The Xbox Live Arcade build of Sonic The Hedgehog (2006) is often brought up in circles as being a more advanced, more refined build of the game based off of a quick glance of the Action Gauge among other things. However, doing so is also heavily overlooking the many many downgrades and flat out exclusive bugs that exist in this build, and this video will shed light on those and why this really isn't a more polished build at all.
Wonder-Games
Credits to vanilla and Smash45 for helping extensively with the video.
The Xbox Live Arcade build of Sonic The Hedgehog (2006) is often brought up in circles as being a more advanced, more refined build of the game based off of a quick glance of the Action Gauge among other things. However, doing so is also heavily overlooking the many many downgrades and flat out exclusive bugs that exist in this build, and this video will shed light on those and why this really isn't a more polished build at all.
The Xbox Live Arcade build of Sonic The Hedgehog (2006) is often brought up in circles as being a more advanced, more refined build of the game based off of a quick glance of the Action Gauge among other things. However, doing so is also heavily overlooking the many many downgrades and flat out exclusive bugs that exist in this build, and this video will shed light on those and why this really isn't a more polished build at all.
updated 3 years ago
The Xbox Live Arcade build of Sonic The Hedgehog (2006) is often brought up in circles as being a more advanced, more refined build of the game based off of a quick glance of the Action Gauge among other things. However, doing so is also heavily overlooking the many many downgrades and flat out exclusive bugs that exist in this build, and this video will shed light on those and why this really isn't a more polished build at all.
In comparison to the PS1 cutscene I had ripped which was in 224x192 at 15 fps. This is in 320x240 at 20 fps and in full screen too. It's a testament that you can get comparable or superior FMV quality on the system.
Finally, note this was not inserted into the game. This is simply a standalone video file that I played back on my Saturn.
Enjoy!
Source is from Sakura Wars Ep.6.
This episode is actually not one of them, but it serves a perfect example of what's wrong with the online resources for Cardcaptors, the sync is honestly not one that prioritizes accuracy. And this is evident by Sakura's mouth flaps not matching with the dialogue at the start, as well as the awkward cut when she tries to close the bag Kero is in. Furthermore, the encoding doesn't look to be at the correct framerate, as the footage is unusually choppy.
For reference, the sync is shown first, the original broadcast is shown afterwards.
By the way this lovely but genius piece of dialogue is exclusive to the English dub of this show.
For the other folks that also enjoy explosions there's always my little experiment in GTA: San Andreas 4 years ago lol.
youtube.com/watch?v=ouYCIRbMYyw
However, upon looking online I found out it was never uploaded. The reason appear to be that this is one of only two tracks in the game that isn't stored as Redbook Audio (the other one is the victory theme).
It is worth noting this track also has an arranged (Redbook Audio) version of it as well that plays far less commonly but is available online, below is one of the many uploads of it.
youtube.com/watch?v=ouL28dwaG7s&list=PLA76C65E2878C1890&index=22
Enjoy!
Original Description:
When Cloverway dubbed SuperS, they omitted dubbing the ending themes. However, since this one did end up playing in two episodes. The song was dubbed exclusively in those two episodes.
Unfortunately, since Cloverway never released their own music adaptations. The only way to listen to them would be by watching the episode, or in my case, stitching the closest thing possible to a proper song from the two occurrences it does play in. It isn't flawless by any stretch, but better than nothing.
On a side note, I received a copyright strike not long ago, so I will be keeping my uploads few and far between for some time. Thank you for watching.
Here is a track that (as far as I'm aware and have checked) only played 4 times in the show, all 4 of which is during the late Cell Games episodes. I'm unsure why this track was barely used. I do not remember hearing it in Mega Man either, but it might still be there.
Unfortunately, because this track plays so rarely, I couldn't really get the whole track at the same level of uninterrupted clarity as the other tracks. But this is as much as I can do as per my current knowledge.
Enjoy!
I can't spot any major differences here compared to the final release performance wise. I noticed the sound of Alex's footsteps is missing here though. Perhaps viewers more familiar with this 32 bit remake can spot something else that is different, so I'm uploading this just in case.
As far as I can see, Working Designs did not dub any other FMVs by this time. So it seems this is about as much as I will upload from this prototype, at least until I actually get to play this title.
Once again, credit goes to SuperMoonKnight for assisting me with ripping the FMVs.
I have some basic knowledge of this 32 bit remake of the original game, and it is one I intend to most definitely play after Eternal Blue. On Saturn first though, since that is the original version. I'm however, very curious about the modified PS1 English localization by Working Designs. Both because of its functional changes to the game, and the voices. As I was mixed with the MCD Silver Star, but found Eternal Blue better on that front so far.
One thing I knew I liked more from the English PS1 version though compared to the English Saturn version were the songs. Not the dubbed performance, as much as the music track itself. I wasn't so keen on the dub they did for this song, performance wise. So I'm pleasantly surprised that they had a different take that I personally prefer here.
Credit goes to SuperMoonKnight for assisting me with ripping the FMV straight from the Prototype build.
I was particularly curious about the 2P mode by this point, since I had always felt the mode could have used some optimization on PS2.
But upon seeing this build, I'm just shocked at how much worse it was this late into development. It's frankly a miracle they got it to the level they did within 2 and a half months honestly.
I'm fairly sure this is the longest Digimon Audio CD Special, but it is also my favorite if I'm being honest. This one is just fun from start to end, it's silly, entertaining and all around fun to watch overall. It includes the entire Digimon Adventure 02 main characters, as well as the Digimon Adventure originals. From recollection this is set somewhere near the end of 02, but before the final few episodes. Enjoy!
Once again credit goes to megu/onke for the English translation.
Enjoy!
Enjoy!
This track is commonly labelled on Youtube as "The Army theme" and every single online rip of it cuts out early and cuts out a small portion in the middle. This may have taken me a long time to prepare, but this is very likely the highest quality source and the first to properly have the full track from start to end.
Also keep in mind, I had to use an insanely high amount of different episodes and clips to stitch this together with as little dialogue and sound effects as possible. The downside of that being that it made it significantly harder for me to manually make the volume levels consistent across. I tried my best, but you may observe the volume fluctuating a bit.
Lastly, this track plays way too much in the show (for better or worse) so I decided to pick out two key moments that I felt really suited the track's placement. Enjoy!
Of course prior rips of the soundtrack existed, but I myself never found myself fully satisfied with them for either using low quality sources, losing some of the music instruments as a result of attempts to filter out the voices, or straight up just not accurately replicating the track.
My method was thus to use the newer HQ Stereo sources, and try to stitch together tracks that way. It takes much longer, but the clarity is much better that way. It also does present some audio volume issues that I tried to mitigate to the best of my ability. I hope to successfully do this with all the tracks, but that is a farfetched goal of course, so it's something I only intend on doing on my free time when possible.
Enjoy!
I'm not exactly sure how to describe this one though. It revolves around Matt/Yamato and Gabumon to a degree. But that's about as much as I remember from working on this one. It is the first 02 Audio Special, but it is also my least favorite.
Once again credit goes to megu/onke for the English translation.
Here's hoping they don't get copyright strikes.
That said, this Audio CD Special is placed between Digimon Adventure and Digimon Adventure 02, specifically in what the older six kids were doing during that two year intermission. It's...interesting, even if I feel Mimi's portion is in...poor taste.
Enjoy!
This is a compilation of clips of the E3 1997 build of Dragon Ball: Final Bout on PlayStation. I do not remember the sources used for the clips here, but due credit goes to them for that.
Here are the differences I picked up compared to the retail release for this build.
- This build is based off of an unfinished Japanese build of the game. No localization work appears to have been done by this point, so none of the voice actors, modified intro, English text, or the "Dragon Ball GT: Final Bout" logo exist in this build.
- Strangely, it doesn't seem this build locks out any of the final game's Menu options, as one of the clips here show an attempt to access Build Up's Battle Mode, seen at 1:21.
- It also seems that at least one of the extra unlockable characters is in this build, as Super Saiyan Kid Goku is visible in the character select, and playable.
These are the main obvious differences right off the bat. Now for some of the more intricate differences.
- Adult Goku's energy barrage combo seems to have two of the energy balls right next to each other, as opposed to the final build separating all three of them. Presumably this was done because only one/two of those damaged the opposing player in this build, as well as looking unnatural.
- The background scrolling appears to be unfinished in this build, this can be most clearly noticed when characters attempt to fire off super energy attacks.
- There's no text during the fight for Meteor Combos or Demos being set to On/Off.
- Health decreases when damaged at a much slower speed here compared to the retail game.
- There's no "K.O!" text on screen at the end of a fight, like in the final build.
- In regards to the super energy attacks, they're...weird in this build. For starters, although the "COUNTER" text does appear here on screen. The opposing player can still move during that sequence and straight up cancel out the player charging the attack. I have to assume this is unintentional, otherwise there'd be no point to having the counter mechanic. Furthermore, they exhibit some odd behavior in this build. Adult Goku's Kamehameha didn't consume any energy, and it went past his opponent as opposed to stopping upon collision like in the final game. Not to mention multiple issues like the beam often desyncing away from the player. Or like in Cell's case, the beam never firing off and getting stuck.
- There seems to be absolutely no hit pause in this build, and from here it becomes apparent why there is one in the final build. Look no further than at 1:54.
- The game's limit in regards to keeping the players in view, appears to not properly function here. As both players leave the screen at 2:39.
On an unrelated note, something interesting I picked up later. It seems episodes/an episode of Dragon Ball Z is playing in the background at the booth, at 3:19 I can catch Raditz uttering "Eliminate 100 of the species by tomorrow", which is from the second episode of the show.
My first Saturn had the Sanyo disc drive, so I was used to the loading times on here for many years. Completely unaware, that they were far inferior compared to the JVC drives.
You can distinguish which one you have by taking a look at the color of your disc drive board, I believe if it's green it's JVC, and if it's orange it's Sanyo.
Also note the same disc was tested on both systems.
Basically, I took every single fruit and collected them all at the highest platform in this garden, then after waiting until they were starving, I took the Chao and put them at the second highest platform right next to the fruits. So as to get them to detect the fruits and try acquiring it, but being unable to.
For some reason, this set up causes the game to crash. Unsure if it's applicable to other versions of the game though.
Honestly, if it can be accurately replicated it might be useful for a speedrun strat.
What is noteworthy here though is that this particular song was never officially released. Rather, this specific version was never released unfortunately. Which is a shame too, because I find it to be one of the best songs, and better in my view than the redone version that was released.
Nonetheless, to my surprise there is absolutely no upload of this song from the DVD release, it's all very compressed VHS recordings from what I can see. And none of them actually attempted to isolate the song from the dialogue itself, which is what I attempted to do here. Granted, the attempt is certainly not perfect, especially near the end, but it is the best existing version of the song available as far as I can tell. ~~Here's hoping it ends up leaking later on.~~
Having said all of that, I hope you enjoy!
A friend of mine pointed out that there is no real hardware footage of the gameplay of the disc itself, as evident by how every single piece of footage I found online has it desync at one point or another via emulation. So I present to you the first (as far as I can find and tell) Authentic hardware footage of the Sonic Adventure Auto Demo disc. Enjoy!
I did however, notice that a number of you did request this specific track. I apologize for keeping you folks waiting, and hope this will suffice.
As a bonus for my prior delay, here is a lossless FLAC file, straight from the track itself from the game disc.
drive.google.com/file/d/1jLeJsWRP3W_uXpAEaB1HtV2mE0UuHKei/view?usp=sharing
The 96 PC version, is the only version where any real effort was made to sync up the footage to the Mega CD original, although it likewise runs at 15 fps and in a much smaller screen.
Sonic Jam, Sonic Mega Collection and Sonic Origins, all appear to use the source tape master that SEGA has, with only minor differences between them like Sonic Jam's version being much more compressed and at a lower framerate, Mega Collection having some fade in effects as a result of being mixed in with other scenes, and Origins being the highest quality version available, with a notable effort to remove the ghosting.
Sonic Gems Collection is interesting, because it's the only version following the 96 PC port, to omit the R2 level scene, it also consistently appears to be the slowest version for the post 96 PC releases.
The 2011 rerelease has a fade in effect at the start, not on any other version, and appears slightly faster than Gems Collection, but other than that I don't have much to say there.
Worth noting is that the MCD original, 96 PC port, 2011 rerelease and Sonic Origins, all had a portion of the credits in a much smaller window alongside the text scroll, and so they had to all be zoomed in accordingly for comparison's sake.
Finally, I should note that every single version of this scene has ghosting in one form or another, even the Mega CD original isn't safe from it surprisingly enough.
Credit goes to vanilla and Smash45 for the 1996 PC port footage and Sonic Gems Collection respectively.
P.S for those asking about this specific track, I have uploaded a video of it, with even a FLAC file attached in the description.
youtube.com/watch?v=iTHRKz4gmpk
Hercule is already a pretty entertaining character in this arc, as are many others. But his logical conlusion for how its possible, his subsequent boasting and then attempt just crack me up to no end.
It's honestly so bad, that I can only think of Shadow The Hedgehog on PS2 as a worse running Sonic game than this one. It's really incredible that they got it running this badly, when 06 the PS3 launch title which wasn't very stable either ran better.
This should shed light on just how inconsistent it is, and consider that this is only the first "real" stage.
One produced by Sony between 1998 and 2000. The other from Bang Zoom between 2000 and 2002.
Personally I much prefer the latter, as it generally has a much much superior and more accurate script. Arguably better casting and far less...odd deviations.
I don't think the Sony dub is unwatchable by any stretch, and I would be fine watching it if it was the only dub available but I think it really pales in comparison for sure.
While my thoughts on it are less favorable than Bang Zoom. This is one scene where I think Kenshin's scream in the Sony version is far superior. Even if I think most of the atmosphere and dialogue exhibited by the other characters in the Bang Zoom Dub is more fitting.
But I would say the first section is notably superior on Xbox 360. The second section is a bit harder to determine.
I think this makes the last 06 fps comparison I will do.
I considered doing a hub comparison if there's enough interest behind it. But at the moment I couldn't think of a way to do all of them or if its even really worth it honestly.
In the future I intend to do something like this for Sonic Adventure. Perhaps between the Dreamcast and Gamecube releases. I'm considering on adding PS3 to the mix as well but unsure right now. Time will tell, if you guys have any suggestions to that idea please let me know.
It seems that depending on the section and area. 360 and PS3 sometimes drop more than the other. Generally I'd say 360 fares better overall for this one, but its certainly close.
For some reason this stage's second section in particular suffers greatly on Xbox 360. The first section is a bit worse on PS3 though.
But given that this is not on Youtube, I figured its unique enough to show so here you go.
~also totally my absolute favorite ending theme of the series~
But overall this one was relatively easy to sync up, given that the fps drops are not that common here and its length.
Maybe its just me but I think this is the most stable stage performance wise on both versions so far, and its quite close here that I honestly can't tell if one version is notably superior to another.
Enjoy!
Both are from real hardware, recorded through HDMI at 720p at 60 fps.
Song credit goes to MSO429 and the original music owner.
Music Link
youtube.com/watch?v=wTyv2iu7pJA
Released months after Mini 4WD Super Factory on Saturn. This one was done by Jaleco instead.
At first glance, there are a few notable improvements here. The number of machines to select from is more than double what Super Factory had, there's a full blown story mode this time around with two characters to select from, a wide variety of tracks, tracks with a lot more objects and terrain and a great soundtrack.
Unfortunately, Hyper Heat also runs at a much lower framerate, nearly 20 fps and occasionally drops below that. Furthermore, the speed of the game is much lower than Super Factory, with none of the dynamic camera angles. This makes races here a bit more of a chore in my opinion.
Lastly, while the full blown story mode is certainly very ambitious it also makes it significantly more unfriendly to non-Japanese speakers than Super Factory is.