Dragon Ball Z: Super Saiya Densetsu remake project

Rosie

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I'm working on a fan remake of Dragon Ball Z: Super Saiya Densetsu, a 1992 SNES RPG that covers the Saiyan and Freeza arcs of DBZ. It was notable for letting you break canon in some fun ways, being weirdly committed to power levels, elaborate fight animations, and massive jank because of limited development time (Japanese fans call it "Super Bug Densetsu").

I was always incredibly disappointed that there weren't sequels to the game, so as a starting point, I've decided to make an enhanced remake.

Planned features:
  • Modernized controls
  • Enhanced sprites
  • Enhanced battle animations
  • Reducing that fucking encounter rate
  • Arranged & expanded soundtrack
  • New scenarios
  • A proper translation for the first time
  • More things to be revealed later 👀
I'm currently working on this by myself, programming the remake in Game Maker Studio. I intend to release a demo once I reach the milestone of "You can beat Raditz without any missing features". To be true to the original game's inner workings, I've done a lot of research extending from finding everything other people have written about it to actually learning ASM and digging into the ROM myself.

Some WIP videos showing off map & menu stuff as well as a battle animation:
 
A (limited) to do list for the Raditz milestone
Map:
  • Shops (done!)
  • Healing (work in progress)
  • Training centers
  • Random encounters
  • Starting battles (work in progress)
  • Adding the cave leading to Raditz (work in progress)
  • Scripted battles
  • Make flying characters' shadow position change depending on ground elevation
Battle:
  • Battle UI (mostly done, kinda glitchy in places)
  • Fight animations for this part of the game (rough versions done)
  • Mode 7 animations for this part of the game (work in progress)
  • Special attack animations for this part of the game
  • Handle all-out attacks (work in progress)
  • Handle counter attacks
  • Handle follow-up attacks
  • Handle dodging (needs proper RNG roll)
  • Handle running (needs proper RNG roll)
  • Special moves (work in progress)
  • Add nice transitions
  • Game over (work in progress)
  • Winning (work in progress)
  • Post-battle stuff like EXP and item drops
  • In-battle scripted events
  • Add shadows you dumb bint
General:
 
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Shops
Dragon Ball Z - Super Saiya Densetsu (J) (V1.1)__008.pngScreenshot from 2026-03-14 14-37-40.png
The original shop menu is a little chaotic, plus it makes it hard to fit in all the info in English, so I made this bigger design. The menu already works, I just need to put in all the logic for actually exchanging cards and credits. The shops in this game don't use Zenie, but "points" or "credits" (I'm a little confused, I think it's supposed to be that you have credit in the form of points, but I dunno) that I guess Baba made up for her card (item) shops.
Bonus: my inventory code is old and bad but I can backport what I wrote for this in there and it'll work just fine.
 
Portraits
The game's original portraits range from pretty good to very questionable. To be fair, they look slightly better in game because of the SNES' non-square pixels, but their cool rendered style is countered by some very off-model drawings, particularly on human(-ish) characters. I'm currently working on making my own versions using manga panels as a base while trying to keep the cool shading.

1773514397652.png1773514426602.png

Goku is based on some Saiyan arc panels because his rounder eyes look better for this part of the story IMO, while Piccolo is taken from Freeza arc ones because I think the more angular style suits him better. Plus, at this small size, every pixel makes a difference, and this eye shape comes out WAY better for him, trust me.
 
Dragon Ball Z: Super Saiya Densetsu, a 1992 SNES RPG that covers the Saiyan and Freeza arcs of DBZ. It was notable for letting you break canon in some fun ways

I never played the original but this sounds right up my alley* so I've been watching lets plays since you first announced the project. It's funny 'cuz I'm only a minute into one video and the guy's already complaining about the over-the-top encounter rate ;p

(*aside from the "dudes in a line" combat but Persona's been slowly been undoing that bias...)

EDIT: How many TFS Easter Eggs are you gonna sneak in? :P
 
The encounter rate is literally designed to screw you over by having a higher chance of an encounter in the first step after getting out of one. I have no idea why they did that beyond being assholes. Encounters are more manageable if you're patient and don't try to fast fly everywhere, because true to the show, this causes everyone and their mom to detect you and come kick your ass.

I dunno about TFS easter eggs, they'd have to be subtle enough that it doesn't feel like I'm just being like "lol memes". Plus, one of the first things you have to do is save Mr. Popo from some Kyuukonmen so clearly this doesn't take place in the Abridged universe! :P
 
I've gotten back into the nitty-gritty of coding and animating fights, so I've expanded the to-do list considerably to reflect that.

Screenshot from 2026-03-25 13-46-56.png
Battle screen with enhanced UI graphics (work in progress)

Battle stuff is the real reason this project has taken so long to do, because it's all surprisingly complex. Maybe I'd feel this way trying to recreate any RPG's battle system, but I really feel like it's easy to dismiss this game's fighting as "Dragon Quest with a gimmick" until you start thinking about how it all actually works.

And what makes that frustrating is that so many of these things are required for anything to function! But the good news is: You can now play out a battle with basic attacks and it'll hold together (usually).

Screenshot from 2026-03-25 13-48-06.png
Goku fighting a Kaiwareman; recreated battle animation with enhanced UI graphics (work in progress)

Melee animations for this part of the game have been recreated, sans sounds and probably missing a bit of polish, but adding my extra animation frames. I probably could have properly figured out how the original game ROM stores these and extracted them, but it probably would have taken more time than just having the game go frame-by-frame and recreating them by eye, which is what I did.

Next will be handling all-out attacks (if your character's school matches their card's school, they'll attack all enemies/get a power boost) and properly playing out special moves (I gotta stop myself from calling them "ki attacks", which they are but that terminology gets confusing for obscure reasons I'll get into another time). That's because those can be triggered entirely depending on what cards are drawn and played, which means 1) the player can do these and they won't work properly yet if you do, and 2) the enemy can do these and there's nothing you can do to prevent it.

The "attack everyone" part of all-out attacks originally just gives the user individual attacks against each opponent, all with the same basic "kick them away" animation. This is pretty boring and it can get quite tedious later in the game, so I've been working on some cool custom animations, but this is obviously a bunch of work. There's the animation element, and then there's doing the custom handling for damaging each individual enemy, when normally the many calculations required are just done once at the beginning of an attack.

Screenshot from 2026-03-25 13-47-20.png
Goku's special attack list

As for ki attacks... I mean special moves, the menu is already implemented but the rest isn't. So when you select a special move card, you get the menu to select which move you want and it's got the proper move list for each character and stuff... but then it plays out a normal attack anyway. This is a big one because of all the animations that need to be implemented, but fortunately I can save a lot of the special effects for the next milestone, since Goku, Piccolo and the enemies kinda just shoot various types of blasts at this point, plus Goku has Solar Flare.
 
And what makes that frustrating is that so many of these things are required for anything to function! But the good news is: You can now play out a battle with basic attacks and it'll hold together (usually).

View attachment 121
Goku fighting a Kaiwareman; recreated battle animation with enhanced UI graphics (work in progress)

Hell yeah! \o/ Congrats, that's a serious milestone!
 
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