Tuesday, May 04, 2010
Saturday, May 01, 2010
Friday, April 30, 2010
A wha???
Ok. I saw this on the Angry Video Game Nerd's new video and thought OMGWTF? A Nintoaster!
I mean, sure the joke about the NES looking like a toaster has been around for quite some time.. but I think it must be sheer brilliance that someone actually MADE one of these things.
Not only that... he did a SNES version as well!
WAAAAH! I WANTS ONE!
I mean, sure the joke about the NES looking like a toaster has been around for quite some time.. but I think it must be sheer brilliance that someone actually MADE one of these things.
Not only that... he did a SNES version as well!
WAAAAH! I WANTS ONE!
Thursday, April 29, 2010
New Link GET!
I have been trying to find links that are interesting to me... and are Famicom related.
First off, we have F*ck Yeah Famicom! which is a blog about everything Famicom. The guy there seems very nice and seems to have a passion for the Famicom.
Then there's a link to 101 PC Engine secrets! Now, I have a PC Engine, and love it... and some of these 'secrets' are more of 'didja know's than anything else. But some of them are very interesting and worthy to read.
The next one is a link to my girl in Japan, J-Idol and Famicom/retro game collector, Haruna Anno. Her love for games is really remarkable and she is making it a side-job of her's to write articles for Japanese magazines and websites about her passion.
And, I can't tell you how cool it is, but she's following me on Twitter! Now, in all honesty, it's probably because I subscribed to her Twitter first... but I can still hope that sometime she might actually go to one of my subtitled videos on Nico Nico... and shoot me an email.

Finally, here's an oldie but goodie. This is the scanlation of the old Famicom Disk manual. All I have to say is that Takashi is a choad!
First off, we have F*ck Yeah Famicom! which is a blog about everything Famicom. The guy there seems very nice and seems to have a passion for the Famicom.
Then there's a link to 101 PC Engine secrets! Now, I have a PC Engine, and love it... and some of these 'secrets' are more of 'didja know's than anything else. But some of them are very interesting and worthy to read.
The next one is a link to my girl in Japan, J-Idol and Famicom/retro game collector, Haruna Anno. Her love for games is really remarkable and she is making it a side-job of her's to write articles for Japanese magazines and websites about her passion.
And, I can't tell you how cool it is, but she's following me on Twitter! Now, in all honesty, it's probably because I subscribed to her Twitter first... but I can still hope that sometime she might actually go to one of my subtitled videos on Nico Nico... and shoot me an email.

Finally, here's an oldie but goodie. This is the scanlation of the old Famicom Disk manual. All I have to say is that Takashi is a choad!
Tuesday, April 27, 2010
Tuesday, April 20, 2010
Sakura Wars: So Long, My Love Review (PS2)
The Sakura Wars franchise has long been a Japanese only game series with plenty of fan-boys begging for the title to be released overseas. And, after 14 years, it has finally happened. But the question now is, will people who were begging for the translated dating sims of Japan be disappointed, or will they want more? SEGA is hoping it will be the latter and so packed this copy of their popular Sakura Wars series with a large instruction booklet, a poster of the cover art, and a supplemental manual of characters, images, and layouts of the theatre where your headquarters are hidden beneath.
In Sakura Wars you play as young Lt. Shinjiro Taiga, a 'samurai' in training, who is sent to New York to lead The New York Revue Star Devision which is the team that protects the city. You meet seveal teammates along the way and begin to learn your way around the New York of the game... which is a sort of exaggeration and anime-esque version of the real thing.
When meeting and chatting with characters you will have many automatic responses, but sometimes you may notice that the dialogue box will be split into several different, sometimes quite cheeky, responses as is par for the course in Sakura Wars games. But be careful. Your responses are timed, and your responses are what endears you to your fellow soldiers. Get on their bad side, and they might not fight well beside you. Become dear friends with them, then they become powerful allies when you do enter combat. And don't feel like the middle path is the correct choice. Sometimes you may find that you get on someone's good side by being a little brash or curt with them. Each character reacts differently to specific choices that you make, and it's a very refreshing change to the usual RPGs where you will be sent on a specific path no matter what you say.
And that is one of the most entertaining parts of this RPG/Non-dating game. There's no grinding to raise the levels for your characters, it's all based upon how your relationships with them grow (or fail to, as the case may be). This will all help you when entering battle.
Now when it does comes time to kick some heads in, the combat system is actually quite enjoyable. You take control of one of the iconic steam mecha that is popular to the series and lead the team against enemy mecha. As always, the giant robots are beautifully designed and really bring the feel of the Sakura Wars genre to us. And the combat is fast paced and enjoyable. The controls are not stiff and are quite easy to get used to. There aren't a ton of sub-menus to choose from and so gets you going to the action quickly.
But should combat get a tad long, you can pause in the middle of a battle and save the game from the exact point you left off. Not many games of this genre have done this in the past and it is really refreshing to see someone finally take the lead and think about the players and things that may happen while playing a video game.
Unfortunately there aren't as many battle sequences as you might hope for making the need to forge tighter bonds with the other characters a bit confusing. This is where I actually would wish for it to be an actual dating simulation and not the non-dating simulation that it is. I mean taking out the grinding aspect to have your characters get better in battle seems silly if you don't go into battle that much. I personally would have enjoyed more combat opportunities and see exactly how powerful my relationships could get my crew. I would have to go back to my other Sakura Wars games, but I honestly think that those games had more combat opportunities than this version. But the choice menu does keep you busy by also allowing you to perform actions that will determine your skills in the game as well. Memory is key here as is skill with the controller.

As is usual for this series, it's the story that is the driving feature of the game, and is what will cause you to continue to want to play it. Thankfully, this is one story this is actually entertaining and enjoyable... if you like anime. The dating sims of Japan do not usually do too well here overseas as they are story driven and can get quite silly at times, and this one is no exception.
Now, with the ages of the characters, it is understandable that it is not a dating simulation game as the others of the series were, but just a relationship simulator. After all, the tender age of a few of the characters would be frowned upon should your character want to date them. But I think this was a necessary change to bring this overseas and try out their chops on a North American/European audience.
This is, however, a very good portal into the mindset of the Japanese dating-sim genre and, if you take it as such, you won't be disappointed. But the story, as good as it is, is completely silly and unrealistic. With gangster gunfights going on in the middle of the city and you unable to do anything to prevent it except “watch your own back” this portion of the game may lead to some people having a difficult time suspending their belief and just enjoying the game for what it is.
The voice acting in this title are not the worst I have heard. In fact, they're pretty good by normal standards. It appears to me that the actors are old hat at this and everything sounds good. The women don't go too over the top as is usually heard in these kinds of games and the male actors do fine work as well.
But, should you be a purist like me, then you can easily switch to the second disk that comes with the game and listen to the dialogue spoken in Japanese. Unfortunately you cannot switch between the two disks as you may want to, so make sure you choose your language preference ahead of time, because you're stuck with it for the rest of the game. This really makes no sense and is a problem that could have easily be fixed with a tiny bit of foresight. But the point really becomes mute if you are not the kind of person who likes voice acting and chooses to turn the voices off at the menu command.

Unfortunately you cannot turn off the music which is something I would have desired. The soundtrack is like that of the early Sega Saturn renditions of the game: hokey, embarrassingly short, and endlessly looping. It almost seems like they're using a midi track for most of it and it really brought my experience down a notch. With the disk space of the PS2 I would have thought that the developers would have put as much dedication to the background music of this game as they did for the voice acting, but it really seems like this game would have felt just at home on the Sega Saturn as it would on the PS2. I am all for Staying true to a series, but this game truly deserved much better music.
As always there are plenty of lockable to discover and these are, as is popular in dating sims, images of the characters and new outfits. In fact NIS America gives us the opportunity to unlock a lot of images and costumes from codes provided on their own site. Sure, it might seem to defeat the purpose of unlocking thins yourself, but given that it will take you quite some time to even get to that point, I think it's definitely something people will want to play just to get to that point.
So, what's the final verdict? Well, I would have to say that this is a must-own for any anime fan. The translations were done well and the storyline is something that is interesting not only to a Japanese player, but to those of us overseas as well. The team were very diligent in making sure that the Japanese was translated to the 'T' but this also results in some words that just don't feel natural for the characters to be saying, whatever time period that they might be living in.
Don't feel bad not trying out Sakura Wars out if anime is not your thing. This is, unfortunately a game meant for a pretty specific group of gamers. But if you are a fan of anime, an avid RPG player, or even someone who has a curiosity about the dating-sim genre then this will not disappoint you at all. Chock full of full-motion cut scenes, an enjoyable (if not ) combat system, and a entertaining relationship simulator all make this title a great amount of fun. Previous fans of the Japanese series will not feel slighted at all as it stays true to the other games in the series, but new players may need to give it the old 'college try' before realizing that there are some games out there that are good games not because of the combat system, but for a meaty storyline like this one.

Thursday, April 15, 2010
Blogger is GO!
Hey all, I'm going to start posting again and keeping up on this blog. I thought it might be nice to have an area where I can post all of the things that I work on... kinda' "centralize" it.
So, I will be posting my TGWTG videos, the Kokugamer articles I write, and other stuff. I'll also see if I can't put a link to my Twitter to the side-bar there.
ON the other side, my wife is very happy that I am back home from my vacation. I cannot wait to show you all what I and several others have been working on.
Also, I am working on my Sakura Wars review which should be up either on Friday or Saturday... so look for that.
So, I will be posting my TGWTG videos, the Kokugamer articles I write, and other stuff. I'll also see if I can't put a link to my Twitter to the side-bar there.
ON the other side, my wife is very happy that I am back home from my vacation. I cannot wait to show you all what I and several others have been working on.
Also, I am working on my Sakura Wars review which should be up either on Friday or Saturday... so look for that.
Sushi Go-Round Review (Wii)

Now, when I got the game, I wasn't sure what to expect. I had not played the online game and am not really a big fan of American drawn anime characters. But the gameplay surprised me and I quickly ignored the character designs and I was quickly drawn to the challenge.
The Object is to serve the customers of your sushi bar as quickly as possible. And instead of taking years to learn how to make sushi correctly, the game assumes you know these skills already. In fact, it appears that yuor sushi bar is the only place for miles around as people flood into the place as soon as one of your customers vacates their seat.
As soon as you serve the customers sit down, the game starts. You have to serve them a menu and, a few moments later, a small image bubble will appear over their heads requesting some of your mighty-fine sushi. Memorization is the key here and is imperitive to being good at the game as there are several kinds of sushi to prepare and serve. But, if you do forget a recipie, there is a sushi guide at hand to tell you the quantities of each ingredient to make something. But, you will loose time shuld you need to look at the book, so make sure you know how to make what.
Part of the challenge comes from the sushi being served on a conveyor belt. See, even though you make someone their particular sushi, a customer who decides to order more from you may request the same kind of food, and will snag that piece before the first customer can get it... making them a bit impatient.
Also, you run out of some ingredients fast and when you're busy you can't afford that. So you need to call in to make sure you are re-stocked quickly. You can get a rush re-stocking, but that costs you money and you lose some of your profits. But when you need nori wraps (dried seaweed) you need them now.

And, should one of your customers begin to become a tad impatient, you can always satiate their palates with one of the two sake bottles you are given at the beginning of the game. You only get so many at the beginning of each round, so use them sparingly.
There are plenty of new gameplay modes that have been added for the Wii version that will bring existing fans running to this version with Time-Attack, Puzzle, Endless Day, and Forbidden Modes. These are all a plus and, while there could have been more content, possibly even a sushi making tutorial to learn how to make REAL sushi, these are good bonuses to the game and fill it out a bit more than I personally was expecting.
All-in-all, the game is fun and creative. It's no wonder why they got a port ot the big-time consoles. The DS version is just a better version all around of this online game and comes with several extras and additions including the ability to use the DSi camera. The Wii game, however, is not not without its flaws as this kind of game really wasn't meant to be on a powerful console as the Wii.
The music is repetitive and annoying after a while. Now, even though they were trying to keep the feel of the online game, not creating more music for the Wii port was really a mistake. I found myself turning off the sound and even the sound effects within a few levels of the game. Perhaps getting some J-Pop music in there would have helped the game and might have warranted a soundtrack release. I mean the online game did have over 60 million downloads. Fans of the game would certainly pop out a few extra bucks for some good music.
The character designs are certainly a boost from the simplistic sprites from the webgame, but these look more like flash images and, while that isn't always bad, they do not look that great. When you make a game for any system you should really try to exploit the power of that system. If you don't feel that you can, then it should go to the portable hand-held. But, in their defense, the character images are not terrible and do have quirky actions to make them interesting to watch sometimes.

So yes, the best console to own this game on would be the Nintendo DS as it fits the idea of a portable game that can be accessed quickly and then put away on the fly. That's the whole point of this title anyways, and this game was made for that. Putting it on the Wii is a bit of overkill and doesn't feel... correct. It feels more like a shovelware title for the Wii than anything else, which is a shame.
But please don't let that keep you from buying the game for your portable console. It's a good and addictive game and drew me in right away, and I think that with a few tweaks it could have been a viable title for the Wii if they had taken a chance and strayed from the online game in a few aspects. And this is also not to say that people who were fans of the online game will not like it. In fact, I think they will really get a kick out of this version.
Was I entertained? Yes. A great deal, as a matter of fact. However, I just think that the game was a bit slap-dashed together and really could have used a bit more noodling-over before thrown into the market. The market changes so quickly that I can understand the desire to strike while the iron is hot, but for online games, the iron stays warm for quite some time. The evidence is there with PopCap games, and Sushi Go-Round really is no exception.

Zhu Zhu Pets Review (DS) NOT FOR ADULTS!

You start with one Zhu Zhu hamster, but, after some playing around, you quickly start to unlock more furry little friends along with more games, more items for their home... does it ever stop?
The Zhu Zhus will wander on their own, if left alone, but to take them to the bathroom, to the food bowl, or even to the racetracks, you just need to place the DS stylus on them and move them to the area that you wish. And the little guys will let you know when they need something too, so there's no guess-work like there is in Tamagotchi. And all the actions are quick, so even sleeping takes just a few seconds. This way, you can get back to the action as soon as possible.
For a kid's game, Cepia really worked hard at making the Zhu Zhus look like little animated versions of the toys. The characters are cute and the animation is not choppy at all. Some of the items are a bit too plain for older players, but everyone will know right away what is the water bowl and what is the food dish. Sure the sprites of the characters may look plain, but they aren't trying to be something that they aren't. This isn't a thrilling tale about pirates or an alternate world with wizards. It's hamsters. So, really, the bright and friendly colours are all that is needed here.
The music is not a big part of this game and is mostly just so you can have something going on in the background so the game doesn't become boring. And, for the most part, the music is actually ok. Parents won't be cringing every time their kids turn on the game and kids probably won't be turning the volume down.
The voice actress, however, is a bit annoying. Ok, a LOT annoying. Even kids agree that her sugary voice (my words, not theirs) is just a bit too much. I think companies really need to look back to the days of the 'big purple monstrosity' and remember that talking to kids in a condescending tone doesn't work. And yes even though this game is aimed towards the younger kids, kids know when something is 'genuine', and this voice is not.
Usually for kids, games with hidden secrets in them can be complicated and confusing to understand and unlock, but not here. In fact the instruction booklet tells you everything you need to know on how to get more toys for your Zhu Zhus and how to get more, and different, hamsters. Even for the littlest of players, it is never too tough to know what to do for any of the many areas of the rooms. And, with more rooms unlocking all the time, there is plenty to do and it will never get old.

One of the missed opportunities of this game is that, with the internet connectivity of the DS, that compatibility with the online Zhu Zhu Pets website could have been possible. It would have been a nice addition to the game to be able to bring things you have unlocked on the website into the DS game.
Even bringing in your own hamsters that you had put in their respective codes would have been a nice touch.
Otherwise, this is a decent game version of the toys and I think that kids will enjoy this version a lot. And the addition of a baby Zhu Zhu will surely cause this game to fly off the shelves when collectors, young or old, get near.

Fragile Dreams Review (Wii)

In Fragile Dreams, you take control of young Seto who is, we are led to believe, one of the last survivors on Earth after an unnamed catastrophe has wiped out the majority of civilization. Throughout the game you fight ghosts whose spirits are locked into this world and will attack you if you get too close. You can collect weapons and items to help you out along the way, and several items have no other purpose than to be a link in the deep storyline that is presented to you. And yes, the story is deep, and it will be quite the challenge for young Seto as he looks for companions in this post-apocalyptic world.
Seto is controlled by pointing the wiimote at the television as if it were his flashlight... and since the majority of the world is in darkness, the game acquires a chilling feeling found only in horror games. By pressing forward on the nunchuck, he moves toward the point of light of his flashlight. This isn't the easiest of controls to use, but it will soon become second nature after just a few minutes of play. Turning around is a challenge, however, and this is the only fault of the movement system. Several times I found myself trying to turn around quickly but unable to do so quickly.
This is where the game excels. The animeish characters look enchanting and are really memorable. And while the eyes and mouths are not overly emphasised, each one displays a range of emotion just through their body language. The backgrounds are memorable and well crafted... and even though you can't interact with everything, it does show a desolated world with great success. Even the outside looks so vibrant that you can almost smell the dew and chill in the dawn air.

The music is just as lovely as the graphics are, and is another high-point for this title. The music fits perfectly with the story and it never gets old. I usually get tired with music in games as they repeat, but throughout this game I left the volume up, not only to hear the characters speak, but to listen to the music as it brings you deeper into the game. The music didn't try to become a bigger element in the title, but was content on only enhancing it. And if video game soundtracks are your thing, then you'll be happy to know that you can purchase the official soundtrack on iTunes for a very decent price.
Seto, Ren, and the personal frame were all done by amazing voice actors. Their recital of the lines felt natural and it was well worth listening to. But one of the problems was the lengthy pauses that were placed throughout their speech patterns after commas. And, as a personal plea, will someone please tell these gaming companies that it really is ok to hire children to voice children? I am so tired of listening to women do their best little girl voice and failing miserably.
Personally, I thoroughly enjoyed this game. Its story-line, while a bit slow at times, really made you feel isolated and kept the feel of the game dark and foreboding. It made you feel quite alone while successfully keeping the spooky factor high. The characters were a complete draw-in for me and I felt true emotion for them. And if a game can make me feel emotions for the characters... then it's a game that usually sticks hard into my memory.
If you like story driven JRPGs and don't mind exchanging a complex combat system for amazing characters, visuals, and a deep storyline... then 'Fragile Dreams: Farewell Ruins on the Moon' is a game that will entertain and amaze you. XSEED has quickly become one of the companies that I consistently watch to see what they are bringing out next. Their dedication to gaming and accurate translations make them a heavy-hitter in today's market.

Tuesday, December 08, 2009
Nico Nico video with comments
Here are the two links to my Wai Wai World videos that were posted on Nico Nico video.
These links allow you to see the comments that people in Japan have to say. As a note (because I didn't know this myself) when you see 'wwwww' that means it is 'laughter'.
Part 1
http://d.hatena.ne.jp/video/niconico/sm8733415
Part 2
http://d.hatena.ne.jp/video/niconico/sm8865319
These links allow you to see the comments that people in Japan have to say. As a note (because I didn't know this myself) when you see 'wwwww' that means it is 'laughter'.
Part 1
http://d.hatena.ne.jp/video/niconico/sm8733415
Part 2
http://d.hatena.ne.jp/video/niconico/sm8865319
Saturday, August 01, 2009
Thursday, July 30, 2009
Wednesday, July 15, 2009
I am over the moon.
Got this email from Japan today:
Dear JewWario
My handle is Koiwai, and I am a Japanese.
I have been your fan since I found the Kai No Bouken video on NicoNico.
Doraemon is also very nostalgic to me.
I am not good at English, but I enjoy watching other YouCanPlayThis videos on YouTube and TGWTG.
You love kitty! Yanki J has colored nails! lol
And I have suggestions for you.
Would you do review Konami WaiwaiWorld and WaiwaiWorld2?
They are my favorite Famicom games that I used to play with my brother when I was a kid.
Waiwai2 is less popular in Japan and easier than 1.
But I think it is also a fun game, especially two-player mode.
(And this password is not in Japanese. YCPT game.)
This is my first time to send e-mail in English.
I hope you understand:)
I'm looking forward to your next video. Please keep up the great reviews!
日本から応援してます。これからもがんばって下さい!
Koiwai
I will have to think about doing that game, now.
Dear JewWario
My handle is Koiwai, and I am a Japanese.
I have been your fan since I found the Kai No Bouken video on NicoNico.
Doraemon is also very nostalgic to me.
I am not good at English, but I enjoy watching other YouCanPlayThis videos on YouTube and TGWTG.
You love kitty! Yanki J has colored nails! lol
And I have suggestions for you.
Would you do review Konami WaiwaiWorld and WaiwaiWorld2?
They are my favorite Famicom games that I used to play with my brother when I was a kid.
Waiwai2 is less popular in Japan and easier than 1.
But I think it is also a fun game, especially two-player mode.
(And this password is not in Japanese. YCPT game.)
This is my first time to send e-mail in English.
I hope you understand:)
I'm looking forward to your next video. Please keep up the great reviews!
日本から応援してます。これからもがんばって下さい!
Koiwai
I will have to think about doing that game, now.
Thursday, July 02, 2009
Friday, June 12, 2009
Thursday, May 28, 2009
For ChaosD1
This is a post for my friend ChaosD1 from the That Guy With The Glasses forums. I realized my replay was WAAAAAAY too long for a normal PM. So I posted it here.
His letter to me was this:
(laughs) No problems.
You know, I was thinking of putting up a video on how I do my videos so people can see... kinda' like a 'CRIBS' episode.
But lemme write this down. At the end of this message is my latest script. Don't let it out until I have posted the video, but have a look at my video when I post it next week. Then compare what I did to what the script is like. Maybe that will help you.
First I choose a game. Sounds simple enough, but it's really difficult. Not only do I have to like the game, but I have to have played it a lot before and have to have something I want to say about it.
Why do I like it? Key points. What specifically do I think of the graphics? Are there any difficult parts that I think could be out or are just fine?
Then I start on a script. I write it in a way that looks like a movie in my head. I usually have an idea by this time.
Then I go over the script over and over and over and over until I feel good about it.
*Was there anything that's repetitive?
*Is there anything misspelled? (even though I'm reading it... it helps)
*Does the script make sense?
*Does it flow well?
*Is there enough to keep interest?
Then I start filming the game scenes. I hook up my (then Dazzle) to the computer and TV in the computer room and play for about 30-45 minutes. I look at my script while I do this. Is there anything in my script that I need to specifically show? Then I mark that out in the script on my computer in gray background (to show that I have done it).
Why so much footage? I want to show more than just the first level. I want to show a wide variety of things. Maybe I need to show things that you only see in later levels. Maybe I play and I find something cool along the way that I forgot about... that way I can add it to my script.
Then I put it into Final Cut Pro.
Then I set up my cameras. What angles do I want for this video? I usually do a straight on and a 90 degree shot... to mix it up and keep it interesting. I have these marked on my script in bold,
Now I have my script on my laptop and put it in front of me. I used to (before the laptop) print out the whole script and have a Sharpie right next to me. I would tape every page to the table just under the camera and then get up and flip it as I needed it.
Those were my cue cards. Printed out in BIG 40 point type. Anything said on camera was bold. Anything said off-screen was not. But now that I have the laptop, I just place it to the side.
Then I position, white-balance, and focus the camera. Every. Single. Time. I don't know what might have happened before, but EVERY shot is different. Always be prepared.
Then I hit the record button, take my place, and start reading.
Note that I haven't memorized the script? But it's in my head... so I know what I want to say, I just need cues.
So I will look at the script, memorize a sentence or two, and then look at the camera and speak. Then I FREEZE! Have my eyes be the only things that move, look at the script, read another line... OH this one I do part on camera and part off... at the word "buzz" (or something)... so I look back at the camera and start reading again and when I hit the word buzz I can look straight at my script and read everything.
Remember, I know what I want to say... I've worked it over and over. I know how I want to sound. Just do it that way.
Then I take all that footage (usually 30 minutes or so... because I never hit stop even when the phone rings, when the dogs are noisy upstairs, or I flub a line or want to re-do it. This way I have several takes.
Then onto the computer and onto Final Cut Pro.
Then it's just editing. Cutting out pauses and mixing them together. That just takes skill. I have made 12 YCPT videos, 1 PPC video, 4 Ludus videos (my first videos), and 1 rock video (for the Infendo contest) and so I have learned what sounds good and what does not over the montha and months of doing this. Now, it's just your computer skills.
So that's how I do my videos. I hope that helped you. ALWAYS feel free to ask questions. I wouldn't have gotten this far without my best mate Max (Shuuki) who knew the tech and gave good ideas for angles and shots.
If there's anything confusing here, let me know and I will try to clarify it when I do my "How I Do This" video when I shoot this latest video.
Cheers,
JewWario
**********************
SCRIPT
**********************
His letter to me was this:
Since you do seem to be the most active, sane and helpful poster/contributor of the site...
I was wondering how you went about making the scripts for your videos. Do you do them in movie script format, or do you do like Yahtzee and Linkara, where you basically just write out a review, and then read it aloud to the camera.
I was thinking about approaching the latter format, but I felt it might turn out sounding unnatural, as well as not being able to properly mark the places where I wish to add certain footage. (Although I've been repeatedly told I talk exactly like I type. Typos and everything.)
I guess what I'm saying is... I need a foothold on where to start, and was wondering where you place your "ground level."
My idea has, and is being actively done (probably better) by a guy on Youtube already, (Hooray for my procrastination gene.) but that doesn't mean I'm not willing to give it a shot. I didn't pay for Fraps for nothing.
Am I rambling again? I always seem to do that...
(laughs) No problems.
You know, I was thinking of putting up a video on how I do my videos so people can see... kinda' like a 'CRIBS' episode.
But lemme write this down. At the end of this message is my latest script. Don't let it out until I have posted the video, but have a look at my video when I post it next week. Then compare what I did to what the script is like. Maybe that will help you.
First I choose a game. Sounds simple enough, but it's really difficult. Not only do I have to like the game, but I have to have played it a lot before and have to have something I want to say about it.
Why do I like it? Key points. What specifically do I think of the graphics? Are there any difficult parts that I think could be out or are just fine?
Then I start on a script. I write it in a way that looks like a movie in my head. I usually have an idea by this time.
Then I go over the script over and over and over and over until I feel good about it.
*Was there anything that's repetitive?
*Is there anything misspelled? (even though I'm reading it... it helps)
*Does the script make sense?
*Does it flow well?
*Is there enough to keep interest?
Then I start filming the game scenes. I hook up my (then Dazzle) to the computer and TV in the computer room and play for about 30-45 minutes. I look at my script while I do this. Is there anything in my script that I need to specifically show? Then I mark that out in the script on my computer in gray background (to show that I have done it).
Why so much footage? I want to show more than just the first level. I want to show a wide variety of things. Maybe I need to show things that you only see in later levels. Maybe I play and I find something cool along the way that I forgot about... that way I can add it to my script.
Then I put it into Final Cut Pro.
Then I set up my cameras. What angles do I want for this video? I usually do a straight on and a 90 degree shot... to mix it up and keep it interesting. I have these marked on my script in bold,
Now I have my script on my laptop and put it in front of me. I used to (before the laptop) print out the whole script and have a Sharpie right next to me. I would tape every page to the table just under the camera and then get up and flip it as I needed it.
Those were my cue cards. Printed out in BIG 40 point type. Anything said on camera was bold. Anything said off-screen was not. But now that I have the laptop, I just place it to the side.
Then I position, white-balance, and focus the camera. Every. Single. Time. I don't know what might have happened before, but EVERY shot is different. Always be prepared.
Then I hit the record button, take my place, and start reading.
Note that I haven't memorized the script? But it's in my head... so I know what I want to say, I just need cues.
So I will look at the script, memorize a sentence or two, and then look at the camera and speak. Then I FREEZE! Have my eyes be the only things that move, look at the script, read another line... OH this one I do part on camera and part off... at the word "buzz" (or something)... so I look back at the camera and start reading again and when I hit the word buzz I can look straight at my script and read everything.
Remember, I know what I want to say... I've worked it over and over. I know how I want to sound. Just do it that way.
Then I take all that footage (usually 30 minutes or so... because I never hit stop even when the phone rings, when the dogs are noisy upstairs, or I flub a line or want to re-do it. This way I have several takes.
Then onto the computer and onto Final Cut Pro.
Then it's just editing. Cutting out pauses and mixing them together. That just takes skill. I have made 12 YCPT videos, 1 PPC video, 4 Ludus videos (my first videos), and 1 rock video (for the Infendo contest) and so I have learned what sounds good and what does not over the montha and months of doing this. Now, it's just your computer skills.
So that's how I do my videos. I hope that helped you. ALWAYS feel free to ask questions. I wouldn't have gotten this far without my best mate Max (Shuuki) who knew the tech and gave good ideas for angles and shots.
If there's anything confusing here, let me know and I will try to clarify it when I do my "How I Do This" video when I shoot this latest video.
Cheers,
JewWario
SCRIPT
**********************
JUSTIN: (takes off reading glasses and puts down newspaper)Hello, and welcome to a new season of You can play this.
You know, Some of you thought that I go into too much detail in my reviews. So, for those of you out there who like fast straightforward reviews, here you go.
(Speeded up beginning)
(Justin as Deter speaking Sweedish)
J: Meurke meurke braugh (Very very good) Buy it.
(speeded up ending)
J: And now, for the rest of you...
YOU CAN PLAY THIS!
J: (holding paper) See this? This is the list of games I planned on doing this season. Now, watch. (tears it up) Yup. There. Know why I did that? Because I got so many good suggestions for games that I decided to make this whole season user-suggested.
So, we're going to start off this season with a suggestion made by 'retromanpresents', and one of my personal favorite games: Pop'n Music.
Pop'n Music originally came out in the arcades in Japan in 1998 and then onto consoles for the Dreamcast and Playstation 1. From there it has spawned several sequels and add-ons and is now onto its 14th version on the PS2.
Now to play it you need a special controller. You can play it with the normal controller, but it's much more difficult when you start playing the higher levels.
(Justin as Deter)
J: The controls are like bongos.
(Regular Justin)
J: … … ...
(gameplay)
Even if you are color-blind, and I have some friends that are, you can easily play this game as not only are the buttons arranged by color, but are in order from left to right.
Navigating the menus is super-simple as you just use the buttons to back and forth and up and down the options.
(back to Justin)
And of course there is the infectuous music. Each version brings a wide range of various tunes (gameplay) from J-Pop, to Russian Pop, K-Dance, and even Neo Folk Rock.
And there are different characters to represent each genre. They all have their own style and their own animations. The art style is not realistic, but cartoonish and light.
(back to Justin)
Now gameplay is much like a mixture between playing a kettle drum, piano, and bongos. (gameplay) You can start off at a low setting, and, as you get gradually better, you can increase the number of buttons you can use.
Now, navigating the menu will not be challenging at all since all the menus and sub-menus are in English. Many of the menu explanations, mini-games, and special areas are in Japanese... but this game is playable without those extras, so feel free to pass them over.
(back to Justin)
Now some of the more difficult songs will place the pop'n characters very close together. It may not seem the correct move, but the best way to play these is to speed the song up.
(gameplay)
You'll soon figure out the best speed for each song as you play. The way to get to those controls is to press both yellow buttons at this screen. When you have changed the options to your liking, press the red button to start the song.
(Justin)
Now, let me stop here for just a second and address something.
Now, some of you have asked me why I don't review bad games. Well, I'm about to.
You see, in 2008 X-Box live came out with an American version of Pop'n called Be-- (starts to throw up in mouth) Beat 'n Gr--- (same thing but takes a drink of water) Wow. Excuse me... Beat'n Groovy.
(gameplay)
And wow is it bad. I mean, look at what they did to my precious pop'n characters!
Why Americans insist on changing Japanese things to reflect an American ideal, I have no clue. The games are fine the way they are.
They took out the two main characters for crying out loud! My bunny girl... and my kitty girl.
(Justin)
KITTY! (glee)
(gameplay)
Now, while the gameplay is just like pop'n, the music is nowhere near as good as the worst pop'n music song.
So while I will tell you to go out and give this version a try if you must, I will in the same breath tell you to give this one a pass and just import a pop'n game.
(Justin)
So... as we wrap things up... let's enjoy one of my favorite songs. “Scotland” “Dream Parfait” from Pop'n Music 11.
(gameplay)
Audience – Music game enthusiasts will get the most out of this game, but that's not to say that there isn't something for everyone else. If you like hitting buttons and listening to groovy J-Pop, then this is the perfect game for you
Difficulty – With lots of songs for all levels of play, you can definitely grow with this game. Earlier versions are, however, more difficult as Konami was really getting the feel for the genre.
Graphics – Kiddy graphics make this not too spectacular to watch, but it's a music game. You should be concentrating on the game, not on graphics in the background.
Language Difficulty – 1 out of 5 – Even with Japanese extras in each game, I think that this is one game series that can be played by anyone and everyone without any difficulty.
Controls – The controls are basic and simple. As you play longer and get better, the controls will become second nature and you'll see patterns that you didn't see before.
Replayability – With infectuous songs for every version, this is one title you will play over and over and over and over....
Cost – The first games on the Playstation and Dreamcast don't run that much. You can purchase these for fairly cheap. The Playstation 2 games run a bit more, but nothing that isn't affordable. Konami Best versions are even cheaper.
(Justin)
Now out of all the versions, I think that Pop'n Music 11 is my favorite version and the one that I would recommend beginners start with. It's got a great set of music and
Also, if you're interested in making a controller for these games, check out my own pop'n music controller builds.
And as always, thanks for watching. And be sure to leave comments about what you thought of this episode, or of other games you might like to see me play in the future.
(Justin waves)
(cut to Justin in Deter clothes)
Now is the part of You Can Play This where we dance.(music starts)
(people dancing)
(credits)
You Can Play This!
Starring
JewWario
Written and directed by
JewWario
Sweedish Consultant
Santa Luchia
Edited by
Two Poor Sods
Episode 2.1
'Pop'n Music'
Pop'n Music 1-14
© Konami
1998-2009
Music:
Funk Fujiyama
© Kome Kome Club
K-Dance
From Pop'n 10
© Konami
Scotland
From Pop'n 11
© Konami
Neo Folk Rock
From Pop'n 11
© Konami
Elegoth
From Pop'n 11
© Konami
(credits cut off suddenly)
(funny thing here)
(credits end)
Fin
Friday, May 22, 2009
That Guy With The Glasses
I'm happy to be a part of the Blistered Thumbs group on That Guy With The Glasses.
If you're a new visitor, feel free to comment at their forum HERE or on the comments area below this post.
If you're a new visitor, feel free to comment at their forum HERE or on the comments area below this post.
Friday, August 15, 2008
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