Showing posts with label Capcom. Show all posts
Showing posts with label Capcom. Show all posts

Friday, February 26, 2016

Mega Man 64 Transition Prototype

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. 

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 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 20 minutes, making it more entertaining and watchable. Also included are some gags you might want to check out. There are also annotations captions that deliver context behind certain prototypical happenings in the video (turn on [CC]).


Okay so, Mega Man 64. It was sloppily ported. It's a messy, compressed recreation of the original experience. Certain visual effects are nerfed, frame-rate 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 flub (see 4:50). Having grown up with the original PlayStation version, I see how this port undermines all that was great about Legends. 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 its existence to AssemblerGames, a now-defunct 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 point in time Legends 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 a menu on the title screen 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, Pixelbuttz scrambled to gather as much funds as we can to beat out any competition interested in the prototype.

When I say "scramble," what 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 just wanted the ROM of this thing, because we knew logistics would complicate things with the physical goods (and, boy, will we get into that in a minute).

Within a day or so, we acquired $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 at 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. He actually had to drive to there and explain what the hell it was. Thankfully, it was all resolved and soon after that he dumped the ROM. Now it's all preserved for eternity.

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 already 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!


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.

Sunday, August 30, 2015

Here's a random proto track and an newly-ripped E3 trailer (@60FPS) from Mega Man X5

Three months!? Gosh, I've been out for a while.

I've been in the mood for prototype/unreleased games again lately. This time, I've taken a listening to a track I've ripped and uploaded on YouTube a year ago, from a prototype version of Mega Man X5 dated May 1, 2000.



The biggest difference to note about this track is in the middle. The first fifty seconds are consistent to the final version, but after that the main verse (or bridge, whatever's the right term for it) becomes different. If you ask me, this version emits the vastness of space much more than the final one (though the stage actually takes place in a planetarium, surprise suprise). Out of all the tracks in the proto, this one is my favorite.

The prototype itself contains a large number of rudimentary elements indicative of its progression into it's final form, all of which you can find them documented at the Cutting Room FloorThe US preview trailer, unveiled at E3 2000 convention in Los Angeles, CA that year, appears to be from this build of the game.



If you want to see the whole VHS rip in it's entirety, you can find it here and reminisce about the old days when Mega Man (and Capcom) was a bigger brand than it is today. 

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.

Monday, March 30, 2015

Prototype Time! | Mega Man Legends 2 (English Debug Prototype)

Last March, Protodude approached me with a few Mega Man prototypes he had on his possession. The first was a proto of Mega Man X5, the third being a "late"-English localization build of The Misadventures of Tron Bonne circa months before it's North American release, and the second in-between...

...an English debug prototype of Mega Man Legends 2, dated July 12, 2000. This was by far, surprisingly, the most interesting of the three Mega Man prototypes that Protodude shared to me behind closed doors. I held onto this for a while before it was leaked onto the net, mostly due to video production reasons and to start writing a page for this at the The Cutting Room Floor.

So wait, wait, wait. What exactly does "debug" mean? What is it for and why should we care about this, aside of serving as a view of the game's development?

So (to my understanding) debugging basically means to look for bugs, meaning any defects, in the whole game's programing and fixing them all of them as much as possible. This particular debugging prototype was used to assess the programming of the game during Rockman DASH 2's localization process into Mega Man Legends 2.

Sunday, March 1, 2015

This guy did WHAT to Spider-Man?!

Oh dang, one month? Yikes. I hate working retailer with randomized schedules.

The face of a rabid rapist.
If there's one reason I love playing Capcom's fighting games.  They're a blast to play with the bizarre variety of characters and the insanity these characters enable with their super-hyper-variable-attack whatever moves.

To over it briefly, Norimaro is this Japanese sketch character created by comedian Noritake Kinashi who, in the game, represents neither Marvel or Capcom but of the Japanese Nippon TV channel in Japan. He appears as a regular playable character exclusively in the Japanese arcade and console versions of the game, but was removed in all the overseas releases despite most of his taunt text being translated into English

A few years ago, I stumbled upon this video on Nico Nico Douga of Capcom staff introducing Norimaro to Japanese TV viewers in the Japanese version of Marvel Super Heroes vs. Street FighterIn this segment, Norimaro performs a... questionable attack on a hapless Spider-Man. Just see with your own eyes.



What he's doing is a kancho, a Japanese prank that involves putting your index fingers together and sticking them up someone's ass, usually on friends. So now that you that fairly useless detail, please do not perform this in public. You'll probably be thrown in your local area's sex offender registry at the very least

What should be noted however, is that this particular move was actually removed from the final version of the game. Word of hearsay goes that a Marvel representative had seen this build and furiously demanded its immediate omission. I'm not really finding any concrete sources that validate this report, but you can bet in the event that I do I'll immediately update this post with the full scoop.

Needless to say, he's probably the only reason I'd play ever play Marvel Super Heroes vs. Street Fighter.

Tuesday, December 30, 2014

Let's all go mahval for an old E3 2000 trailer of Marvel Vs. Capcom 2 (Dreamcast)

Oh boy, this is probably my favorite fighting game of all time.

Having always played the Dreamcast version since I was in middle school, I was actually quite good with my team ─ which always consists of Tron Bonne, Mega Man and Cable, and usually at that order. I've never played on any tournaments, and I wouldn't last long in one if I ever tried. If you've followed me on YouTube, you'll know
I did a PEMNAS run of the game about six years ago. At one point, it was the most searched final boss video of the game for a while. *grins*

I actually played an arcade cabinet of Marvel vs. Capcom 2 at a local arcade this past weekend on a trip with family. I actually kind of hate playing fighting games on a fighting stick because not only do I suck with them, I always get cramps on my fingers and knuckles if I play for a while, and that's what I felt after beating the game after one Game Over and two sittings (standings?).

Alright, so where am I going with this? Oh yes, I have a trailer of the game from that Capcom E3 Sales Presentation VHS tape that I've been posting other trailers* from in the past month or so. It's a kick ass trailer. It really gets you excited for the game's chaotic gameplay and because of that I decided to post it on YouTube. And just like the other ripped VHS tape clips I've posting, it rendered at 1080p60 so you can see the action as it's intended to be seen. So here you go.



I will be posting the video in its entirety sometime tomorrow or the following day. Consider it a late Christmas gift or a New Year's Day gift. Get crazy.

GOD DAMN RENDERING CANCELLED PREMATURELY!

Monday, November 3, 2014

Re-ripped and remastered Mega Man Legends 2 trailer from E3 2000 (@60FPS)

Man, whatever happened to Mega Man in 3D gaming? Scratch that, whatever happened to Mega Man period?



I remember back in the day when I saw some shots of Mega Man Legends 2 on an issue of Electronic Gaming Monthly and getting super stoked about it. Aside going online at Capcom's USA website and staring at weird screenshots, I got onto GameSpot and watched that particular E3 2000 trailer you see above on a shitty-ass Real Player or something similar. This was when Mega Man was still relevant in gaming. Now he's stuck to merchandise, and he hasn't had a game since 2010. Bummer.

Oh well, so what existed before as a low-ASSolution mess of pixels is now remastered -- from the same promotional VHS source as the Resident Evil Zero trailer I posted having in my possession several days ago -- as an 1080p60 HD quality trailer. 

That's right, 60FPS. We have YouTube to thank for enabling 60FPS video playback for everyone to experience. Be sure to watch it on Google Chrome, for now. Stay tuned for more videos of this source from me. =)

Thursday, October 30, 2014

Get hyped. Old E3 2000 Trailer for Resident Evil Zero (Nintendo 64) now at 1080p80!

Resident Evil games always had some of the most interesting development stories told in video games. Compared to other entries in the franchise though, Resident Evil Zero had a much less chaotic development cycle.



I've already briefed this a bit in the last post, but this game was about to come out late in the Nintendo 64's life cycle and memory wasn't helping. So Capcom moved the game over to GameCube so it could become the gorgeous, bad-ass looking game that it became.

Now, about the footage. If you were a major Resident Evil fan back in the day, you may have seen this particular trailer from E3 2000 before in the past as a really low-res video on YouTube or even back in the day when, even then, it looked like a pixelated mess of squares. Now, thanks to a VHS source I purchased online where this trailer originated from, and for YouTube for finally enabling 60FPS video playback, I can finally now share this 1080p60 HD rip of the trailer that was originally of low-quality for the rest of the world to watch.

I'll get into the meaning behind Capcom E3 2000 Sales Presentation [VHS / 2000] at a later point of time. There's more where this trailer came from too! Stay tuned!