Video Game Archival Autism / TCRF / Jul / Sonic Retro / And More - Harvest Troon: Friends of Byuu-Near-al town

A dude in here told me privately that a secret cool idea for his TCRF killer is to make it about archival of beta/hidden shit for classic software in general, not just games.

That's a seriously good idea because it's not just games that can have secret archives of spongeman episodes or source backups full of funny developer bitching hidden on the disc. You'd probably still want to put games forefront for the general appeal, but it's another thing to potentially hold over TCRF and make it legit obsolete by encompassing and superseding its scope for nerds like me who dig that shit.

I don't know if that guy has flaked out or fucked off or what but since it sounds like a dozen of you guys are independently building your own TUGSPP I thought I should throw it out there for whoever ends up going through with it.
That's actually a great idea, stuff like how excel 95 had that doom clone hidden in it or word 97 had a pinball game
 
RE: Giga and Teraleaks

I have found the original thread (or 2 maybe) that discusses when the gigaleak dropped:
The first thread includes a Google Doc about reposted mirrors and updating people on the leaks as it went on, until the owner stopped it all together on February 2023 and told people to go to a site called Myrient for the 2020 leaks instead.

The Teraleak I haven't found a "definite" website that hosts any mirrors, but on Page 956 of the Pokemon thread is when people took notice of it happening. You can start from there and use the highlight feature going over the reposted dumps of it and see if there's a magnet link still up (or ask 30+Gameovers since they should have everything that was dropped on /vg/ when it was happening):

Tangentially related, I found out about an iOS leak that happened at the end of 2023 that included a bunch of old app games in development, most notably anything about the big hitters like Angry Birds or Cut The Rope.

A dude in here told me privately that a secret cool idea for his TCRF killer is to make it about archival of beta/hidden shit for classic software in general, not just games.

That's a seriously good idea because it's not just games that can have secret archives of spongeman episodes or source backups full of funny developer bitching hidden on the disc. You'd probably still want to put games forefront for the general appeal, but it's another thing to potentially hold over TCRF and make it legit obsolete by encompassing and superseding its scope for nerds like me who dig that shit.

I don't know if that guy has flaked out or fucked off or what but since it sounds like a dozen of you guys are independently building your own TUGSPP I thought I should throw it out there for whoever ends up going through with it.
I've sat on this idea a bit and realized, why stop there? When it comes to documenting the development process of things like games or software, why not include things from TV, Films and Animation? There are a treasure trove of concept art, storyboards and early scripts of scenes that go unused or changed very drastically. "The Cutting Room Floor" itself is a phrase that means "to be removed from a movie or television show". AFAIK there isn't a centralized wiki that documents changes and cuts made from films, not unless you count the fringe FANDOM wiki someone made for their favorite movie/show.

Just a few weeks ago I learned that Toy Story made 3 separate renders from one another, 1st is the Movie release render, 2nd is the VHS release render, and 3rd is a re-render for the 3D BluRay release. I don't think this info is easily viewable, not without watching any sort of documentary or reaching out to the original folks behind the making of the releases.
 
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A dude in here told me privately that a secret cool idea for his TCRF killer is to make it about archival of beta/hidden shit for classic software in general, not just games.

That's a seriously good idea because it's not just games that can have secret archives of spongeman episodes or source backups full of funny developer bitching hidden on the disc. You'd probably still want to put games forefront for the general appeal, but it's another thing to potentially hold over TCRF and make it legit obsolete by encompassing and superseding its scope for nerds like me who dig that shit.
Crossposting my own post from the Xpadder thread, because most of it is about an alt-TCRF.


Edit: How do I embed? I have 0 INT.
 
TCRF doesn't have the Gigaleak stuff documented? That stuff was everywhere when it got released, how do they not have that stuff down yet?
Also, if the TCRF fork gets released, try to avoid culture war snca entirely. Be the apolitical version of TCRF, not the chuddy version of TCRF.
5 years later, they're still too busy crying about 4chan(sharty) and the farms or people not liking their mental illness flag logos to actually document publicly available content. One more reason to put the site to pasture and make sure someone else carries the torch(and actually does worthwhile research while they're at it).
A dude in here told me privately that a secret cool idea for his TCRF killer is to make it about archival of beta/hidden shit for classic software in general, not just games.

That's a seriously good idea because it's not just games that can have secret archives of spongeman episodes or source backups full of funny developer bitching hidden on the disc. You'd probably still want to put games forefront for the general appeal, but it's another thing to potentially hold over TCRF and make it legit obsolete by encompassing and superseding its scope for nerds like me who dig that shit.

I don't know if that guy has flaked out or fucked off or what but since it sounds like a dozen of you guys are independently building your own TUGSPP I thought I should throw it out there for whoever ends up going through with it.
Problem with a project like that is scale. I doubt something like that would get off the ground, it's better to focus on one type of media and make a separate site for preserving another. Of course, the two communities can be friends and help each other other, nothing is stopping that, after all preservation benefits everybody.
Neither of which would apply here. I don't know how much video content the site has but I imagine we're not talking Netflix here!
You can easily host videos on youtube, TCRF already does this. Hard copy can be reuploaded on the site directly if need be, should anything happen to the video or channel on youtube.

that is also up on preservetube
I'm going to make a public service announcement here that preservetube is NOT a perfect solution. I've personally seen videos I backed up there disappear, so the site can takedown archived content similar to Internet Archive if a party complains or the site doesn't like the video, and should not be used as an end-all preservation method(might be nice on the side, but don't depend on it too much).
 
Problem with a project like that is scale. I doubt something like that would get off the ground, it's better to focus on one type of media and make a separate site for preserving another. Of course, the two communities can be friends and help each other other, nothing is stopping that, after all preservation benefits everybody.
Nothing wrong with vision, so long as too few people don't try to do too many things at once. The nice thing with community-sourced projects is that you can target multiple things at once as people contribute to the areas that they're most interested in. Now that's not to say there isn't validity to your point - project milestones should be specific and limited. But still, the enthusiasm and ambition is also what gets things off the ground and brings in people. Just make sure what you build can accommodate it. And in that regard I think it wouldn't be difficult. I span up some docker instances of media wiki and DB earlier. There's a bit more to it in terms of production but nothing back-breaking. And Mediawiki scales just fine. It's what they used for Wikipedia after all and you can just carve up different areas of it for different categories and sub-categories as needed. And appoint people privileges by area as well.

You can easily host videos on youtube, TCRF already does this. Hard copy can be reuploaded on the site directly if need be, should anything happen to the video or channel on youtube.
Either way, doesn't affect costs of hosting the site which are likely to be pretty low unless it really blows up big time. Which with all due respect seems unlikely and if it does, that brings new options for funding it anyway.
 
Problem with a project like that is scale. I doubt something like that would get off the ground, it's better to focus on one type of media and make a separate site for preserving another.
It's the exact same thing, it's just a matter of how it's framed conceptually. Preservation isn't, like, a task that will ever be completed or anyone's job to do.
The difference we're talking about amounts to the text in like one bullet point on the front page about what a wiki can include. Random people will stumble onto random shit and post it piecemeal as usual, ideally in an environment where faggots aren't gatekeeping the immense and glorious privilege of being a fucking wiki contributor this time.

Plus we're basically talking about where to put a scrape of the existing TCRF base so a lot of the extant game shit is covered already, besides the shit said faggots were censoring.
 
Giga and Teraleaks
This is definitely something I am going to go balls deep on when a proper TKRF is made, I loved Nintendo/GF getting hacked and them not documenting it out of sheer laziness is a significant reason I put my tisms forward.
I've sat on this idea a bit and realized, why stop there? When it comes to documenting the development process of things like games or software, why not include things from TV, Films and Animation? There are a treasure trove of concept art, storyboards and early scripts of scenes that go unused or changed very drastically. "The Cutting Room Floor" itself is a phrase that means "to be removed from a movie or television show". AFAIK there isn't a centralized wiki that documents changes and cuts made from films, not unless you count the fringe FANDOM wiki someone made for their favorite movie/show.
The Lost Media Wiki definitely covers some of that already, so their found articles would be a good place to draw from as well. As long as we don't go overboard with video hosting I think expanding into something as general as "advertising, dev history, and cut content from media" could do very well. I'm sure there's plenty of people with autistic interests on even just the Farms that can contribute to their favorite media (I know I can.)
 
When it comes to documenting the development process of things like games or software, why not include things from TV, Films and Animation? There are a treasure trove of concept art, storyboards and early scripts of scenes that go unused or changed very drastically.
I love the idea of an all encompassing "media development wiki". This idea has potential.
 
TCRF doesn't have the Gigaleak stuff documented? That stuff was everywhere when it got released, how do they not have that stuff down yet?
Also, if the TCRF fork gets released, try to avoid culture war snca entirely. Be the apolitical version of TCRF, not the chuddy version of TCRF.
It's a game-by-game basis. A lot of the articles I initially scraped had a ton of Gigaleak content (SM64, LttP, OoT, Yoshi's Island, Super Mario Kart, Star Fox 2, Gen 1&2 Pokemon, etc). The levels of documentation also vary, some are very hastily thrown together (Mario Kart), while some are very thoroughly organized (Pokemon Gold and Silver)
 
Just a few weeks ago I learned that Toy Story made 3 separate renders from one another, 1st is the Movie release render, 2nd is the VHS release render, and 3rd is a re-render for the 3D BluRay release. I don't think this info is easily viewable, not without watching any sort of documentary or reaching out to the original folks behind the making of the releases.
Toy storys one of those movies that looked better in earlier renders too, oddly. Has the same issue a lot of psx/ps2 game HD ports have for some reason w here they fuck up the lighting and colors of a game.
 
Toy storys one of those movies that looked better in earlier renders too, oddly. Has the same issue a lot of psx/ps2 game HD ports have for some reason w here they fuck up the lighting and colors of a game.
Most of the time that's because a lot of the tricks they used to make things look the way that they did only worked on the hardware/software of the time, and when you go back and try to re-do it, time's marched on. Your only option is to do it exactly how they did it back then, or try to make it work with modern tech. The latter usually results in some finer details being lost.
 
Commercials, Advertisements, and Game Trailers are also a great source for early game footage just to see the differences between then and now.

I don't know what peoples' opinions are of them, but Hard4Games are responsible for dumping early ROMs of games and material that are sent to them. They don't really link to where to download the ROMs for the most part, idk if you have to go into their Shitcord to find it or what, but it seems to make its ways around the 'Net to search for it easily enough.

Speaking of, source code dumps of games, whether reverse engineered or leaked or not, are especially important into truly understanding their internals and how they work. Here are a few sites cataloging games that are, or currently being, decompiled:
Retro Reversing: Decompiled Retail Console Games (A)
Retro Reversing: Retail Console Game Source code (C/C++) (A)
GitHub: awesome-game-decompilations - A curated list of awesome game decompilations (A)
GitHub: Awesome Open Source Games - Collection of Games that have the source code available on GitHub (A)
Wikipedia: List of open-source video games (A)
Wikipedia: Commercial video games with freely available source code (A)
There are a TON of games out there with their source code available, I don't think the Reverse-Engineered code for GTA III or Vice City are in any of these lists given how much TakeTwo are stingy kikes hellbent on keeping it down, but they are out there and willing to be cataloged.

Semi-related, but here's a video going over how a lucky owner of a rare proprietary magnetic tape data format containing ~50GBs of Frogger 2 development material nearly costed him almost everything because the dipshit """"Data Recovery Company"""" he sent it to, ACE Data Recovery, not only couldn't rip the data for him, but damaged the magnetic tape and just stitched it back together, almost destroying what could have been the last remaining copy of Frogger 2 dev content right there. (Thankfully it didn't, the only unfortunate material that was lost was a PC build of the game 1 month after it was released to the public).
PreserveTube
Here's the GitHub page to the recovered Frogger 2 Source Code
 
Been lurking this thread mostly but wanted to shoutout @Colon capital V's contributions because otherwise I was going to say we have a lot of people discussing hosting and anti-tranny measures but not a lot of people discussing if they actually want to invest time into getting new unused content. There's a lot of huge leaks where other people basically already did the work that TCRF has been too slow to add, so there's that. How many people here care about/know how to datamine older games? Or translate unused images/text that weren't localized in English? I just feel like if the primary driving force is TTD and not a pre-existing background in game preservation, then no amount of planning is gonna keep that alive. Passion > Spite.
 
How many people here care about/know how to datamine older games? Or translate unused images/text that weren't localized in English? I just feel like if the primary driving force is TTD and not a pre-existing background in game preservation, then no amount of planning is gonna keep that alive. Passion > Spite.
 
1750090592583.webp
I will now demonstrate why AI is insurmountable in helping with preserving media:
Let's take this very obscure interview of Miyamoto about Mario 64 that was recently uncovered a few months ago.
The audio looks to be a bit fucked, let's try and fix that.
MVSEP is a website dedicated to Music & Voice seperation using AI. There's a lot of different models to choose from, but if you want to extract the vocals from an audio I typically just go with BS Roformer as that has the highest score in the SDR metric (higher number means it does its job better). I also run it through a Denoise model by aufr33 (set the model type to "aggressive"), as well as a Reverb Removal model by FoxJoy (there are other dereverb models you can play around with, I just chose this one since it's the first option).

After I run it through those, I head over to ai-coustics to further refine the audio. This website is exceedingly good at vocal cleanup, way better than Adobe's Podcast AI shit, however there are drawbacks like you can only upload 10 minutes of audio to clean up per month (And whatever time it stops at, it will round UP and mark that off as an extra minute, meaning if your audio is 4:01 long, it will round it up to you using FIVE minutes instead), but you can use burner emails to sign up there and bypass the upload limit via new accounts. A bit cumbersome but doable.
I used the Lark model as that's recommended, once that's finished uploading and processed, I downloaded it with the AI processing set to 100%.

And after all that, restritching with FFmpeg, this is the result:

And just for fun, I plugged the cleaned up audio into Gemini and asked it to transcribe it for me with timestamps. And after that, I took that transcription and plugged it into an AI called Lara, which touts itself as the "best" AI tool for translations. I probably could have gotten similar results if I asked Gemini to translate it for me, but what the hell I figured I'd give this a fair shake. People who are actually well-versed in moonrunes can judge if this is accurate or not (I choose "faithful" between the 3 options there).
[ 00:00 ] ゲーム 業界 に 精通 し た あの 男 が 秘密 調査 を 続ける 。
[ 00:05 ] Nintendo 64
[ 00:07 ] 発売 を 目前 に 控え いよいよ 全貌 を 解き明かす 時 が 来 た 。
[ 00:12 ] 渡辺 コーシ が 行く 。
[ 00:15 ] スーパー マリオ 64 が です ね 、 ついに 今日 完成 し た と いう こと で です ね 。
[ 00:18 ] え 、 もちろん です ね 、 あの 、 この 方 、 宮本 茂 さん に お 話 を 伺おう と 思い ます 。
[ 00:23 ] よろしく お 願い し ます 。
[ 00:24 ] よろしく 。
[ 00:25 ] いよいよ 待望 の スーパー マリオ 64 が 完成 と いう こと で マリオ の 海 の 親 と 言わ れ た この 人 任天堂 の 宮本 茂 氏 に 直撃 インタビュー 。
[ 00:34 ] スーパー マリオ 64 みんな 期待 し てる ゲーム な ん です けど 、 どんな ゲーム に なっ た か もう 一度 ちょっと 詳しく 。
[ 00:39 ] どんな ゲーム に なっ た か 。
[ 00:39 ] ええ 。
[ 00:40 ] うん 。
[ 00:41 ] あの ね 、 今 まで に なかっ た もの を 作ろう と いう テーマ で やっ た わけ な ん です よ ね 。
[ 00:45 ] ええ 。
[ 00:45 ] うん 。 で 、 これ なら 触っ て み た いっ て いう もの を 作り たく て やっ て た ん で ね 。
[ 00:48 ] うん うん 。
[ 00:49 ] で 、 そう いう 意味 で は 、 あの 、 結構 うん 、 あの 、 引き出し の 中 に 新しい 箱庭 が でき るっていうのが テーマ な ん です けど ね 。
[ 00:56 ] ああ 、 箱庭 ですか 。
[ 00:56 ] ええ 。
[ 00:57 ] それ は 空間 って いう こと です か ?
[ 00:58 ] 空間 です ね 。
[ 00:59 ] だ から 今度 15 ワールド 入っ てる ん です けど も 、 まあ 、 これ は あの 、 雪山 も 知っ てる し 、 この 草原 の こと も あそこ の 洞窟 の こと も ちょっと 詳しい よっ て いう 風 に 喋れる もの が でき た ん で 。
[ 01:10 ] ああ 、 ああ 、 ああ 、 ああ 。
[ 01:11 ] なん か 単純 に こう マップ が あっ て 、 さけ さけ て ん じゃ なく て 、 その 世界 が 雪 の 山 の ある 世界 が ある と か 。
[ 01:17 ] そう いう なん か 。
[ 01:17 ] その 山 に は ペンギン が 住ん で て ね と か 。
[ 01:20 ] ああ 。
[ 01:20 ] これ は やっぱり 立体 空間 に なっ たって 、 3 D に なっ たって こと は すごく 重要 な ん です か ね 。
[ 01:24 ] そう です ね 。
[ 01:25 ] ええ 。
[ 01:26 ] 僕 は あの 、 E 3 で 随分 遊ばし て もらっ た ん です けど ね 。
[ 01:28 ] なん か あの 、 攻略 し なく て も です ね 、 その 場 で ブラブラ し てる だけ で も なん か その 先 に 行か なく て も 楽しめ ちゃ うっ て いう の が すごく 斬新 と いう か 。
[ 01:35 ] はい はい はい 。
[ 01:37 ] なん か 1 日 中 同じ その 空間 で です ね 、 雪山 の 雪山 の 空間 で ブラブラ し て て 、 あ 、 これ は いい なっ て いう 気 が し た ん です ね 。
[ 01:42 ] だ から その 辺 が すごく 新しい か なっ て いう 。
[ 01:45 ] あ 、 ありがとう 。
[ 01:45 ] ええ 。
[ 01:46 ] そう いう もの を 作り たい なっ て いう 。
[ 01:47 ] もう でき たって いう 感じ が し ます けど ね 。
[ 01:49 ] トイツ は さっき おっしゃっ た よう に あれ です か 、 やっぱり こう 今 まで の ゲーム みたい な みたい な もの も しっかり 。
[ 01:55 ] 当然 あり ます 。
[ 01:55 ] 今度 は クッパ が 1 号 2 号 3 号 と 3 体 出 て くる ん です よ ね 。
[ 01:59 ] うん 。
[ 02:00 ] なるほど です ね 。 じゃあ もう バリバリ の ゲーマー も 満足 できる と いう 。
[ 02:03 ] できる はず です よ 。
[ 02:04 ] なるほど です ね 。
[ 02:06 ] あの ゲーム その もの を 、 あの 、 皆 さん の 遊ん だ 感じ の 評判 は 。
[ 02:10 ] あの 、 上 は 大学 生 以上 大人 まで 、 下 は 小 学生 、 小 学校 1 年 生 ぐらい まで バラバラ と モニター 取っ た ん です よ ね 。
[ 02:18 ] あ 、 そう な ん です か 。
[ 02:19 ] で 、 ちっちゃい 子 は やっぱり 大らか に 受け止め て くれ て 、 あの 触っ てる 最初 の ね 、 スター を こう 取っ て 回る ゲーム な ん です けど ね 。 1 個 目 の スター を 取る の に ね 、 ちっちゃい 子 だ と ね 、 1 時間 ぐらい かかっ たり する ん です よ 。
[ 02:31 ] で 、 モニター 1 時間 終わっ たら スター 1 個 取っ て どう つっ たら 面白い 。
[ 02:35 ] ああ 、 また やり たい 。
[ 02:36 ] ああ 。 で 、 何 で つっ たら 、 まあ 、 走り回ってるだけ で 結構 嬉しい から 。
[ 02:40 ] あ 、 ただ 走ってるだけ で 気持ち が いい 。
[ 02:42 ] で 、 これ は もう 僕 ら は 本当 に そう 言っ て もらう と 嬉しい 。 そう いう 風 に 思っ て 作っ てる ん で ね 。
[ 02:46 ] それ で 、 この 上 の 方 に なる と ね 、 ちょっと 変わって て ね 。
[ 02:49 ] 3 日 目 ぐらい に なる と ね 、 やめられなく 。
[ 02:52 ] 自分 で 遊び たい よう に 好き な よう に 動き回ってるうちにだんだんその世界が分かってきて 、じゃあまた自分なりにまた遊んでみようかな 。
[ 02:58 ] そうそう 。
[ 02:59 ] ああ 、 なんか従来のシミュレーションゲームみたいなその楽しみ方っていうのもできてきたって感じですね 。
[ 03:03 ] 結構近いですね 。
[ 03:04 ] ね 。
[ 03:05 ] ああ 、そうですか 。
[ 03:07 ] 遅く なりまして、すいませんでした。
[ 03:09 ] やっと具合よくできましたんで 。
[ 03:12 ] えー 、新しいコントローラーを触るんで、え、全く世界観が変わります 。
[ 03:17 ] うん 。
[ 03:17 ] で 、え、結構新しいものに備えて 、え、気持ちを引き締めてかかってください 。
[ 03:23 ] はい 。
[ 03:24 ] きっと一度この64のシステムに馴染むと 、これから何年か新しい遊びを 、え 、遊び続けていけると思いますんでよろしく 。
[ 03:34 ] 本当に気持ち 。
[ 03:35 ] 強引なPRですね 。
[ 03:36 ] いやでもね 、僕あのE3でこう触ってたんですか 。
[ 03:39 ] 今もね 、本当にやりたくてしょうがないんですよ 、本当に 。
[ 03:42 ] 本当にこう純粋にこう触ってみたいっていうね 。
[ 03:44 ] 例えば2面まで行ってから今度3面に行きたいんじゃなくて 、とにかく触ってみたいっていうゲームは本当に久しぶりっていうか 、そういう感じっていうのは新鮮だったなって感じですね 。
[ 03:52 ] ありがとうございます 。
[ 03:53 ] 本当にお疲れ様です 。
[ 03:54 ] あの 、ちょっとしばらく休めるんですよね 。
[ 03:56 ] そうなんですね 。
[ 03:57 ] またちょっと休んでいただいてですね 。
[ 03:59 ] 休んで 。
[ 04:00 ] あの 、ありがとうございます 。
[ 04:01 ] 宮本茂さんでした 。
[ 04:05 ] 今までのテレビゲームでは実現できなかった 。
[ 04:08 ] コンピューターグラフィックスアニメーションの世界 。
[ 04:12 ] Nintendo 64
[ 04:15 ] 新しいコントローラーに搭載された3Dスティックをグリグリ動かすと 、3次元のゲームステージでマリオを思いのままに操れる 。
[ 04:27 ] Nintendo 64
[ 04:29 ] ゲームが変わる 。
[ 04:31 ] 64が帰る 。
[ 04:35 ] 今までのテレビゲームでは実現できなかった 、コンピューターグラフィックスアニメーションの世界 。
[ 04:41 ] Nintendo 64 。
[ 04:45 ] ええ 。
[ 04:46 ] 新しいコントローラーに搭載された3Dスティックをグリグリ動かすと 、カネマリオやメタルマリオなども 、見たことのないマリオも思いのままに操れる 。
[ 04:57 ] ええ 。
[ 04:57 ] うわあ 、どす 。
[ 04:58 ] Nintendo 64 。
[ 05:00 ] ゲームが変わる 。
[ 05:01 ] 64が帰る 。
[00:00] A man who is familiar with the gaming industry continues his secret investigation.
[00:05] Nintendo 64
[00:07] With the release just around the corner, the time has come to reveal the full picture.
[00:12] Koushi Watanabe is going.
[00:15] Super Mario 64, finally completed today.
[00:18] Well, of course, I would like to talk to Mr. Shigeru Miyamoto.
[00:23] Thank you.
[00:24] Thank you.
[00:25] Finally, the long-awaited Super Mario 64 has been completed, and we have a direct interview with Nintendo's Shigeru Miyamoto, who is said to be the father of Mario.
[00:34] Super Mario 64 is a game that everyone is looking forward to, but what kind of game is it?
[00:39] What kind of game is it?
[00:39] Yes.
[00:40] Yes.
[00:41] Well, the theme is to make something that hasn't been done before.
[00:45] Yes.
[00:45] Yes. So, I wanted to make something that I wanted to touch.
[00:48] Yes, yes.
[00:49] So, in that sense, the theme is that you can create a new bonsai garden in the drawer.
[00:56] Oh, a box garden?
[00:56] Yes.
[00:57] Is that a space?
[00:58] Yes, it's a space.
[00:59] So, this time, 15 worlds are included, and, well, this is, you know, there's a snowy mountain, and this grassland, and the cave over there, and I can talk about them in a little more detail.
[01:10] Oh, oh, oh, oh.
[01:11] There's a simple map, and it's not just a map, but a world with snowy mountains.
[01:17] Something like that.
[01:17] Penguins live in the mountains.
[01:20] Oh.
[01:20] This is a three-dimensional space, and the fact that it's 3D is very important.
[01:24] That's right.
[01:25] Yes.
[01:26] I played a lot with E3.
[01:28] Somehow, even if you don't have a strategy, just wandering around the place, even if you don't go any further, you can enjoy it, which is very novel.
[01:35] Yes, yes, yes.
[01:37] It's the same space all day long, wandering around in the snowy mountains, and I thought, this is good.
[01:42] So, I think that area is very new.
[01:45] Oh, thank you.
[01:45] Yes.
[01:46] I want to make something like that.
[01:47] I feel like I've already done it.
[01:49] As you mentioned earlier, it's like the games up to now.
[01:55] Of course.
[01:55] This time, there are three Koopas, No. 1, No. 2, and No. 3.
[01: 59] Yes.
[02:00] I see. So hardcore gamers will be satisfied.
[02:03] I think so.
[02:04] I see.
[02:06] The game itself, the reputation of everyone's feeling of playing.
[02:10] Well, we've taken monitors from all over, from adults and college students to elementary school students and first graders.
[02:18] Oh, is that so?
[02:19] So, the little kids were able to take it in a big way, and the first thing they touched was the star, and it was a game where you take the star and turn it around. To get the first star, it takes a little kid about an hour.
[02:31] So, when the monitor is finished for an hour, it's interesting to take one star and see what happens.
[02:35] Oh, I want to do it again.
[02:36] Oh. So, why is it that, well, just running around makes them happy.
[02:40] Ah, just running around feels good.
[02:42] So, we are really happy to hear that. That's what I'm thinking about.
[02:46] So, when you get to the top, it changes a little.
[02:49] Around the third day, you can't stop.
[02:52] As you move around as you like, you gradually understand the world, and you want to play with it in your own way.
[02:58] That's right.
[02:59] Oh, it's like a traditional simulation game, and I feel like I can enjoy it.
[03:03] It's pretty close.
[03:04] Right?
[03:05] Oh, is that so?
[03:07] Sorry for the delay.
[03:09] I finally got it right.
[03:12] Well, when you touch the new controller, your world view changes completely.
[03:17] Yeah.
[03:17] So, well, prepare for something quite new, and, well, please brace yourself.
[03:23] Yes.
[03:24] I'm sure that once you get used to this 64 system, you'll be able to play new games for years to come.
[03:34] Really feeling it.
[03:35] It's a strong PR.
[03:36] No, but I was touching it like this with the E3.
[03:39] Even now, I really want to play it, I really do.
[03:42] I really want to try it out.
[03:44] For example, it's not like I want to go to the third stage after going to the second stage, but it's been a long time since I've played a game that I really want to try, and that feeling is fresh.
[03: 52] Thank you.
[03: 53] You've really worked hard.
[03:54] Well, you can rest for a while.
[03:56] That's right.
[03:57] You can take a little break.
[03:59] Take a rest.
[04:00] Well, thank you.
[04:01] It was Shigeru Miyamoto.
[04:05] It could not be realized in the video games until now.
[04:08] The world of computer graphics animation.
[04:12] Nintendo 64
[04:15] When you move the 3D stick on the new controller, you can control Mario on the 3D game stage.
[04:27] Nintendo 64
[04:29] The game changes.
[04:31] 64 returns.
[04:35] A world of computer graphics animation that could not be realized in previous video games.
[04:41] Nintendo 64.
[04:45] Yes.
[04:46] When you move the 3D stick equipped on the new controller, you can control the Mario you have never seen, such as Kanemario and Metal Mario.
[04:57] Yes.
[04:57] Wow, that's it.
[04:58] Nintendo 64.
[05:00] The game changes.
[05:01] 64 is back.

My point being is that stuff like subtitling and fixing audio with AI is great for getting clearer voiceovers of people talking. And if not that, then removing people speaking to hear music used in games that potentially went unused is also amazing with the use of this new tech. The possibilities are endless if you're smart in how you use your tools. :pinetar:
 
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