"This version is from late October, prior to the system's launch the following month."
For comparison, 3.0 the US final has a build date of 2001.10.26 and released 2001.11.15.
Series | Specific Title | Edition | Build_Date | Release Date | TitleID | Serial | Region | Version | Filename | System | | SKU | Additional Notes |
Dead or Alive 3 | Dead or Alive 3 | PROTOTYPE | 2001.05.16 | ||||||||||
Dead or Alive 3 | Dead or Alive 3 | PROTOTYPE | 2001.10.14 | | 0000101A | 0000101A | Region Error | 1.00 | Xbox | Prerelease | | ||
Dead or Alive 3 | Dead or Alive 3 [3.0] | | 2001.10.26 | 2001.11.15 | 54430001 | TC-001 | NTSC | 1.01 | | Xbox | Final Release | | |
Dead or Alive 3 | Dead or Alive 3 [3.1] | | 2002.02.08 | 2002.02.22 | 54430001 | TC-001 | JP | 1.01 | | Xbox | Final Release | | |
Dead or Alive 3 | Dead or Alive 3 [3.2] | | 2002.02.14 | 2002.03.14 | 4D53002D | MS-045 | PAL | 1.01 | | Xbox | Final Release | | |
Dead or Alive 3 | Dead or Alive 3 | DEMO | 2002.01.16 | 2002.04.30 | 494D0004 | IM-004 | NTSC | 1.01 | Xbox | Magazine Demo | Official Xbox Magazine Demo Disc 05 | ||
Dead or Alive 3 | Dead or Alive 3 | “BOOSTER PACK” | 2002.03.03 | 2002.06.30 | 494D0006 | IM-006 | NTSC | 1.04 | Xbox | Magazine Demo | Official Xbox Magazine Demo Disc 07 | ||
Dead or Alive 3 | Dead or Alive 3 | “BOOSTER PACK” | 2002.03.03 | 2002.07.30 | 494D0007 | IM-007 | NTSC | 1.01 | | Xbox | Magazine Demo | Official Xbox Magazine Demo Disc 08 | |
Dead or Alive 3 | Dead or Alive 3 | “BOOSTER PACK” | 2002.03.03 | 2002.08.30 | 494D0008 | IM-008 | NTSC | 1.01 | | Xbox | Magazine Demo | Official Xbox Magazine Demo Disc 09 | |
Dead or Alive 3 | Dead or Alive 3 | “BOOSTER PACK” | 2002.03.03 | 2002.09.30 | 494D0009 | IM-009 | NTSC | 1.01 | | Xbox | Magazine Demo | Official Xbox Magazine Demo Disc 10 | |
Dead or Alive 3 | Dead or Alive 3 [3.3] | | 2002.11.28 | | 54430001 | TC-001 | NTSC | 1.1180166 | | Xbox | Final Release | | http://redump.org/disc/59397/ |
Can you show gameplay?Great news! I talked some more with the guys in the Xbox homebrew group awhile ago. Some more interest in acquiring this build grew and after a few weeks we finally managed to get it from Borman (he wanted money for it in the end). So, finally, here it is!
Some things I noticed while playing around with it for a short while:
Surprisingly, this build does not require a debug/development kit or 128MB of RAM.
It does not use the same title ID of any of the retail builds. It's title ID is 0000101a.
When you boot the game without any install data already present, you are prompted to allow the game to install data to the Xbox's HDD. If you choose "NO", the screen goes black and seems to just stay like that forever. Not even an IGR will do anything, forcing you to have to shutdown the Xbox via the power button. If you choose "YES", the game copies its loadfile.afs file to E:\TDATA\0000101a, which is 341MB. It didn't seem to ever write any cache data to the X/Y/Z partitions like the retail builds do.
3.0 save files are compatible with this build, but 3.1 and 3.2 saves are not.
Like 3.0, this build does not include mv_op.sfd (the game's opening CG video).
The "exercise" in sparring mode is called "command mode" and seems to be impossible to clear, at least with what little of it that I tried. I only played it with Kasumi, but after a certain point, it started making the AI attack me with random strikes, and performing whichever move was on the screen would not progress the exercise.
The UI is very noticeably different, both in the menus and in-game. The character names near the life bars are much more noticeable and the UI hit messages ("counter throw", "2 hit combo", etc.) are much easier to see, compared to the nearly invisible ones from the retail builds. The character selection screen labels costumes as "COSTUME-1" instead of "COS. 1."
Bass' cowboy outfit is still in the build (only one of the them though), but is unfortunately still broken. Ein's unlockable C3 has a strange glitch that causes some of his hair to be weirdly clipped through his forehead, and it twitches whenever he blinks. The game does not acknowledge any extra costume files placed in its TDATA folder.
I didn't do any testing with character moveset differences. I'll leave that to those of you who are more familiar with all of the DOA3 characters. I'm interested to know what all has changed. However, I did notice that Leon does not have his 33P in this build.
Here's a quickly-thrown-together video of some stuff:Can you show gameplay?
Here's a quickly-thrown-together video of some stuff:
Haven't had time to sit down and go through all the differences, but here's a few:
-Noticably different lighting.
-Problems with texture alpha layers on the Iron Hell stage.
-Placeholder UI and subtitles, as ForlonPenguin mentioned.
-Different camera angles during character select.
-Some different stage icons.
-No music change in survival mode when a new opponent jumps in.
-Some differences in certain costumes. Helena's C1 has black boots, compared to the release version's brown boots.
-Lip sync missing on Hitomi intros and win poses. (Might just be on her C2? Haven't tested her other costume.)
-A bunch of differences in move properties (mostly string juggle heights that haven't been tweaked yet).
--Hayate has a very slow version of his cartwheel.
--Zack's PPKKK is a 5-hit natural combo like in DOA2.
--Brad Wong has a taunt animation not seen in the final game. (Might be in 3.0? It's the only version of the game I don't own.)
--Jann Lee does not taunt after connecting a Dragon Kick (might be only if they hit the wall). He also uses his DOA2 free-stepping animations, and is unable to move before round start after certain intro animations.
-Feels like there might be a shorter stun treshold? But could also be that moves have different damage values than what I'm used to.
-Ayane's story cutscenes are different (as shown in the video).
-Genra's ninpo visual effects are unfinished.
-Genra can be juggled much more easily (seems like they hadn't implemented his super-heavy weight yet).
-Win poses after defeating Genra (many characters have unique win quotes against him).
-2F is an input for Low Hold, which feels really weird.
-Very long controller rumble when hit by certain attacks.
-Hitomi's and Leon's ending movies are missing.
That's 3.0 Hayate's cartwheel, so feel the pain of our 3.0 FSD .--Hayate has a very slow version of his cartwheel.
-Feels like there might be a shorter stun treshold?
3.0 save files are compatible with this build, but 3.1 and 3.2 saves are not.
I streamed some albeit in black and white (nobody complain unless you're volunteering to buy me an RCA cable lmao) but it's impossible to see all the lighting changes sadly. A bunch of intro camerawork seems... off. Anyone else notice that?Would love to see more footage if there's anything else to see! Are there any more cutscenes like Ayane vs Hayate?
This is interesting to me because when I have ripped my 3.0 and 3.1, both share the same title ID for me . Both are 54430001 for me on my xbox. I've ripped both copies more than once just to make sure and both still show up on my xbox under that title id but I could have sworn that one would be 54430000...
Yes, 3.0 and 3.1 do share the same title ID, but their save files have never been compatible, so I never actually expected 3.1 saves to work with this prototype in the first place, but tested it anyway just for the sake of it.