Showing posts with label 1995. Show all posts
Showing posts with label 1995. Show all posts

Saturday, April 18, 2015

Let's take a look at the V-Jump build of BIOHAZARD (Resident Evil)


In a time when Street Fighter and Mega Man where the biggest names in Capcom's arsenal of video games in the early 1990s, 3D polygonal games had just begun to be a thing and polygons consisted mostly of origami figures that resembled moving pyramids and stationary chunks of sausage blocks, figuratively speaking. BIO HAZARD, or as commoners call it Resident Evil, would become the company's first bold experiment working with 3D polygons that would pay off in a major way.

Let's set the clock back to late summer of 1995. The PlayStation was already less than a year old in Japan, while BIO HAZARD had been in development for some time already. At this point in time, the game had just moved on from its "co-op" experimentation period (which not much is known about, and if I can even say it was co-op, actually) and into the period where survival was mandatory and isolation horror would shape up the final form it would assume.

On stage, director Shinji Mikami and supervisor Masahiko Kurokawa would present this direction to the silent audience of hundreds at the V-Jump Festival '95 in Japan.


This footage has been around for a long time now and in fact some of you might even recall seeing it on Inflames' website or other familiar locale. For the purpose of preservation (and because I can't stand the quality of the original rip anyways), I've once again taken upon myself to purchase the original VHS source to bring to you remastered footage of the segment in 1080p60.

So the narrative is set in the near-future (for the time of the game's release) of 1998 at the northwest side of the United States where S.T.A.R.S, a police force stationed at Raccoon City, is called in to investigate a series of bizarre murders committed in the outskirts of their city. Upon receiving no word from Bravo team, the team that was initially dispatched the previous evening to find any clues to intercept the supposed killers at the Arklay Mountains, Alpha team arrives swiftly to locate their missing members.

I have an A.A degree in Journalism and I can tell you that that's a
really terrible newspaper headline for a news story.
Not that mine for this blog post is much better.
To their horror, they discover the grisly remains of their compatriots. The vicious dogs responsible for the deaths appear abnormal, and set their eyes and noses on the remaining Alpha members, killing one of them by the neck, and chasing the rest to a nearby abandoned mansion full of zombies and other horrific monstrosities. Now taking desperate refuge inside the establishment are three (six?) remaining S.T.A.R.S members: Chris Redfield, Jill Valentine, and Albert Wesker. They don't know where Barry Burton is or that Rebecca Chambers, who had one hell of an horror fest with an escaped convict the previous night, is somewhere inside. Thanks for leaving them behind, go to hell Brad Vickers.

OK, whatever. Cool story.

*Until REmake came and destroyed every single RE game that
came before it (Electronic Gaming Monthly #80, March 1996).
Upon the unveiling, comparisons were already being made between Resident Evil and the preceding Alone In The Dark, released four years prior. The two share similar horror and gameplay philosophies, but the key difference being that Resident Evil's graphics kicked ass* according to Mikami. He wouldn't be wrong though, it did prove itself as an immersive horror game with an intricate level of graphical detail into the polygon character models and CGI backgrounds even during the advent of the pre-rendered computer graphics craze in video games at the time.
The V-Jump prototype is dated
August 4, 1995.
So onto the prototypical context of the footage itself. First off, only a handful of areas of the first floor mansion are actually playable and the camera positions in some of these areas are drastically different. For example, in one angle, the camera appropriated to the first floor door leading to the first zombie is positioned behind the banister from the second floor (which I find the angle itself interesting, actually). 

Jill Valentine is stands at the front stairs on the first floor of the mansion. She doesn't say much other than "I'll stand watch here." Nothing else. Interestingly, despite her presence in this prototype, Jill isn't actually seen in the embedded footage above. My guess is that in between the aforementioned previous prototype version and the leaked August 4th prototype, her model had just been redone from her previous, implemented design. But that would mean that there had to have been a build of that that existed at some point.

One of the elements I find more interesting is the lack of a finalized set of voice samples for Chris, possibly in Japanese. Presumably, this build was created at a time when the game was still planned to feature Japanese language performances. There's even a set for Jill as well. Take a sample (for more, check out the prototype's page that I sometimes update at The Cutting Room Floor):

Chris:      |     Jill: 

Aside of that, and a snake that shows up from almost out of nowhere at the exit to the garden, there's not much else in the build that provides more of the game than the later protos exhibit. Beyond this prototype, there are at least two more other prototypes (three if you include the Trial Edition) that proceed the progress of the game's development. For now however, the focus is just for this build only. Sometime in the future, I'd like to explore those other builds. If there is a prototype of this game that you'd like for me to explore and document in detail, I'd be happy to.

I'm more motivated to start and complete projects based on the level of demand for their release, and in fact I've invited YouTube users to like this comment I've made about remaking a video about the Japanese dialogue that never materialized in the final game. You can too. Otherwise, hit me up at Google+ or Twitter if you want me to talk about it more.

Saturday, February 7, 2015

Late 1995 V-Jump Footage of the cancelled TwinBee Miracle [PS1]

I've never played a TwinBee game before nor do I even know how any of the games play. In fact, I've only actually just watched the footage below after rendering this clip, as it was a recent request and I had only just decided upon rendering and uploading it yesterday. And with that out of the way, here it is:


Unseen64 has an brief article this particular entry of the series that was planned for PlayStation but was unfortunately canceled in early 1996. Not a whole lot is known about it, let alone why it was canceled, but judging from the V-Jump 1995 footage, TwinBee Miracle was to be an quirky 2D RPG by Konami based on its top-scrolling shooter roots with colorful characters to meet and some cartoony worlds to explore. It does look like an RPG I would have played.

Its always too bad to see games that seem to have great potential get canceled. Not to be too off-topic but the greatest gaming tragedy I can think of off the top of my head is Star Fox 2, the sequel to the SNES Super FX megahit of the same name. Thankfully, there are prototypes of that game out in the wild internet for everyone to play and see for themselves the marvel that game is. I'm glad to have made some videos out of it too. Hopefully, we'll see a build of Miracle in the future.

Monday, November 10, 2014

Why don't you sit down and watch some early prototype footage of Super Mario RPG at 60FPS?

This may have been online already, but my new VHS rip is better. Its in 60FPS. =D



So, Super Mario RPG. I rented this game from a local BlockBuster Video store (remember that retailer?) when I was eight years old. I didn't have a concept of RPGs and that style of gameplay at the time so I just mashed the A button all the damn time. But man that soundtrack, I could never forget the boss battle and town themes.

After that, I never touched this game again until seven years later. I later got the game as a Christmas gift from my dad and I've yet to part with it since. At that time, it was an especially rare SNES game and copies of the game were scarce and expensive even at local mom 'n pop game stores. Its a miracle he found the game at all, I was ecstatic unwrapping that game.. 

Anyways, as with previous remastered videos, what existed before as a low-ASSolution of pixels is now remastered -- from the famous V-Jump Festival '95 Video, a tape that contains footage of other Japanese games of the time including Resident Evil, with I'll be posting more game clips from and eventually the entire tape online in the future -- as an 1080p60 HD quality trailer.

I want to give special thanks to GlitterBerri, for granting me permission to use her 2010 translation, and PixelButtz, for QA-ing the video (I thought something was seriously wrong with the rendering of this video. @_@;). OK, next up its Sonic Adventure on Dreamcast at 60FPS.