freeza) atop Shenlong in the background, America and Europe received artwork featuring solely Vegeta and Goku attacking each other across the game's logo.


==Merchandise==
==Merchandise==
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===Guide Book===
===Guide Book===


TBD
A Japanese guide book...
 
An American guide book was also released by Prima '''18 July 2006'''.


==Releases==
==Releases==
 
[[File:dbztrilogy_ps2_cover.jpg|thumb|250px|Atari's 2008 PlayStation 2 "Dragon Ball Z Trilogy" package box art]]
Following its original arcade release, ''Super Dragon Ball Z'' was exclusively released on the PlayStation 2. The game has received no subsequent re-releases or remasters, though it was included as part
Following its original Japanese arcade release, ''Super Dragon Ball Z'' was exclusively released on the PlayStation 2. The game has received no re-releases or remasters in Japan.


===International Releases===
===International Releases===


[[File:Superbutoden2-frenchtitle.png|thumb|256px|Title screen from the game's French localization, ''La Légende Saien'']]
The game saw a release in all major territories with minimal differences, namely that the European version featured only Japanese voice acting, while the American version featured only English voice acting, with no selectable option in any region. As with the original Japanese release, the game has received no subsequent re-releases or remasters, though it was included as part of Atari's "Dragon Ball Z Trilogy" game set in September 2008 (packaging together ''[[Dragon Ball Z: Sparking!|Budokai Tenkaichi]]'', ''[[Dragon Ball Z: Sparking! NEO|Budokai Tenkaichi 2]]'', and ''Super Dragon Ball Z'', all on the PlayStation 2).
The American and European markets provided additional, ongoing success to Bandai and associated parties throughout the lifecycle of the Sony PlayStation 2; all three games in the ''Dragon Ball Z'' mainline series released internationally ahead of their own domestic, Japanese release. These international editions took on the "Budokai" subtitle. All three main territories received different cover artwork, as well.


==Domestic Media Coverage==
==Domestic Media Coverage==
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==International Media Coverage==
==International Media Coverage==


* ''Shonen Jump'', January 2003 issue, "[http://www.kanzenshuu.com/press-archive/shonen-jump-january-2003-video-games-dragon-ball-z-budokai/ Video Games — Dragon Ball Z: Budokai]"
* ''Shonen Jump'', August 2006 issue, "[http://www.kanzenshuu.com/press-archive/shonen-jump-august-2006-super-saiyan-gaming-super-dragon-ball-z-video-game/ Super Saiyan Gaming Super Dragon Ball Z Video Game]"
*  
* ''GamePro'', July 2006 issue, "Cover Feature: Dragon Ball Z Fights Back! Super Dragon Ball Z"


==Legacy==
==Legacy==


Alongside the third game, the first ''Dragon Ball Z'' was included as part of the ''[[Dragon Ball Z: Budokai HD Collection]]'' in November 2012 in America and Europe; Japan did not receive a localized release. Aside from "Rock the Dragon" being kept as the opening theme song, the game's entire soundtrack was replaced. The HD Collection also retained some censorship previously only seen in the European edition of the game.<ref>{{Cite web|URL=http://www.kanzenshuu.com/2012/11/14/dragon-ball-z-budokai-hd-collection-contains-new-censorship/|Website=Kanzenshuu|Title="Dragon Ball Z: Budokai HD Collection Contains New Censorship"|Date=14 November 2012|AccessDate=26 September 2018}}</ref>
The PlayStation 2 version of ''Super Dragon Ball Z'' received a cumulative 31 out of 40 score from ''Famitsu''.<ref>{{Cite web|URL=http://www.kanzenshuu.com/2006/06/24/super-dragon-ball-z-jp-ps2-famitsu-scores/|Website=Kanzenshuu|Title="Super Dragon Ball Z (JP PS2) Famitsu Scores"|Date=24 June 2006|AccessDate=09 November 2018}}</ref>


==Additional Notes==
==Additional Notes==
[[File:budokai1_gokuartworkfull.png|thumb|250px|Full body artwork of Son Goku used for the ''Dragon Ball Z'' Japanese cover art]]
In a January 2006 comment posted on the game's official website, Arika director Akira Nishitani noted that the game's homing attacks were intended from the very beginning, and although they were difficult to implement, he was happy with the end result.<ref>{{Cite web|URL=https://web.archive.org/web/20060415192541/http://spdbz.jp/special/column.html|Website=spdbz.jp|Title="SPECIAL/超ドラゴンボールZ"|Date=13 January 2006|AccessDate=09 November 2018}} [http://www.kanzenshuu.com/translations/comments-super-dragon-ball-z-production-team/| Translation by SaiyaJedi]</ref>
In 2016's ''Dragon Ball 30th Anniversary: Super History Book'', producer [[Daisuke Uchiyama]] stated that the company expected base sales due to nostalgia demand, as people who grew up with the series were coming of age with disposable income. Due to outside distributor demands, Bandai made international versions and were surprised with these sales, having initially figured that these would just be a bonus on top of what they sold in Japan. The game ended up selling around three million copies; as such, Goku was seen at Bandai as blazing a trail in their overseas business for the new generation of games and hardware.<ref name=VGSPU3 />


The game's production was slow in its early days due to the development process not quite being in place yet; though the game was planned for release in summer 2002, its schedule kept slipping, eventually releasing internationally in late 2002 with a Japanese release in early 2003. The 3D cel-shading came out of their trying to find a way to make it feel more like ''Dragon Ball''. At the time there was not a lot of information about how to achieve that type of result, and so the team would make three differently shaded versions of the characters and combine those; this amounted to three times the work and three times the cost. Uchiyama and the development team felt the final 3D models were better for it compared to what they started with, and the end product, particularly by the time ''[[Dragon Ball Z 3]]'' was developed, showed a night and day improvement that speaks for itself even today.<ref name=VGSPU3 />
The August 2006 issue of ''[[V-Jump]]'' contained a bonus "Seven Super Words" booklet promoting ''Super Dragon Ball Z''. In the booklet's "The World of Akira Toriyama" section ("Super Word No. 1," the first of the seven highlights), Crafts & Meister's Noritaka Funamizu recounted:


Though only a cropped portion of the image was used in the final product, a full body drawing of Son Goku used for the game's Japanese cover art was in fact produced.<ref name=VGSPU3 />
{{quotation|The works of Akira Toriyama, not limited to just ''Dragon Ball'', have a certain atmosphere, don't they. We poured all our energies into the question of whether we could express that with the capabilities of the PS2. There were even times where I became uncertain, thinking "maybe we overdid it...", but when I met with Toriyama-''sensei'', he said to me, "You're free to make it however you want, Funamizu-''san''." I'm a big fan of Sensei's as well, so I was really encouraged by that.


Bandai's advertisements for the game went for a sense of speed with characters like Freeza and Cell, and used a minimalist approach in its posters; it had been some time since ''Dragon Ball'' was in the public consciousness, so they saw this as fanning the anticipation among people ahead of the game's release. Some advertisements that focused on ideas that would create an impact and strike but were ultimately not used included a black-and-white close up of hands doing the Kamehameha, as well as a mock quiz asking readers to fill in the box for the missing part of a bowl of rice (representing "Gohan") pointing to an empty space and then pointing down to to bread (representing "Pan").<ref name=VGSPU3 />
I don't think it's exaggerating to say that it's the power of the work itself that really extended this game's greatest originality and quality, which is "an obsession with the manga's world". By all means, please enjoy the world which you can only experience in ''Super Z''.|Noritaka Funamizu}}


==Game Credits==
==Game Credits==

Revision as of 13:23, 9 November 2018

This page is incomplete.
Kanzenshuu wiki team members are aware that they must edit this page to add missing information and complete it.
Super Dragon Ball Z
Japanese
Super Dragon Ball Z (Japanese)
English
Super Dragon Ball Z (American)
"Super Dragon Ball Z" Title Screen
超ドラゴンボールZ
Sūpā Doragon Bōru Zetto
Super Dragon Ball Z
Release Date 29 June 2006 (JP PS2)
18 July 2006 (US PS2)
28 July 2006 (EU PS2)
Genre Fighting
Developer Arika, Crafts & Meister
Producer Noritaka Funamizu
Playable Characters 18
Copies Shipped ? (JP)[1]
Copies Sold ? (World)[2]
v · d · e

Super Dragon Ball Z for the Sony PlayStation 2 is a 2006 home console port of the game of the same name originally released to arcades the previous year. As opposed to the "Budokai" and "Sparking!" series, the gameplay adheres even more closely to that of other traditional, competitive fighting games, focusing exclusively on arcade and versus modes.

All characters and environments are rendered in a fully 3D space. In addition to basic attacks such as punches, kicks, and energy blasts, players can perform special moves via specific button combinations, as well as super moves via similar button combinations with sufficient energy gathered.

Super Dragon Ball Z was developed by Arika and Crafts & Meister, with Akira Nishitani and Noritaka Funamizu serving as their respective companies' key development figures.

Game Modes

  • Battle (武闘伝 Butōden): story mode
  • TBD

Playable Characters

Sprite Name Form Notes Status
Son Goku n/a Description Immediately selectable
Vegeta n/a Description Immediately selectable
Kuririn n/a Description Immediately selectable
Piccolo n/a Description Immediately selectable
Son Gohan n/a Description Immediately selectable
Freeza n/a Description Immediately selectable
Trunks n/a Description Immediately selectable
No. 18 n/a Description Immediately selectable
No. 17 n/a Description Immediately selectable
No. 16 n/a Description Immediately selectable
Cell n/a Description Immediately selectable
Chi-Chi n/a Description Immediately selectable
Boo n/a Description Immediately selectable
Mecha Freeza n/a Description Unlockable
Demon King Piccolo n/a Description Unlockable
Son Gohan n/a Adolescent Unlockable
Majin Vegeta n/a Description Unlockable
Videl n/a Description Unlockable

Stages

  • Wilderness (荒野 Kōya)

Codes & Secrets

TBD

TBD

Theme Song

Super Dragon Ball Z's opening sequence features in-engine displays of character movements accompanied by Hironobu Kageyama's "CHA-LA HEAD-CHA-LA (2005 ver.)" as a theme song. While the opening animation was kept intact in America, the song was swapped to a new instrumental piece.

Soundtrack

The game's soundtrack was composed and arranged by...

Packaging

While Japan received cover artwork showcasing a group of characters from the game (Goku, Vegeta, Gohan, Trunks, Kuririn, No. 18, Cell, Freeza, No. 16, and Freeza) atop Shenlong in the background, America and Europe received artwork featuring solely Vegeta and Goku attacking each other across the game's logo.

Merchandise

Guide Book

A Japanese guide book...

An American guide book was also released by Prima 18 July 2006.

Releases

Atari's 2008 PlayStation 2 "Dragon Ball Z Trilogy" package box art

Following its original Japanese arcade release, Super Dragon Ball Z was exclusively released on the PlayStation 2. The game has received no re-releases or remasters in Japan.

International Releases

The game saw a release in all major territories with minimal differences, namely that the European version featured only Japanese voice acting, while the American version featured only English voice acting, with no selectable option in any region. As with the original Japanese release, the game has received no subsequent re-releases or remasters, though it was included as part of Atari's "Dragon Ball Z Trilogy" game set in September 2008 (packaging together Budokai Tenkaichi, Budokai Tenkaichi 2, and Super Dragon Ball Z, all on the PlayStation 2).

Domestic Media Coverage

  • V-Jump, October 1993 issue, "ビッグタイトル疾風怒濤5大情報!!"
  • TBD

Commercials & Trailers

  • TBD

International Media Coverage

Legacy

The PlayStation 2 version of Super Dragon Ball Z received a cumulative 31 out of 40 score from Famitsu.[3]

Additional Notes

In a January 2006 comment posted on the game's official website, Arika director Akira Nishitani noted that the game's homing attacks were intended from the very beginning, and although they were difficult to implement, he was happy with the end result.[4]

The August 2006 issue of V-Jump contained a bonus "Seven Super Words" booklet promoting Super Dragon Ball Z. In the booklet's "The World of Akira Toriyama" section ("Super Word No. 1," the first of the seven highlights), Crafts & Meister's Noritaka Funamizu recounted:

The works of Akira Toriyama, not limited to just Dragon Ball, have a certain atmosphere, don't they. We poured all our energies into the question of whether we could express that with the capabilities of the PS2. There were even times where I became uncertain, thinking "maybe we overdid it...", but when I met with Toriyama-sensei, he said to me, "You're free to make it however you want, Funamizu-san." I'm a big fan of Sensei's as well, so I was really encouraged by that. I don't think it's exaggerating to say that it's the power of the work itself that really extended this game's greatest originality and quality, which is "an obsession with the manga's world". By all means, please enjoy the world which you can only experience in Super Z.
— Noritaka Funamizu


Game Credits

Original Nintendo Super Famicom box

References

  1. "Dragon Ball Video Game Data". 30th Anniversary: Dragon Ball Chōshishū –Super History Book–. Japan: Shueisha, 21 January 2016. ISBN 978-4-08-792505-0. (p. 216)
  2. "Video Games Selection Pick Up! 03". 30th Anniversary: Dragon Ball Chōshishū –Super History Book–. Japan: Shueisha, 21 January 2016. ISBN 978-4-08-792505-0. (pp. 186-187)
  3. "Super Dragon Ball Z (JP PS2) Famitsu Scores" (24 June 2006). Kanzenshuu. Retrieved: 09 November 2018.
  4. "SPECIAL/超ドラゴンボールZ" (13 January 2006). spdbz.jp. Retrieved: 09 November 2018. Translation by SaiyaJedi