Monday, June 13, 2016

More VHS crap few would care about (or stuff I find at work in Goodwill)

Wowsers! It's been months since the last update? Let me rev it up here. I've been working at my job at Goodwill for months now and I've been finding some unexpectedly awesome things there since my time there. The following post is not of that level of such but it might be a nice thing for some.

I found a home video tape buried with other crap inside a gaylord that nobody would care about. This one was labeled "DBZ + Adult Swim" in fine-point blue ink on an expectedly worn, generic white label. Out of curiosity, I fired up a recovered VHS player in the item processing area I work in (I'm a "production associate"), popped the tape in, it wasn't what I expected. Lacking the time and luxury to watch all two hours of the tape (time is money and I'm not paid to do that), I decided to chance buying it to watch what I thought would be some Dragon Ball Z goodness. So the next day, I slipped the bastard in a Tomorrow Never Dies VHS box cover, bought it for $0.99 and went home.

I popped the thing into my Panasonic player. It wasn't DBZ or anything Adult Swim related. In fact, apparently what did actually exist on it was three seconds of Inuyasha at the start of the tape and suddenly there's a really boring, over-glorified TV show ─ from fucking G4 of all things ─ about race cars and their douchebag drivers; presumably recording over what was labeled on the tape. Yeah, remember G4? That one channel were Icons aired on and all those bullshit EB Games ads that aired every 15 minutes, and later a bunch of other shows aired that weren't even video game related? Yeah, that channel. They sucked. Just like this tape I blew 99 cents on. What didn't suck though was seeing TV commercials of certain games that I didn't see archived in decent-enough resolution online. 



One was for the 2005 Xbox port of the high-profile, smash-hit Grand Theft Auto: San Andreas, which by the time this particular commercial aired, the Hot Coffee scandal had just hit public consciousness, inducing lots of congressional shit that era and giving owners of the original release something to giggle about. It's a hot read.




Another was Psychonauts, a fan-favorite game released that same year for every major platform minus the Nintendo GameCube, just like so many multiplatform-bounded games that era. GCN missed out on a lot of good games. Believe it or not, I haven't even touched this game once. Heard about it throughout the years, but I haven't cared to try it. However, the long awaited sequel was recently announced and I know what it's like to have a favorite game series return after a decade-long absence, so here's my unsolicited gift to those fans. I just hope their game doesn't end up in smoke like mine did.


So there you have it, maybe I'll have more articles and YouTube stuff to put up soon. I've got a lot to catch up on so stay tuned.

Sunday, February 28, 2016

Sonic Toon (Sonic Boom: Rise of Lyric) | Weekly Famitsu Issue #1345 (JP) | 9/25/2014

I actually really hated Knuckles' awkward redesign.
Yikes, it's that game. 

Sonic Boom was a catastrophic failure of a game that no one wanted, expected or cared about. As we all know, the damage made to the brand after having it being partially restored to greatness by Sonic Generations (and brought down again by Sonic Lost World) has arguably been done worse than 2006's abysmal Sonic The Hedgehog. A feat that many didn't think was even actually possible, yet it did. Lone wolf game investigator Tamaki has a terrific video of the whole situation over at his YouTube channel.

The Japanese weren't spared of this game either and from the looks of it, they received it better than the rest of the western hemisphere did, at least under Famitsu's reviewers (this was the same magazine that gave the original Dreamcast version of Sonic Adventure a soaring score of 38/40, Sonic '06 a 30/40, and Generations a 35/40), so take their credibility with a grain of salt.

So I bought this magazine at a Japanese bookstore in San Francisco's Japantown about a year and a half ago. At first, it was about seeing what cool stuff I'd find about Super Smash Bros. for Wii U / 3DS but then I stumbled upon an article about BoomPage 232 of Weekly Famitsu Issue #1345 is the article about Sonic Boom. If the language itself won't do anyone any favors, then surely the images - and the characters, Metal Sonic and Shadow (at least his katakana-written name) - may.

It always seemed as though the pre-release material made the game looked
better than it did (but then, that's almost always been the case for video games).
Watching that Game Grumps series has made me realize that.


Higher resolution scan can be found and downloaded here.
It's really too bad at this game ended up the way that it did. I knew that this was a spinoff but I thought it was going to have something rather interesting environmental art style going for it. This game was being made by a developer who formally worked on the Crash Bandicoot series under Naughty Dog so with such credentials it's actually disappointing this project resulted in the mess that was but for all I know, it may have just been a case of publisher-interference on Sega's part. That's never a good thing.

Oh well!

Friday, February 26, 2016

Mega Man 64 Transition Prototype - Now Available

Software porting has always been a thing in digital entertainment. Seeing a game originally released in one, single system would oftentimes be on another in a year's time. That was especially true in the 32-bit era and before it. These days, nobody wants to deal with old stuff from a year before and publishers, who hold the keys to the game's IP, are particularly privy to that and so you see console ports of the same game across different platforms on the same day. 

The video game Mega Man Legends was absolutely no exception to the former, but I'm guessing it was more Capcom wanting to recuperate some of the costs of the original game, since the it wasn't the huge commercial success that they wanted. The effort put forth onto this port wasn't stellar either. Last month, me and a couple friends of mine released an early prototype of Mega Man 64 online to some fanfare for Legends enthusiasts like myself.



What you see above is actually an abridged version of the three and a half hour surprise livestream that I did before we released the ROM online. Not having satisfied with how it turned out, I went trimmed it to about 25 minutes making it more entertaining and watchable. Also included are some gags you might want to check out. There are also annotations that deliver context behind certain prototypical happenings in the video.

Okay so, about Mega Man 64. It was sloppily ported. It's a messy, compressed recreation of the original experience. Certain visual effects are nerfed, framerate suffers in places that should never/didn't happen on PS1, vaselined textures that undermine the sharp, visual charm of the game, and my personal favorite (see 4:50). Having grown up with the original PlayStation version, I see how this port undermines all that was great about MML1. You could also see why I wasn't initially thrilled about this prototype.


A few months ago, me and friend Pixelbuttz and Protodude were tipped off of a prototype build of Mega Man 64 that was in the hands of a collector. The gentleman acquired it from a friend of his and decided to share the knowledge of his existence to AssemblerGames, a video game enthusiast forum.

In addition to the reasons I've explained earlier, I wasn't that particularly interested in this build because this would have represented the development of Mega Man Legends as it was being ported to the N64. Having realized that exact sentence I've just said, I figured this might be interesting after all. It wasn't until this collector had posted a video of the prototype in action on YouTube that it finally piqued my interest.

"KANTAN" is suppose to mean easy in Japanese.
The prototype included the title screen with a menu to access a scenario flag switch, a stage select of sorts and the ability to enable or disable certain scenarios in the game. Following this revelation, Pixelbutts scrambled to try and gather as much funds as we can to beat out any competition that would be interested in acquiring the prototype.

When I say scramble, I really mean to say that PB had just frantically made a GoFundMe page not realizing what hurdles it would take to overcome the complications that came about and what a royal pain-in-the-ass lesson it would be to learn not to repeat again (never resort to GoFundMe, stick with PayPal only). PB contacted 100,000 Strong to spread the word of this effort to bring more people to contribute. We really just wanted the ROM of this thing, because we knew logistics would complicate things with the physical goods (and boy, we'll get into that in a minute).

Within a day or so, we were able to acquire $400+ until the dude offered us to pay him that amount and he would compensate for the rest of the cost. Cool guy.

We thought we were over that mountain until the package arrived from the previous owner going through customs. Some asshole basically told the bloke that he not only had to pay a certain expensive fee to get it delivered to his residence, but that they were essentially taking the package hostage until that amount was paid for. Poor dude. He actually had to drive to there and explain what the hell it was. Yikes. Thankfully, it was all resolved and soon after that he dumped the ROM. Now it's all preserved for eternity with a download link from your truly:

I'd like to thank everyone who contributed to the recovery of this prototype. We now have another piece of Mega Man Legends history preserved and we can also see what a complete mess the port was in its transition from PlayStation to N64. If you'd like to see what is being found so far, go hit up the prototype's page at The Cutting Room Floor.

Friday, January 1, 2016

Makoto Tomozawa: Exclusive Interview w/ Former Capcom Music Composer (Mega Man, Resident Evil (1996) + RE1.5)

(Originally published at the now-defunct DASH Republic in March 2012. Re-edited and expanded for Tumblr in 2013. Finalized for January 2016 on The Game Informant.)
Makoto "V. Tomozo" Tomozawa adjusts
audio equipment during the 
production of
Street Fighter IV, circa January 2010.
Under the pseudonym V. Tomozo, as it was Capcom's policy to obscure talents' names back then, Makoto Tomozawa became well-known for composing music for several of the more popular early titles in the Mega Man franchise, including Mega Man X and Mega Man 7 for Super Nintendo (while also supposedly lending a hand in Dr. Wily's Revenge for Game Boy). He would later be best known for his work in the two main Mega Man Legends entries years later.

He continued to be credited under the pseudonym until Resident Evil in 1996, when 3D polygonal games were becoming the norm and the talent it took being more valued and recognized. Tomozawa would work briefly on the first draft of Resident Evil 2 (Resident Evil 1.5) right until it was scrapped. As soon as that game entered redevelopment in 1997, Tomozawa would be reassigned to compose music for Mega Man Legends, the first major 3D Mega Man game for PlayStation.

His other work consisted of titles from other well-known Capcom properties, including the Dino Crisis series on PlayStation. Tomozawa returned to the Resident Evil franchise one last time as a co-composer for the remake in 2002. One year later, after the release of P. N. 03, he left the company to join the Dimps Corporation and work on the highly-celebrated Street Fighter IV. In 2010 he would reunite with the Blue Bomber in Mega Man 10, composing Strike Man's stage theme.

Around the time of the Mega Man Legends 3 cancellation catastrophe in summer of 2011, I had a chat with Makoto Tomozawa on Twitter. Being the huge fan of the Legends series and some of the Resident Evil games in particular, I wanted the opportunity to speak with him about his past years at Capcom. He gladly accepted and over a period of months, he and I replied back and forth in an on-and-off manner to the point where he unfortunately dropped out on the middle of Legends 1 portion of our chat.

But from what I did gather, he didn't hesitate to admit that the Mega Man Legends projects were among the higher points of his time at Capcom.
Arron - OKeijiDragon: Hello, are you Makoto Tomozawa (友澤 眞) who worked at Capcom Co. Ltd (カプコン)?
Makoto Tomozawa: Yes, I once worked at Capcom, but I retired from the company.
Arron: Oh hello, Mr. Tomozawa! Pleased to finally meet you. I am a big fan of your work in Mega Man Legends. =)
Tomozawa: Thank you very much!!! It was one of my favorite works.
You can catch how the interview unfolded by clicking the jump!


Monday, December 14, 2015

A new YouTube splash video is in order!

Everyone making quality videos on YouTube needs to have a splash page about them. They need to address viewers' questions like, who are you? What do you have to offer? Why should I care about the trivia you're spouting to me? Well, that last part is your prerogative but let me explain for a bit. If you've read what's on my blog here, you'll get a taste of what I'm gonna post on YT. In fact, if you've really been paying attention you'll notice the two actually go hand-in-hand. Hey, I gotta do something on the side besides my full-time job you know. 

But that doesn't mean I'm just gonna throw something together, throw my hands up and say F*** everybody, I'm giving you guys quality videos of annotated game playthroughs (because I hate any LP commentary that isn't Game Grumps) in 1080p60, archived digitized VHS/LD videos (also in 1080p60, I've got a big back catalogue of such media that I'm looking back into to represent them in the best possible quality for archival), prototype coverages (OK, just playthroughs of certain game prototypes, oftentimes me doing YT-poop style ones. You'll see my highlights on the splash video), information videos about certain subjects in certain games (usually my favorites like Mega Man Legends and Resident Evil, to name a few), some glitch videos, and of course I aspire to do more from those subjects.

So without further ado, here's my brand new, mint-chocolate chip backgrounded splash video.



Here's to a good start in 2016, too. I'm gonna make it my new years resolution to be more dedicated to this blog in the following year than I have been all this year. Can my infinitesimal audience help me drive myself to that resolution?

Saturday, October 31, 2015

I've held this sales video of Resident Evil 2 from 1997 for one year, until now.

Because either I kept forgetting or I just stopped caring, but tonight I'll just shut up and provide you with a 30-minute loop sales video for Resident Evil 2, recorded in 60 frames per second and upscaled to 1080p HD.


Dated November 16, 1997 (so it says on the front label), the footage seen here presumably comes from the fan-called "BETA 2" build that was burned around the time this sales video was sent out to retailers. The familiar, iconic Resident Evil 1.5 trailer theme plays throughout the loop, and it contains some differences from the final version (one thing comes in mind is the unused bear taxidermy in Chief Irons' creepy torture dungeon).


As I had mentioned earlier this year on my Capcom 2000 VHS video article, this is the second of three tapes I purchased last year in an eBay auction. The remaining tape I have would be Fighter's Edge.

I'll say nothing else till a question gets asked. Enjoy.

Friday, October 30, 2015

Here's something about an unused track in Resident Evil 2

Update: Holy crap, today is my blog's one year anniversary too. Happy Birthday to The Game Informant!

You can already tell by previous posts, but I'm a big fan of Resident Evil. Classic Resident Evil if you may and Resident Evil 2 is among one of my favorite Capcom games and probably one of the very few in the franchise that actually leaves a good, thrilling impression on me as a player today. Its infamous first draft and highly publicized revisions have also earned itself the reputation of being one of the most high-profile games in the subject of prototype and unreleased video game content today. 

So for the night before this year's Halloween, we'll briefly go over a video I published nearly four years ago that details two unique similar music pieces hidden in the sound code for Resident Evil 2 that can't be heard normally in the game. The music pieces sound as though they are actually variations (which I decided to call them) of one another, which you can listen to below on the embedded link.



As we hear in the video, the first variation sounds as though it's a rough mix, as it contains the least instrumentation. The second variation sounds much more refined, containing at least one more instrument playing in the track. Presumably, this would have been the final draft before it would be disused in the game's sound code.

Sometimes, music pieces are composed for specific moments before scenes in a movie, TV show, or game is completed. When a scene is sent to the cutting room floor, usually everything is cut along with the scene. In this case, these particular music tracks were left behind as the scenes had been ditched in favor of the form we got in the final form. How these would have fit in the game remains unknown.

Seeking for answers, I spoke to lead Resident Evil 2 music composer Masami Ueda on Twitter in which he gave the following response:
Ueda-san vaguely recalls composing these two tracks for the game, but was able to recall their purpose. They were meant to be a theme for Sherry Birkin, the young girl who accompanies lead female Claire Redfield in their escape from Raccoon City. 


The pieces were originally discovered in a PSF zipped folder at Zophar.com, a game emulator and hacking resource website. A PSF. (PlayStation Sound Format) is a sound file that often holds the synthesized sound data in various PlayStation games. Cracking the format required computer hacking and disassembly skills. The individual who originally ripped the tracks from the game's sound directory and uploaded them on to Zopher in the first place is currently unknown. I'd like to thank that individual for finding these bits.

Wanna know what my Halloween treat this year is for you guys? If you're a Resident Evil fan like me, I think you'll like it a lot. Stay tuned.