Showing posts with label weird. Show all posts
Showing posts with label weird. Show all posts

Monday, May 25, 2015

Song Similarities #1: Sonic CD and Slam Dunk

Ever watch a show or a movie and notice a song in the background you thought sounded remarkably familiar to another song you've heard elsewhere before? I have. Which is why I made the unoriginally-titled Song Similarities. I'm sorry.


Inspired by the Sonic Retro forum's "This Song Sounds Like X" thread, I've began making a short clip, of hopefully several to come, that highlights interesting similarities between a pair of songs that strike me as strong coincidences that particularly resonate with me.

Now, one thing Id like to note. I'm not trying to persuading my audience that "OMG (insert artist) must have done music for (insert IP), this is like MJ/Sonic 3 all over again!" I am just simply creating these videos of what I find are trivially interesting that I nonetheless feel would be worthy of bringing up

In this specific comparison, a BGM from one scene in episode 22 of the hit anime Slam Dunk features a melody structure that sounds quite similar to the present version of the level Tidal Tempest Zone from the popular game Sonic CD. Yes, it may seem like a generic beat today but one of the

Sonic CD came out in Japan on September 23, 1993, while the Slam Dunk episode aired on TV Asahi in Japan on April 16, 1994. Any possible referencing, if at all, would have to have occurred after the game's Japanese release.

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.

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.