=================================================================== Title : The Dragonball Final Bout Frequently Asked Questions File Filename : Dragonball_Final_Bout_FAQ.txt Version : 1.3 Last Modified : November 11, 1997 Location : http://wuken.tierranet.com/incoming/Dragonball_Final_Bout_FAQ.txt http://www.aiai.com/~freddy/animepsx/cheat/faq/dbfbfaq.html http://www.chickasaw.com/~david/old/dbfbfaq.txt http://www.gamefaqs.com/ Author : Sherwin "Wuken" Abesamis E-mail : firstname.lastname@example.org Channel : #db at anime.terratron.com URL : Wuken's Dragonball Pages http://wuken.tierranet.com/ Description : An information file containing answers to many frequently asked questions about Dragonball Final Bout. Credits : Various issues of Shuukan Shounen Jump & V-Jump for information on the moves and play mechanics of the video game; Toriyama-sensei for the creation of most of the characters in the game; the Lord for continuously blessing me; my visitors for supporting me in nearly everything I do. This FAQ is my way of saying "thanks". - PYRO1982@aol.com for revealing how to obtain and play as Super Saiyajin 4 Son Gokuh - Lexus828@aol.com for information on combo breakers - Wilson Hanse
for information on Dragonball Final Bout, Son Gokuh's Genki Dama technique, many of Vegetto's moves, and the "Sky Attacks", endings - RBERNAL@concentric.net for information on the "wire-frame" characters - email@example.com for the Sound Test/Karaoke code - Gokou3@aol.com for the specifics of the sound test, and help with the North American version of the game, including the Super Saiyajin 4 Son Gokuh code. - Brent "Altaica" Sakoda for the extremely detailed guide on importing characters from UB22 and Meteo Smashes, clean-up on Vegetto's moves - Kenshiroh@aol.com for more of Vegetto's moves, clean-up of names - Ryan Sakamoto for clean-up and corrections - Masashi Motonaga for an easier way to do the sound test =================================================================== * What is Dragonball Final Bout? * Dragonball Final Bout is the latest in a long line of Dragonball video games dating back to the late 1980's. This particular game is a cut-above the rest; it is a wonderful mix of tried-and-true play mechanics and ground-breaking new technologies. It was apparent that the producers and developers behind Dragonball Final Bout were concerned with the presentation of their latest work. They were dead-set on making Dragonball Final Bout a game that would satisfy fans of the video game series, so they circulated a questionnaire across Japan asking fans, "What would make this new video game feel great?" The responses from this questionnaire became the foundation of the gameplay behind Dragonball Final Bout. * How was Dragonball Final Bout made? * Dragonball Final Bout is rendered completely in 3-D. The environments and characters were first created using wire-mesh technology. Texture-mapping and gouraud-shading were then added later to flesh out the graphics and add visual depth. Because the game's environments are essentially 3-D, a player can literally move his/her character anywhere around the screen -- from right next to another character on the ground to 50 "feet" up in the air. Anything is possible in this game. * What is Dragonball Final Bout basically like? * Dragonball Final Bout is basically like the Super Butouden games, only in 3-D. * Is there a distinct sky-level and ground level, like that in the Super Butouden games? * Unlike in previous games, there is no _distinct_ separation of a "sky level" and "ground level". The "sky level" in Dragonball Final Bout is vast. A character can float five inches above the ground or as high as 30 "feet" above its opponent. Remember, the environments in Dragonball Final Bout are 3-D. They have a width, length, and height factor to them -- you are allowed to be anywhere within these limits (think of a particle moving around in a glass jar, and you'll get the idea of what I mean -- the character is the particle, the environment is the glass jar). * What types of games are included in Dragonball Final Bout? * There are four modes in Dragonball Final Bout. They are listed below. The Taisen mode (Battle Mode) is a 1-2 player mode that pits you against either the computer or a friend. The computer controlled characters are chosen randomly. Defeating all of the characters in the Taisen mode earns you an ending. The Tenkaichi Budoukai mode is a no-holds barred tournament supporting up to 8 players (2 simultaneously). The tournament itself is set up in three tiers. Whoever wins advances one tier up and one step closer to being the winner of the tournament. The battle grounds in which to fight in can be chosen from two different fields (from the Tenkaichi Budoukai tournament grounds to an outdoor setting). The Build Up Mode allows you to build up the skills and powers of any character you choose. This Build Up Mode is unique in the respect that, depending on one's style of play, the character will grow in different ways. For example, if you fire off lots of energy attacks, then the power of the energy attacks will rise. If you are adept at guarding against attacks, then the endurance of your character will increase. There are nearly countless ways to build up your character in Dragonball Final Bout. Data from Ultimate Battle 22 (a previous Dragonball video game) can be directly imported into Dragonball Final Bout. The data imported from Ultimate Battle 22 imports their build-up stats into the game. For example, Ultimate Battle 22 characters which had very strong ki attacks will have the same characteristics in Dragonball Final Bout. Also, the "characters" from Ultimate Battle 22 lose about half of their levels when being imported into Final Bout (MAX characters enter at level 42). This gives them a chance to advance even further. Characters used in the build-up mode can be used in the Tenkaichi Budoukai mode (to the best of my knowledge, you can't use them in the Taisen mode; this was a misprint on part of V-Jump). This mode is for 1-2 players. The Options mode allows you to configure the different variables in the game, such as the enabling/disabling the power bars, Meteo Smashes, Demonstration System, Specials, etc. You may also configure the difficulty, and enter a practice mode. (see below for a description of most of these aspects). * What can you tell me about the on-screen meters? * During battle, you can see a set of gauges up for display. The first gauge stands for "life", or, how much energy your character has remaining. The gauge starts off yellow, and slowly (or quickly) turns red the more damage is accumulated. When the gauge turns completely red, your character is knocked out and loses the match. The second gauge stands for "power", or, how much ki your character has available to perform special attacks. Ki blasts consume a small bit of the power gauge; super attacks such as the Kamehameha eat up a considerable portion of the power gauge. One can recharge the power gauge by accumulating ki (see below). While one is accumulating ki, however, he/she is vulnerable to attack, so use this technique prudently and strategically. * What can you tell me about the combo system? * The combo system used in Dragonball Final Bout is similar to that used in Street Fighter II by Capcom. What I mean by that is that you must to work to get each hit (no chain combos a la Killer Instinct). Hitting the wrong button at the wrong time will not make the combo work. One must time the button presses so that the previous attack is "cancelled" by the next. For example: Son Gokuh's Punch, Punch, Gekiretsurenkyaku Combo: Son Gokuh opens with a punch, which strikes the opponent (a flash appears). The instant the punch strikes (or in other words, when you see the hit flash), immmediately hit punch again to register another hit. The instant this strike hits, execute the motions for the Gekiretsurenkyaku special to trip the opponent with two kicks to the stomach. This makes a total of four combined, CONTINUOUS hits, which will knockdown the opponent. If the combo one uses on an opponent is particularly fierce, it might cause them to enter a "groggy" condition. In this state, the opponent will be unable to defend himself. This is a perfect opportunity to blast them with a Meteo Smash or super ki blast. Combos can be broken with a well-timed "combo breaker". See below. Moves can also be cancelled by quickly pressing the motions for another move. For example, I can cancel the final hits of Son Gokuh's Ryuugekiken and start up another Ryuugekiken by quickly inputting the motions and buttons for the move (down, towards, square) while the first attack is being carried out. =================================================================== * What are the basic controls? * Towards : Move towards one's opponent Away : Move away from one's opponent Down : Crouch Up : Jump Triangle : Fire ki blast (uses small portion of the power bar) Square : Punch Circle : Kick X : Guard * What are some of the advanced techniques? * L1(or R1) + Up : Fly L1(or R1) + Away : Dash away from opponent L1(or R1) + Towards : Dash towards opponent L1(or R1) + Down : Move towards the screen (you) L1(or R1) + X : Move away from the screen (you) Square + X : Accumulate ki (recharges power bar) * What are some specialized Sky Attacks? * The sky attacks work similar to those in Hyper Dimension. You simply tap the buttons listed below to execute the attack. You should be close to your opponent while doing this, as the range of the attack is relatively short. (while hovering in the air, NOT jumping) Up + square (?) : Attack upwards with a punch/kick Up + circle (?) : Attack upwards with a kick/punch Down + square (?) : Attack downwards with a punch/kick Down + circle (?) : Attack downwards with a kick/punch * What are the combo breakers? * Combo breakers are defense-oriented counterstrikes. They stop your opponent's barrage of punches, kicks, and ki blasts with one strong, effective counterstrike. While getting pummeled, press towards then X to execute the combo breaker. * What are Meteo Smashes and how do I do them?* A Meteo Smash is a series of built-in, continuous attacks. These are VERY devastating. Follow the directions below in order to execute a Meteo Smash. - Push directly towards your opponent while in close proximity and tap the R2 button. A kick/punch will be thrown; if it hits, the opponent will be thrown back. - While your opponent is flying through the air, input the button sequences for one of three meteo smashes (punch, kick, and ki blast) while still pushing up against your opponent. # Actually, you can push in any direction while hitting R2 and the buttons for the Meteo Smash. The direction that you push while executing the Meteo Smash determines the direction that the opponent will be batted in. You MUST keep that direction held while hitting R2 and the Meteo Smash buttons, otherwise, the Meteo Smash will most likely not work. Punch Meteo : Square + Triangle Kick Meteo : Circle + Triangle Ki Blast Meteo : X + Triangle # Remember to hold a direction down when pressing the above buttons. Here is a lengthy FAQ on Meteo Smashes, their counters, and the interesting battles to be accomplished through them. --- Meteo Smashes --- Meteo Smashes can be linked together. Here are a couple of things to keep in mind while doing Chain Meteo Smashes. 1.) When you chain Meteo Smashes together, a box with the words METEO # appears in the lower-left hand corner. This corresponds to the number of Chain Meteo Smashes you have done in a row. I believe the maximum is 8 (e.g. if you've done six meteo smashes in a row, that box will say "METEO 6"). 2.) To chain Meteo Smashes together, execute your first Meteo Smash. If you pull out a successful Meteo Smash, wait until the succession of hits ends. The final hit should send them flying backwards again, which is exactly like what happens when you push up towards them and hit R2. As they are flying back, immediately push towards them (or in any direction) and tap the buttons for another Meteo Smash. You can do this repeatedly, up to 8 times. I found that it becomes relatively easy to chain Meteo Smashes together if you hold down a direction while the Meteo Smash is being carried out, and pressing the buttons for another Meteo Smash the INSTANT the final hit of the Meteo Smash is registered. 3.) Punch and Kick Meteo Smashes are LINKS; the Ki Blast Meteo is a FINISHING Meteo Smash. You cannot chain link into another Meteo Smash if you execute the Ki Blast Meteo, because the Ki Blast Meteo does not knock the opponent back, which is what you need to happen in order to pull off another Meteo Smash. 4.) If your opponent is too close to the boundaries of the playing field, and hits it while being pummeled by a Meteo Smash, you won't be able to chain another Meteo Smash in. You can counter the Meteo Smashes. Supposedly you hit the buttons at the same time your opponent initiates the Meteo Smash, though I'm not terribly sure on this (since the game is sluggish when inputting in commands, the exact time one must input in the command is hard to determine). Please provide some input on this. Here are the counters: Versus Punch Meteo: X + square Versus Kick Meteo: circle + X Versus Ki Meteo: square + circle Finally, you can Counter Meteo Smash your opponent. As you are being sent flying backwards from an initiating hit or from the final hit of a Punch/Kick Meteo Smash, input in your own Meteo Smash (commands listed above) to strike back with a Meteo Smash of your own. When it ends, get ready to chain link into another Meteo Smash, as your opponent can use the final hit of your counter Meteo Smash to start a Counter Meteo Smash against YOU. This sets up a kind of see-saw battle in which Meteo Smashes are exchanged back and forth between players. Whoever inputs in the Meteo Smash first during the knockback wins. Here's a summary. I. Initiating Hit A. Towards + R2 B. Knocks opponent back II. Knockback A. Initiator can start meteo smash B. "Victim" can use knockback to start his own meteo smash C. Fastest wins D. Final hit knocks opponent back E. Return to IIA and repeat * My opponent is charging up a super ki blast. How do I defend myself against it?* Dragonball Final Bout incorporates a battle system called the "Demonstration System". This is a sort of "You attack, I react" means of fighting. When your opponent initiates the motions for a super ki blast at a respectable distance from the other, the game will enter into an animation of your opponent charging up for the super ki blast. As your opponent charges up, a small sign with the words "COUNTER" (spelled out in katakana) will appear in the lower left-hand corner of the screen. Before this sign appears, and as your opponent is charging up for his super ki blast, immediately and continuously input the buttons for the type of defense you would like to try executing. Here are the four different ways to defend against a super ki blast. Hajiku: Literally means "to snap". Push circle and square together and your character will bat the super ki blast away. This will cost a small bit of life energy. Kaki kesu: Literally, "to put out the fire". This creates a small shield of ki around you that nullifies the super ki blast. Push X and triangle together. You will lose a little bit of life energy while performing this technique. Guard: The easiest way of defending against a super ki blast. Simply tap X. You will receive half-damage from the ki blast, because you take it head-on. Uchi Kaesu: Literally, "returning an attack". This is probably the hardest one to pull off, and if you don't input the command correctly, you stand to suffer full-damage from the oncoming super ki blast. The reward in successfully "returning an attack" is the chance to damage your opponent in revenge! Hit the buttons circle, triangle, and square all at the same time. If you are successful, your character will fire a super ki blast of his own, and a tug-of-war of sorts will ensue. Whoever taps the triangle button the most during the tug-of-war will win, and damage his opponent! # If you tap the triangle button as soon as your character starts charging up for his return ki blast, you can gain an early advantage in the tug-of-war! =================================================================== * Thanks for the lesson! Now, how about a move guide?* Sure thing. Listed below are most, if not all, of the special techniques for each of the 10 normal characters and the 7 hidden characters. The attack names will be given first, followed by the maximum amount of damage each attack does, followed by the commands one must input in order to execute the special attack. Attack names written in hiragana and kanji will be given in Japanese; attack names written in katakana will be translated into English. For those of you who are unfamiliar with the characters, here is the character select screen layout. A B C D E A: Son Gokuh F G H I J K L B: Pan M N O P Q C: (Little) Gokuh D: Trunks E: Super Vegeta F: Super Saiyajin Son Gokuh (Z) G: Son Gohan H: Cell I: Buu J: Freezer K: Piccolo L: Super Saiyajin Son Gokuh (GT) M: Super Saiyajin Seinen Trunks (Z) N: Super Saiyajin Vegetto O: Super Saiyajin 4 Son Gokuh P: Super Saiyajin (Little) Gokuh (GT) Q: Super Saiyajin Trunks (GT) === Son Gokuh === Kamehameha (55) : Away, down, towards, triangle Chou Kamehameha (105) : Down, away, towards, triangle Genki Dama (?) : Towards, away, down, up, triangle Ryuugekiken (135) : Down, towards, square Gekiretsurenkyaku (115) : Away, down, towards, circle Slash-Down Kick (25) : (in air) Towards, down, circle Jump Knee Lift (80) : Down, up, circle Dash Elbow (20) : Towards, towards, square Dash Sekkin (?) : R1, then L1 + towards Renzoku Energy Dan (105) : Down, towards, triangle Suggested combo: -- Punch, Punch, Gekiretsurenkyaku -- Dash Elbow, Dash Sekkin, Ryuugekiken, Renzoku Energy Dan === Super Vegeta === Big Bang Attack (55) : Away, down, towards, triangle Final Flash (105) : Down, away, towards, triangle Dash Elbow (30) : Towards, towards, square Shougekiha (45) : Towards, away, down, up, triangle Slash-Down Kick (20) : (in air) Towards, down, circle Slash-Arrow Kick (65) : Down, up, circle Vegeta Hammer (25) : Down, up, square Wild Spin Kick (50) : Down, away, circle Super Dash (85) : Down, towards, circle Heel Shoot (65) : Towards, towards, circle Renzoku Energy Dan (105) : Down, towards, triangle Suggested combo: -- Punch, Dash Elbow, Super Dash -- Super Dash, Heel Shoot, Wild Spin Kick === Trunks === Burning Attack (50) : Away, down, towards, triangle Finish Buster (100) : Down, away, towards, triangle Rushing Kick (130) : Towards, towards, circle Sliding Kick (55) : Away, down, towards, circle Down The Hill (66) : Down, away, circle Brave Sabre (83) : Towards, away, towards, square Lightning Show (50) : Away, away, circle Kakukin Energy Dan (84) : Down, towards, triangle Suggested combo: -- Punch, Punch, Sliding Kick, Sliding Kick === Son Gohan === Masenkou (50) : Away, down, towards, triangle Kamehameha (100) : Down, away, towards, triangle Knee Smasher (65) : Towards, away, towards, circle Zankoukyaku (35) : Down, up, circle Bukuukyaku (320) : (in air) Towards, down, circle Missile Kick (60) : (in air) Down, towards, circle Jet Uppercut (40) : Down, towards, square Renzoku Energy Dan (90) : Down, towards, triangle Suggested combo: -- Knee Smasher, Kick, Zankoukyaku === Piccolo === Makankousappou (45) : Away, down, towards, triangle Gekiretsukoudan (95) : Down, away, towards, triangle Sonic Kick (50) : Towards, away, towards, circle Madankyaku (30) : Down, up, circle Bukuukyaku (255) : (in air) Towards, down, circle Zankuureppa (60) : Towards, towards, towards, circle Mashoudankyaku (60) : Away, down, towards, circle Mystic Attack (30) : Towards, towards, square Renzoku Energy Dan (70) : Down, towards, triangle Suggested combo: -- Madankyaku, Sonic Kick, Zankuureppa === (Little) Gokuh === Kamehameha (50) : Away, down, towards, triangle Chou Kamehameha (100) : Down, away, towards, triangle Sliding Bomb (55) : Away, down, towards, square Sanrenkyaku (100) : Towards, towards, towards, circle Slash-Down Kick (35) : (in air) Towards, down, circle Bakuretsu Combination (180) : Towards, down, away, square Solid Shoot (20) : Down, towards, circle Renzoku Energy Dan (90) : Down, towards, triangle Suggested combo: -- Punch, punch, kick, Sanrenkyaku === Freezer === Death Ball (45) : Away, down, towards, triangle Evil Energy (95) : Down, away, towards, triangle Super Tail Kick (60) : Away, down, towards, circle Guillotine Kick Combination (80) : Towards, towards, circle Jasenkou (70) : (in air) Towards, down, circle Head Attack (70) : Away, away, towards, square Dash Elbow (30) : Towards, towards, square Freezer Beam (70) : Down, towards, triangle Suggested combo: -- Freezer Beam, Dash Elbow, Super Tail Kick === Pan === Atomic Side Blitz (45) : Away, down, towards, triangle Twin Energy Ball (95) : Down, away, towards, triangle Eagle Knee Lift (25) : Down, up, circle Senbuu Heel Otoshi (30) : Down, towards, circle Cutting Uppercut (60) : Towards, away, towards, square Jack Force Combination (180) : Down, towards, square Wild Whip Cycle (???) : Towards, away, down, up, square Renzoku Energy Dan (60) : Down, towards, triangle Suggested combo: -- Punch, Punch, Eagle Knee Lift, Cutting Uppercut === Cell === Kamehameha (65) : Away, down, towards, triangle Shougekiha (115) : Down, away, towards, triangle Cell Combination (180) : Towards, up, towards, square Rising Attack (105) : Down, up, square Head Attack [beginning] (45) : Away, away, towards, square Head Attack [additional] (45) : Towards, square Ground Slider (80) : Down, towards, circle Power Attack (45) : Down, towards, square Renzoku Energy Dan (135) : Down, towards, triangle Suggested combo: -- Punch, Cell Combination, Ground Slider === Buu === Powerball (55) : Away, down, towards, triangle Vice Shout (105) : Down, away, towards, triangle Arm Ball (40) : Down, away, square Ultimate Punch (35) : Away, down, towards, square Spiral Kick (100) : Down, towards, circle Buu Bomber (45) : Towards, away, down, up, triangle Earth Shoot (75) : Away, down, circle, circle, circle Expand Punch (35) : Towards, away, towards, square Kakusanrenzoku Energy Dan (105) : Down, towards, triangle Suggested combo: -- Punch, Punch, Kick, Kick, Spiral Kick === Super Saiyajin 4 Son Gokuh === Kamehameha (?) : Away, down, towards, triangle 10 Bai Kamehameha (?) : Down, away, towards, triangle Spear Shoot (?) : Down, towards, square Slash-Down Kick (?) : (in air) Towards, down, circle Reppugazanshuu (?) : Away, down, towards, circle Jump Knee Lift (?) : Down, up, circle Dash Elbow (?) : Towards, towards, square Renzoku Energy Dan (?) : Down, towards, triangle === Vegetto === Final Kamehameha (160) : Down, away, towards, triangle Flash Sword Attack (110) : Away, down, towards, triangle Psychic Whip (320) : Away, down, up, triangle Heel Shoot (90) : Towards, towards, circle Spiral Heel Shoot (200) : (in air) Towards, down, circle Phantom Summer (200) : Away, down, up, circle Rising Chain Kick (475) : Down, up, circle Atomic Break Combo (290) : Down, away, circle Renzoku Energy Dan (240) : Down, towards, triangle Suggested combo: -- (while close) Ki no Tsurugi, Final Kamehameha === Super Saiyajin Son Gokuh (Z) === Kamehameha (105) : Away, down, towards, triangle Chou Kamehameha (155) : Down, away, towards, triangle Renzoku Energy Dan (240) : Down, towards, triangle Ryuugeki Combination (440) : Down, towards, square Dash Elbow (65) : Towards, towards, square Jump Knee Lift (215) : Down, up, circle Slash-Down Kick (140) : (in air) Towards, down, circle Bakuretsurenkyaku (575) : Away, down, towards, circle === Super Saiyajin Son Gokuh (GT) === Kamehameha (105) : Away, down, towards, triangle Chou Kamehameha (155) : Down, away, towards, triangle Renzoku Energy Dan (240) : Down, towards, triangle Ryuugeki Enbu (440) : Down, towards, square Dash Elbow (65) : Towards, towards, square Knee Shock (215) : Down, up, circle Slash-Down Kick (140) : (in air) Towards, down, circle Power Stream (505) : Away, down, towards, circle === Super Saiyajin (Little) Son Gokuh (GT) === Kamehameha (100) : Away, down, towards, triangle Chou Kamehameha (150) : Down, away, towards, triangle Renzoku Energy Dan (225) : Down, towards, triangle Slide Fire (150) : Away, down, towards, square Sanrenranbushuu (190) : Towards, towards, towards, circle Slash-Down Kick (160) : (in air) Towards, down, circle Blocking Roll (500) : Towards, down, away, square Solid Shoot (315) : Down, towards, circle === Super Saiyajin Trunks (GT) === Burning Attack (95) : Away, down, towards, triangle Finish Buster (145) : Down, away, towards, triangle Kakusan Energy Dan (150) : Down, towards, triangle Down The Hill (160) : Down, away, circle Shoot Rush (425) : Towards, towards, circle Grand Swing Kick (145) : Away, down, towards, circle Brave Sabre (220) : Towards, away, towards, square Lightning Crush (210) : Away, away, circle === Super Saiyajin Seinen Trunks (Z) === Burning Attack (95) : Away, down, towards, triangle Finish Buster (145) : Down, away, towards, triangle Kakusan Energy Dan (150) : Down, towards, triangle Down The Hill (160) : Down, away, circle Blocking Over (355) : Towards, towards, circle Grand Shoot Jabbering (145) : Away, down, towards, circle Brave Sabre (220) : Towards, away, towards, square Lightning Sonic (210) : Away, away, circle =================================================================== * Are there any hidden characters in Dragonball Final Bout? * Yes, there are. You can access six Super Saiyajin characters at the very beginning of the game using the following code, inputted at the title screen (has a picture of Son Gokuh on the right, with the Dragonball Final Bout logo on the left), after the screen has completed its fade-in: Right, left, down, up, right, left, down, up This will give you the characters Super Saiyajin Trunks, Super Saiyajin Seinen Trunks (from the future), Super Saiyajin Son Gokuh (Z), Super Saiyajin Son Gokuh (GT), Super Saiyajin Chibi Son Gokuh (GT), and Super Saiyajin Vegetto. In order to use Super Saiyajin 4 Son Gokuh, you must first enter the Taisen mode, and choose to fight against the computer on the hardest skill level (HARD). You must then reach Super Baby without continuing, and defeat him with a perfect (or near-perfect). You will then be given the chance to fight Super Saiyajin 4 Son Gokuh -- upon beating him, you should be able to select him in the character select screen. You can also select Super Saiyajin 4 Son Gokuh instantly by first inputting in the code above (right, left, down, up, right, left, down, up), and then pressing the triangle button five times, and the X button nine times. North American owners of Dragonball GT: Final Bout, press the triangle button five times, and the SQUARE button nine times. Super Baby is the boss of the Taisen Mode -- you must defeat every character in order to fight against him. There appears to be no way to play as Super Baby. You can also choose to fight as a wire-frame character (wire-frame only; no texture maps or gouraud-shading added). To fight as a wire-frame character, simply hold down the "select" button while choosing your character, and continue to keep it pressed until the match begins. * Are there any other kinds of cheats/easter eggs? * There is a sound test. (Japanese Dragonball Final Bout only) (built into the American Dragonball GT: Final Bout) Turn on the game and hold down L1, L2, R1, R2. Hit start to get out of the opening animation. While still holding down L1, L2, R1, and R2, press the triangle button 9 times, the X button 9 times, the square button 9 times, and the circle button ONCE. You may also access the sound test by holding down select, then pressing and holding the following buttons in this order: R1, R2, L1, and L2. Keep them pressed until the sound test screen appears. Here are the specifics. --- Sound Test --- Sequence number : Music Tracks (30) Voice number : Audio samples of the characters (180) Master Volume : 127 being the loudest, 0 being mute End (Owari) : Ends the sound test Press circle to play the sound; X to end it. Select button removes the screen with the sound options, showing the clouds and city behind it. Pressing select during sequence numbers 1, 2, and 3, will display the lyrics to the instrumental vocal songs (karaoke mode). * How do I save these hidden characters? * To be honest, I really don't know how. It shouldn't though, be that much of a problem to just input the codes in each time you start up the game. You should be able to save the hidden characters in the Build Up mode. * How many endings are there to the game? * There should be three. One when you beat the game on normal, another when you beat it on hard, and one more when you beat it on hard and get Super Saiyajin 4 Son Gokuh in the process. The endings are usually the same; (credits and a picture of the characters in a circle) the final and hardest ending to get contains a couple of new vocal tracks. =================================================================== * I heard that Dragonball Final Bout is going to be released in America. Is this true? * Yes, that's correct. Dragonball Final Bout was released in America on November 3rd, 1997, under the title Dragonball GT: Final Bout. The changes to the game involved alterations to the voice (character select, winning quote, and finishing quote) and opening music, as well as text (basically, a translation from Japanese into English). It is a very good translation of the original game. =================================================================== * Where can I find more information concerning Dragonball Final Bout?* Glad you asked. I've written up several extensive articles on the game. Please visit my news site located at http://wuken.tierranet.com/dbznews.html if you would like to read said articles. I have also archived on my website nearly 70 screenshots of Dragonball Final Bout, and currently have the opening animation in MPEG format. The above items may be found at the same address, http://wuken.tierranet.com/dbznews.html. Scroll down to the bottom of the page, and keep hitting the link named "See More News" until you come across some Dragonball Final Bout information. Another great website which I recommend for Dragonball Final Bout information is Dragonball World, located at the address http://www02.so-net.or.jp/~dbworld/ . hikage T. has done a marvelous job of relaying Dragonball Final Bout news. Look for the news and pictures in the Bird Watching section. You will need a program to decode the Japanese encoding on the website. Anime Playstation, located at http://www.aiai.com/~freddy/animepsx/ , is another fantastic site dedicated to Playstation imports. I've always admired Freddy Chan's work; with regards to Dragonball Final Bout, Anime Playstation has a fair amount of information and some pictures of the game you won't find anywhere else. If you can read Japanese, I recommend that you visit the Bandai of Japan website. They have a section on Dragonball Final Bout located at http://www.bandai.co.jp/multi/db.html . Most of the pictures found on these pages have been used on other such prominent websites, like Playstation Gamer. If you want an alternative source of playing information, then please visit Phosphors Magazine, at http://www.phosphors.com/ . James M. Ratkos and Elizabeth M. Hollinger have translated most of the instruction manual into English. Screenshots have been included with their translation. Finally, visit PSM Online, located at http://www.psmonline.com/ , if you would like more Quicktimes, screen shots, and the latest news on the United States release of Dragonball Final Bout. =================================================================== * One last question. Can you give me a quick summary of the game's release dates, prices, and whatnot? * Title : Dragonball Final Bout Manufacturer : Bandai System : Sony Playstation Genre : 3-D Fighting Price : 5800 yen Release Date : August 21, 1997 (Japan) November 3, 1997 (America) Copyrights : Shueisha, FUJI TV, TOEI Animation =================================================================== * Questions / Comments * If you have any comments or questions regarding any portion of this FAQ, please contact me at firstname.lastname@example.org. If you feel you can contribute something to make this FAQ better, again, please contact me at email@example.com. Any contribution you make to the FAQ will be recognized (in other words, I'll give you credit for it). Enjoy the FAQ and Dragonball Final Bout. =================================================================== * Copyright / Permissions * Copyright (c) Sherwin "Wuken" Abesamis 1997. All rights reserved. This FAQ may be printed out and used for your own pleasure (that was the intention of writing the FAQ). This file may not be modified in ANY way without my approval. You may not publish this file in any sort of print format (magazines, newspapers, fanzines, websites, etc.) without the prior, written, and explicit consent of Sherwin "Wuken" Abesamis. You may NOT sell this FAQ or package it in with another product. This file is a work of labor and love. I created it so that others may enjoy Dragonball Final Bout without having to worry about the language barrier between Japanese and English. This FAQ is a completely FREE service. If you have bought this FAQ from any retail company, call them up on it.