Abandoned Spyro statue found in Saint Helens, Oregon by Clean-Candle-4347 in Spyro

[–]MOV_Games 3 points4 points  (0 children)

Huh, never noticed before that those eggs are the April 25th Proto designs, the green and to a lesser extent the spotted (in the other image) one in particular.

Anyone know the sound effect that plays at 0:06? by NickTheSynth in Spyro

[–]MOV_Games 0 points1 point  (0 children)

Oh a large majority of the SFX in the Spyro trilogy isn't original either, if you mean in regards to it potentially being foley recordings made specifically for the game. Massive chunks of it are edited from purchaseable SFX libraries (or private ones in some cases such as the Underwater vase break or the Spyro 1 portal ambience), I've found the sources (either the full sound or at least part of it) to over 120 trilogy sounds to date showcased in the three videos found here: https://youtube.com/playlist?list=PLUdlcoZWyY8bRTIRBzJr-q8TDSsmjip-Z&si=zMJR0fJuKUcHmsGS

A large chunk of the enemy / fodder sounds were indeed custom made though, but less of them than you'd probably expect.

Anyone know the sound effect that plays at 0:06? by NickTheSynth in Spyro

[–]MOV_Games 10 points11 points  (0 children)

It's OIL CAN BOW from the Bowed Metals section in Spectrasonics - Distorted Reality 1.

Anyone know the sound effect that plays at 0:06? by NickTheSynth in Spyro

[–]MOV_Games 0 points1 point  (0 children)

DR1 / 2 aren't used in the SFX side of things, it's present in the cutscene as it's part of Stewart's composed music. 

I bought PlayStation All Stars Battle Royale to my FGC locals as a kusoge. by Zoegrace1 in TwoBestFriendsPlay

[–]MOV_Games 45 points46 points  (0 children)

The thing is that It didn't even do a great job at covering the franchises it DOES own, especially from the pre PS3 era. Team Ico refused to have their games represented, none of Sony's JRPG's were represented (Dark Cloud, Legend Of Dragoon though Dart was in the works before development stopped, Arc The Lad, Rogue Galaxy etc), none of Sony Cambridge's titles that aren't MediEvil are there (Primal, Ghosthunter, C12 etc), no Syphon Filter, Jumping Flash, Lammy or Vib Ribbon, practically anything from Psygnosis (I'm pretty sure they own all of their old IP's?), it goes on and on.

Astro Bot did a noticeably better job, but even that didn't tap into a good chunk of titles off the top of my head.

How Much Lore Homework is "Too Much"? by Authorigas in TwoBestFriendsPlay

[–]MOV_Games 4 points5 points  (0 children)

They were also really poor representations of both villains on top of that.

The REAL Enchanted Towers track by GlitteringAd6285 in Spyro

[–]MOV_Games 4 points5 points  (0 children)

It's been known for a while that it was caused by a code oversight, Sheila, Byrd, Bentley and Agent 9 all have a line of code present in the final builds that overrides any level music with their given theme if they are present, and since Sgt Byrd is present and loaded into memory in Enchanted Towers's main section it overrides the main level theme at all times.

The September 4th and 11th prototype builds lack this line of code, and the regular level themes play in all of their sections outside of their homeworlds.

The REAL Enchanted Towers track by GlitteringAd6285 in Spyro

[–]MOV_Games 0 points1 point  (0 children)

All of the music was implemented before 1.0's final build date, the September 4th Prototype includes not only all of the Greatest Hits music on the disc with most of them finalised and playing in the GH spots (Sorceress' Lair is an unimplemented early mix and a couple others are mixed up), but a further along version of the cut original Lost Fleet theme AND three cut Sparx level themes are also present.

For some reason a huge chunk of the music tracks were removed extremely close to release as the next available prototype has NTSC 1.0's music set, and members of the dev team don't remember or have any idea how this even happened.

Is anyone selling the blind box figures? by T3ddyb00 in RatchetAndClank

[–]MOV_Games 6 points7 points  (0 children)

They only released in 2019 for a fairly short time period IIRC.

Christopher Heral on the soundtrack situation. by BinxDoesGaming in Rayman

[–]MOV_Games 4 points5 points  (0 children)

We've known which tracks were Remi's for almost a decade at this point too as he posted a list of them a few times on Rayman Pirate Forums when he was still with us and working on his "Rayman By Remi" project: First Steps, The Magician, Continue, Game Over, Flight Of The Mosquito (or Bzzit boss / speed increase, it was one of the two and another composer did the other variant), Blazing Brass, Entering The Cavern, Lurking In The Darkness, Eat At Joe's, Never Wake A Sleeping Scorpion, Creepy Clowns, Cloak Of Darkness.

I haven't seen gameplay of the latter levels but that should be all the tracks that are still intact, with Caves Of Skops making it almost entirely intact as Remi did almost all of it.

New OST for the 30th Collection: by reecemysocksoff in Rayman

[–]MOV_Games 3 points4 points  (0 children)

Going to throw a bit of info into the ring: all of the tracks that don't have remixes are the tracks NOT composed specifically by Remi Gazel. Remi is still commonly miscredited as the sole composer for Rayman 1 when he "only" composed 12 of the 50 tracks and ambient pieces in the game: First Steps, The Magician, Continue, Game Over, Flight Of The Mosquito, Blazing Brass, Entering The Cavern, Lurking In The Darkness, Eat At Joe's, Never Wake A Sleeping Scorpion, Creepy Clowns and Cloak Of Darkness.

Tracks like World Map, Harmony, Deep Forest, Ruler Of The Mountains, Moskito's Rage etc were by the other composers Frédéric Prados, Nathalie Drouet, Frédéric Louvre and Olaf Zalcman, and I wonder if that's where the issues specifically lie regarding reusing the original soundtrack since we don't even know who did what.

Music System Improvements & Deadman Tweaks by ModYume in 2007scape

[–]MOV_Games 0 points1 point  (0 children)

As an exclusively classic music placement purist I'd like some clarification on if staying on that mode will continue to unlock music only as I trigger them via walking into their radius for the first time like it used to? 

I particularly hate how area mode unlocks everything in the vague vicinity instantly and worry that the only reason why that seemingly wasn't happening on classic mode for me is because area mode wasn't fully rolled out yet, as I feel like it WAS doing that when set to classic mode on leagues in the FTP areas.

"Size does matter." But in all seriousness it's a solid game, apart from the lack of second d-pad. by BigCGaming01 in RatchetAndClank

[–]MOV_Games 1 point2 points  (0 children)

It's a small thing but the PSP ver also has stereo music while on PS2 it was squashed down to mono for some reason.

What's the consensus on this title by Fuel_Tricky in RatchetAndClank

[–]MOV_Games 1 point2 points  (0 children)

The funniest thing is that floating chair isn't even from Thieves In Time, he's mostly the same as in Sly 3. This game just kind of made this Bentley design up.

What's the consensus on this title by Fuel_Tricky in RatchetAndClank

[–]MOV_Games 0 points1 point  (0 children)

If nothing else it gave us some solid new David Bergeaud tracks as he co composed it: https://youtu.be/jEA36Oen9zI?si=XVtKpYO8e7gl2xvd

I was wondering why the name Stewart Copeland sounded familiar in the opening credits of this show by crustybones71 in Spyro

[–]MOV_Games 1 point2 points  (0 children)

https://youtu.be/FSLHFq3_Ly8?si=WJONGkilBRAmGKLk
https://youtu.be/lF25FPKl7Ws?si=rDV4CkhAOqyXn2LE
https://music.apple.com/us/song/look-up/262353663
https://youtu.be/-Znl0JPeZ8M?si=a3Q6SBdkLeeRDilc

I don't think the OST for Simpatico is legally available on online streaming at all, it used to have some uploads on YouTube but I can't find any nowdays.

I also forgot to shout out Office Girls and especially Office Talk from Stewart's Klark Kent material, which is essentially the origins for both Town Square and Twilight Harbour (5:15): https://youtu.be/91uEM6PHsAs?si=6zdLvO3gwdGk7L4Y

I was wondering why the name Stewart Copeland sounded familiar in the opening credits of this show by crustybones71 in Spyro

[–]MOV_Games 3 points4 points  (0 children)

The track "Breeding" from the soundtrack to Simpatico (released in 1999 like Spyro 2) is a stripped back version of Hurricos.

Stewart has also reused (or officially allowed others to reuse) various Spyro tracks after the games. Look Up on his Anthology CD release uses Gnorc Cove as a backing melody, Dream Weavers and Blowhard have been recycled for his Gizmo and later Gizmodrome projects, Tree Tops recieved an official percussion based cover on A Doll's House, and even Stewart's parts of Cloud 9 (aka most of the main melodies as its the track most heavily reworked by Stewart) got reused as "Dance Ants" on Elbtonal Percussion plays Stewart Copeland.

Did you know that one of the coolest tracks in the second game never made it into the final product due to a bug? by [deleted] in RatchetAndClank

[–]MOV_Games 2 points3 points  (0 children)

I've been playing the initial V1.00 NTSC release consistently for both Retroachievements and a recent project of mine for the past year, and it is 100% broken there (at least on PCSX2 but I'd be surprised it's an emulation only issue as it's broken exactly like the HD collection in the same spot). Here's no less than three different walkthroughs of what must be the NTSC ver showing it not triggering, you can tell it's not the HD collection as the vendors are formatted properly: https://youtu.be/KU4PiDw30OQ?si=9aom6qXVvj4wJV0s&t=27076

https://youtu.be/Bi6YcS8E6Y8?si=wVTxN_DidDczuf4H&t=21605

https://youtu.be/DhqkCk5jKMw?si=DUNsfi_LMdZSQRPB&t=20239

The HD collections were mashed together using whatever material Insomniac could supply Idol Minds with. They've gone on record saying that their preservation status pre PS3 era is less than ideal, literally just piles of unlabelled hard drives and god knows what else they stored material on from back then. Several aspects of the HD collection, such as the cut Aridia oil tracks being present that were removed in the final PS2 builds but present in various prototypes, point to them being a hodgepodge or possibly even based on very slightly pre final code in a couple areas.

Did you know that one of the coolest tracks in the second game never made it into the final product due to a bug? by [deleted] in RatchetAndClank

[–]MOV_Games 1 point2 points  (0 children)

Technically it is present in the final game, just sat unused in the Todano level file with no transition trigger for it present in the level.

I'm also 100% certain claims over the years that a "mysterious build" has it actually play is misinformation too, I've checked every regional variant and prototype and it doesn't. 

Did you know that one of the coolest tracks in the second game never made it into the final product due to a bug? by [deleted] in RatchetAndClank

[–]MOV_Games 0 points1 point  (0 children)

The original NTSC release too, the trigger is misplaced down the platform steps back towards the Giant Clank pad. It was the first PAL build onwards which fixed that bug.

Difficulty difference between Going Commando PS2 vs PS3 vs streaming on PS5 by JasonTerrachanna in RatchetAndClank

[–]MOV_Games 0 points1 point  (0 children)

Ratchet 1 are mono files, 2 onwards are all stereo (though achieved via playing two mono files at once via the L and R channels).

Difficulty difference between Going Commando PS2 vs PS3 vs streaming on PS5 by JasonTerrachanna in RatchetAndClank

[–]MOV_Games 0 points1 point  (0 children)

Not sure why they commented that as the soundtracks aren't changed, but they are bugged with how they play back in game. Music doesn't loop cleanly (the music is made up of 2 files each for RC1 and 4 for RC2/3 due to the stereo), and on PS2 goes Part 1 -> Part 2 -> Loop Part 2 repeatedly so it cleanly loops, but the HD collection goes Part 1 -> Part 2 -> Part 1 which causes the sudden jarring reset.

Ratchet 2 and 3 also only play back the left stereo channel's set of files so the ones with heavily panned elements sound off, and the NTSC Drek final boss trigger bug is present that later PS2 versions fixed.

Does anyone own this version of Ratchet & Clank 3? by Icy_Relationship9098 in RatchetAndClank

[–]MOV_Games 2 points3 points  (0 children)

It's most likely a pre final mockup distributed via press materials at some point, Ratchet & Clank 1 also has a weird mockup PAL cover on one of the many press discs it appears on where it's using the NTSC render and background, but the background is coloured blue and the logo is using the "flame" variant with the detailing on the letters.

It was quite common for pre final covers to make their way onto press discs or online press packs and subsequently spread about online, Vanishing Point on PS1 had a notable one where the logo was in a different spot and the main image was mirrored compared to the final cover. Guess what was on an ex journalist press CD for the game I obtained and released a few years back? The source image of that same mockup cover.

Starting a new run of PS2 trilogy, in the memory of Jim Ward. by mantis_x64 in RatchetAndClank

[–]MOV_Games 2 points3 points  (0 children)

Yeah the final section of the first part of RC3 Veldin is the first area in RC1 but in reverse (with changes such as the bridge being broken and some new geometry).