Showing posts with label audio. Show all posts
Showing posts with label audio. Show all posts

Saturday, April 6, 2013

Link's Awakening (Black)

LINK'S AWAKENING (BLACK)
========================

For me, the defining Zelda experience was Link’s Awakening. It was the first Zelda title I played and the most challenging. It took me longer to clear than any other game (I was pretty young). That said, it’s clear why this has bothered me so much. A few months ago I was helping a friend of a friend move. After a few hours of heavy lifting we took a break. I saw a box of old game boy cartridges and my eyes lit up. I like the new systems, but I still dig busting out that little 8-bit handheld. Or at least, I did.

The guy we were helping saw me and asked if I felt like buying any. I picked out a couple and then spotted it: Link’s Awakening. I lost mine (The non-DX one) and was looking to replace it. He looked confused when I asked him how much he wanted for it, like he forgot he owned it. I paid him, pocketed the games and went back to work. I should stress this: There was nothing wrong with the cartridge. The label was fine, the cartridge wasn’t cracked, nothing. I probably wouldn’t have bought it otherwise. The game started off normally. There was nothing off about the music, color or animation. I was stoked to play it again. Then I went to start a file.

Something was wrong. First off, there was no music; there was only this barely audible thumping noise every other second. Next was the top right of the screen. The knight statues had been replaced with two Stalfos. Different from what I remembered. The thing that convinced me it was a defect was that there was only one (empty) file. The other two were gone. At this point the thumping noise was starting to annoy me, so I started the file and entered “Link.” The game was faulty, but I was curious to see how.

It started off with Link tossing and turning while Marin watches. There was no music, but the thumping noise was gone. When I woke up Marin says the wait is over. She then said she’d “make preparations” and left the room. I tried to leave only to be stopped at the door by a dialogue box that read “…” prompting me to speak with Tarin. His friendly tone was gone. He was pleading with me, offering my shield and asking to go. He begged, saying he’d tell me where the sword was. The usual sound effect for text was replaced by something duller and strangely paced. His wording and tone made it sound like Tarin was crying. He then insisted that I must be hungry, promising to make me mushroom stew before rushing out of the room.

It wasn’t defective; it was hacked. Realizing that made the sequence with Tarin kind of interesting. I started exploring the village. The physical layout of everything was the same as I remembered except for two things. All the human characters that lived outside of the village were now in it (Except for the witch). Richard and the Cucco Keeper were standing near the Cucco statue, Crazy Tracy was at the center of the field of bushes, the second Fisherman was beneath the first and Mr. Write was beside the library. The music was the same track used for the village in the original, but slower and a bit scratchy. Second, the crane-game was gone. In its place was an area fenced off by lit torches. Inside was a large collection of bone piles, the same ones used in the caves and dungeons. In this area there was no music. Just a low pitch broken up by sharp, awkward breaks.

Every villager laughed and said that I couldn’t be “him” because I had no sword. The one exception was Ulrira. His sprite changed to show that his eyebrows were lowered angrily. The sword comment was an obvious hint, so I headed toward the beach. I made my way down, the music fading to silence. Oddly, there were no monsters. I was more confused than bothered by it and went for the sword. The owl flew down when I got near it. He cackled and talked about how glad he was to fulfill his role. He ordered me to take the sword and go to the Mysterious Forest before flying off. I grabbed the sword (not that there were enemies to fight with it) and headed back toward the village/forest.

Near the village the owl appeared again. Walking toward it caused him to scream about how you can’t go; that they can’t know and that they don’t deserve to. The game was forcing me into the forest, the layout of which had been changed. From the first screen I could only go right, where I found the witch’s hut. The dull thumping noise started again. When I entered it became faster. Speaking with the witch made it louder and even faster. She insisted that there were “other ways to make it” and offered power for “a way out.” The game shot out this brief, high pitched screeching noise. Syrup’s sprite stopped moving and no further text could be prompted. I left the hut and headed right.

The next screen was more familiar. It was Tarin in his raccoon form. The crying sound from earlier began looping, louder this time. He charged and began doing damage, crying as he did. The shield kept him off of me, letting me pull up my inventory. The magic powder had been added. I threw some onto him, thinking it would cure him. His sprite movements became faster, and text appeared as he screamed about how his skin was burning. A new animation played, the game releasing another of those high-pitched screeches. This one lasted for the whole animation, mixing different sound effects. Lines of darkness began to cover Tarin’s sprite until he was covered. The arms fell off, his eyes disappearing as the ground was stained with his blood. The game was making sure I heard Tarin’s suffering. I was horrified.

He hit the ground, a pile of blood and guts. The crying sound looped softly. The owl flew in and marked how excellent it was. I had done it almost to the letter. He screamed at me to put the thing out of its misery. I had no idea what to do. A new dialogue box popped up, Tarin whimpering about the sword. I turned the game off. A few minutes later I turned it back on, annoyed at the idea of the hacker getting one over on me. The file name had changed from “Link” to “Black.” I was intimidated, but determined. It brought me to the point I had just left. The fact that I hadn’t saved made me nervous. Everything was the same except Link’s clothing. I couldn’t tell if it was meant to be red or black, but the file name gave me a hint.

I cut at the Tarin sprite. The panels above and below Tarin became dark and the game made that horrible screeching noise. The owl flapped its wings and laughed, complimenting me. He ordered me deeper into the forest before saying “two down.” Hearing that, I went to the previous screen, into Syrup’s hut. There was crudely drawn blood everywhere. Syrup’s head was on her table. The rat was hopping up and down beside it, feasting. I searched around and found nothing until I reached her cauldron. Text appeared. “Still a few bones in here. What’d you think magic powder was made of?”

I saw it as a taunt and resolved to keep going. No enemies, no music. Screen after screen of forest, with a soft high-pitched screech in the background. Eventually I had to go north, traveling a few more screens before finding it. At the center of the screen was a black sword. To either side were two treasure chests. The right contained the fire wand, the left the ocarina. Taking the sword summoned the owl, who proceeded to teach me “the Lullaby of Longslumber.” It didn’t sound like music, just hisses and scratches like a series of audio errors. He then asked me to try the wand. Trying to leave caused “…Afraid?” to pop up. I used the wand, trying to defy it. The screen flashed white for a second, followed by every tree on fire. The owl giggled, flapping his wings and screaming about how they can be given no quarter.

Everything in the forest was on fire, including some floor panels. Eventually I was out, the high-pitched noise ringing the entire time with the sound of burning. I decided to talk to the villagers to see if there had been a change in their dialogue. I started with Madame Meowmeow. The thumping noise started again as soon as I entered her screen.

It was similar to the witch. Meowmeow starts pleading and the audio for her text sounded like crying. She apologized, saying that they were just too hungry. The same screeching noise before her sprite stops. When I left her house Bow-wow was gone. I went back inside to see what had happened. Meowmeow was in pieces, blood all over. Bow-wow was moving from piece to piece. Interacting with him brought up a box that talked about how happy he seemed. How hungry.

Leaving the house I saw the owl again. He was eager he was to keep going. He told me to play the Lullaby It would speed things along. The prospect bothered me, but getting through this insult to my childhood faster sounded good. Playing the lullaby led me to a room like the ones you found at the end of each dungeon. There was a treasure chest and two full heart pieces. A plaque on the wall read that for every “one you carry out” you’d receive new treasures. I took the items (the first was the roc’s feather) and left through an exit at the rear of the room, which brought me back to Marin’s house.

Trees blocked off the plains and beach, the forest by fire. The select glitch brought me into a black screen that forced a reset. There was no way out of the village. It was a weird, cruel cycle. I approached a villager, they said something, that horrible screeching noise sounded out and I came back to see something horrific and disturbing. I’ll post their dialogue and how I found them here:

Crazy Tracy: “Before you do it, tell me I’m pretty.” / A bloody pile with skin to the right. Richard: “You silence only a symptom. I was merely the first.” / His hands and tongue formed a triangle around him. He was in a pool of blood. Ulrira: “You actually let me think I’d go to old age. How unkind.” / He was lying sideways with the telephone where his head would have been. The blood scattered all over the floor made it look like his head had been smashed apart with the phone Ulrira’s wife: “I won’t hide. Won’t give you the pleasure.” / I never saw her, but when I tried to interact with one of the cabinets it read, “She’s finished bleeding out. Leave her in there.” Cucco Keeper: “Ha ha, I’ll find a way out!” / Impaled on the Cucco statue. The Fishermen: “The funniest part? I don’t regret it.” “Me either.”/ Their fishing poles are by the pond. If you interact with them it reads, “No more bubbles. You’d reel them up, but it would just tear it off” Papahl, Wife, and Child: “Anything! Name it, it’s yours! I can get it! I can get anything!” “Mercy. The one thing I couldn’t get my hands on.” “Why?” / Found them hung by what appears to be the hookshot chain. Shopkeeper: “Everything I’ve got, here and back home. Information, powders, weapons. Just lemme sail away. You’ll never hear from me again.” / Found him in pieces with arrows in his torso. The fact that the bombs and bow are missing from his stock suggests that that’s what was used. Mr. Write: “I never stopped, you know. Here’s the key. You’ll need a magnifying lens.” / He was sitting at his desk, black pixels around where his mouth was and his hands cut off. I didn’t catch on to what the black pixels were about until later.

When I killed the last victim the owl appeared. He thanked me for helping him to fulfill his role. He said I’d find Marin in front of the library. I found Marin, who said it was almost time to go. She gave me the magnifying lens and told me to take my time. Inside there were more books out than in the original, with one blank bookstand near the entrance. Each was a profile organized by crime and sentence. From top left to bottom right:

Richard staged a coup against the Hyrule royal family. He was left to bleed to death publicly after having his hands cut off and tongue removed as punishment. Ulrira, a former advisor, betrayed the throne as Richard’s informant. His skull was caved in with the medium that represented communication. Ulrira’s wife hid criminals and rebels in support of her husband and Richard. She was given a small but mortal wound and bound before being left to die in a small, confined space similar to the ones she used to hide others. Mr. Write wrote slander during the coup. His hands were cut off to rob him of his favorite pastime before being force-fed enough ink to burst his stomach.

Papahl and his family where thieves. They were hung facing one another so the last thing they could steal was a look at their suffering loved ones. Crazy Tracy was a man who skinned women and wore their flesh. He would wear the face as a mask and hide within what looked like a seat, the body stuffed to appear as though it was sitting. That is why the body seems so much smaller. Skinned alive. Syrup kidnapped and sacrificed a child to the black arts. She was forced to watch the bones from her arms and legs be used in making magic powder before being beheaded.

Cucco Keeper was a felon who escaped every prison in Hyrule. Impaled on a statue that represented freedom. The fishermen were pedophiles. Drowned with their genitals attached to fishing hooks. Madame Meowmeow killed her children and fed them to her pets. Diced into pieces and served to animals. The shopkeeper was a powerful criminal drugs and arms dealer. Killed with his wares, magic powder forced down his throat. Tarin was a serial rapist. He was transformed into a literal beast and then executed.

At this point I felt sick. That low thumping in place of music wasn’t helping. It grew slower and duller, as if the sound were trudging along. I spoke with Marin and she explained the rest of it. Koholint is a prison island. The worst of Hyrule’s criminals are sent there before receiving their death sentence from the judge: The owl. He had been waiting for an executioner, someone to carry out his will. I was sent by Hyrule to enact the wishes of the throne, leaving their carcasses as a warning to the next group.

Marin was innocent. She had been wrongfully sentenced for a gruesome crime she had no part in. She accepted that she would be killed by the executioner, but refused to give Hyrule the satisfaction of fearing it. Nor would she let her name be passed around in horror stories. She saved me so that you could tell them they had failed to break her. She asked if I was ready to end it. I was given the option of “yes” or “no,” but choosing “no” just let me explore the village again. When I said “yes,” the screen faded to white.

It came back up to an animation of Link, or Black, sailing away. He looked satisfied. Happy, even. It then cut to a drawing of the library. Marin was lying propped up against it with her eyes rolled back. Her throat and stomach had been cut open, with a huge slash across her face. A lot of care was given to the blood and guts. It was disturbing, and the picture has stuck with me long after I turned off the game.

Bold font appeared in front of her reading “CONGRATULATIONS.” Beneath it in smaller black print was “You’re the hero of Hyrule!” It fades to black, before white text appears at the center of the screen.

“And no one will ever know you volunteered for it.”

Minecraft OGG Files

MINECRAFT OGG FILES
===================

During the 2010 Halloween update, Notch momentarily had an alternate download link available from the development blog. I decided to update from the blog, rather than let Minecraft update on its own. I simply extracted all of the files from the Winzip file to the game. I was about to leave for an out-of-country trip, so I (unwillingly) had to extract the files, shut down, and leave for Europe without trying the new features.

I returned two weeks later and forgot about Minecraft for a while. I needed to do a project for my Mass Communications class, though, so I wanted some somber melodies to accompany it. Instantly, I thought of Minecraft's bleak tunes and went digging into the Minecraft .ogg files. I chose calm2.ogg for the presentation, but I stuck around to listen to the other songs. In the 'resources' file, there was a folder, all on its own, entitled simply, "New Folder." I opened the folder to find "ashes1ashes.ogg" and played it in Audacity. There was nothing really heard, just silence and faint clicking noises. I sent the song to a fellow Minecrafter who works professionally with sound editing, but they didn't find anything.

I eventually started to play Minecraft again, for the first time in a month. The game updated and I played all night, making portals to the Nether and messing around. I wanted to listen to 'ashes1ashes.ogg' again, but the folder had been removed upon Minecraft updating. I found the file in my e-mails and downloaded the attachment back onto my computer, this time throwing the song with the other music files. That's when everything went downhill. I opened up my world to find everything on fire, including myself. My hearts would run out, refill, then run out again. Everything was on fire: the grass, the water, even the pigs and chickens. I tried reloading the world several times, but everything still burned. I deleted the world and created a new one, but that world was on fire as well. I decided to explore a bit and tried playing through a day. It was upon sunrise, the time music generally starts to play, that I heard it. It was a man, humming a melody, clear as day. I listened to it, through the cracks and pops of the fire. It wasn't any recognizable tune, just something a father would hum to a sleepy child. Halfway through the song, the humming started to break up into a bit of a sob. Finally, the song cut off abruptly and the game shut down. There were no pop-up warnings or title screens. The world was deleted, too. I searched for 'ashes1ashes.ogg' on the forums, to no avail. I checked the blog and noticed that the alternate download link I used on Halloween had been removed. Then I googled it, producing an angelfire page with two links: 'ashes1ashes.ogg' and 'ashes2ashes.ogg.' The first song produced the same sounds as the ones I had - silence and clicks. Hesitantly, I listened to ashes2ashes.ogg. It seemed to pick up where 'ashes1ashes' had left off. The humming turned almost directly to complete sobbing. The sobbing turned to silence, and and at the end the man spoke something in what seemed to be another language. I transferred 'ashes2ashes.ogg' to the music folder in Minecraft, and all hell broke loose. Never again.

(Click here <http://dust1dust.angelfire.com/> to go to the AngelFire site mentioned in the story. You're welcome.) 

* * * 
http://www.youtube.com/watch?v=M98fHHC9H-I
http://www.youtube.com/watch?v=Jer81ORYQ1I

* * *
[Having trouble uploading the files. - Owner]

Monday, March 11, 2013

Pokemon mew glitch music [r8MGEvEYqpY].3gp

It has the Youtube ID in the filename.

http://www.youtube.com/watch?v=r8MGEvEYqpY

For here, .3gp because that's more convenient for me and presumably also you.


What I really love about the early Pokemon games was how lenient memory protection was, and how any string of data could be anything it wanted! Junk didn't have to be junk, it could be graphics, a pokemon, a move, music, anything!

Sometimes I swear, in some of these videos there are rough beta tracks, placeholder tunes, and sometimes...I think developers might sneak in a few goods because why not. But sometimes I don't know what to think, because sometimes "junk" data can be a pretty good song.

- Owner

Doom 64 OST - Breakdown.3gp


http://www.youtube.com/watch?v=1IE1NmyrbWA

The official title for this track is "The Rotted Foul".

So yeah, just give it a listen.

- Owner

Come Follow Me (Pokemon)

COME FOLLOW ME
 ==============

During the first few days of the release of Pokemon Red and Green in Japan, back in February 27, 1996, a peak of deaths appeared in the age group of 10-15. The children were usually found dead through suicide, usually by hanging or jumping from heights, however some were more odd. A few cases recorded children who had begun sawing off their limbs, others sticking their faces inside the oven, and some choking themselves on their own fist, shoving their arms down their throat. The few children who were saved before killing themselves showed sporadic behavior. When asked why they were going to hurt themselves, they only answered in chaotic screams and scratched at their own eyes. When showed what seemed to be the connection to this attitude, the Game Boy, they had no response, but when combined with either Pokemon Red or Green, the screams would continue and they would do their best to leave the room it was located in.

This confirmed the authorities’ suspicion that the games, somehow, had a connection to these children and the deaths. It was a strange case, because many children who had the same games did not show this behavior, but only a few. The police had no choice but to pursue this, since they had no other leads. Collecting all the cartridges these children had purchased, they kept them sealed away as strong evidence to look over later. They decided the first thing to do was to talk to the programmers themselves. The first person they met was the director of the original games, Satoshi Taijiri. When told about the deaths surrounding his games, he seemed slightly uneasy, but admitted nothing. He led them to the main programmers of the game, the people responsible for the actual content.

The detectives met Takenori Oota, one of the main programmers of the game. Unlike Satoshi, he did not seem uneasy – just very kept. Explaining that it was impossible to use something like a game to cause such deaths, and also bringing up the point that not all children were affected, he brushed it off as some kind of odd coincidence or mass hysteria. It seemed like he was hiding something, but he wasn’t giving way. Finally, he did say something interesting. Takenori had heard a rumor going around that the music for Lavender Town, one of the locations in the game, had caused some children to become ill. It was only a rumor and had no definite back up, but it was still something to look into.

He directed the detectives to Junichi Masuda, the music composer for the series. Masuda had also heard of these rumors, but again said they had no evidence that his music was the cause. Even to prove a point, he played the exact song from the game completely through with no effects to anyone, the detectives nor Masuda himself, feeling anything different or odd. Although they still had their suspicions of Masuda and the music of Lavender Town, it seemed they had reached another dead end. Going back to the cartridges they had seized from the homes of the children, they decided to take a slightly more direct look at the games. They knew that it was these games that gave the children ill effects, so they took extreme caution. Popping in the cartridge and turning the handheld on, the game screen booted. The title screen appeared, and the option to continue or create a new game appeared.

When they chose to continue the game, stats of that game appeared. They saw the names of the children who had played, usually ‘Red’ or another simple name, however, the interesting thing was the time played and the number of Pokemon they owned. On every game, the time was very low and all of them had only a single Pokemon. They came to the stunning reality that it could not have been the music from Lavender Town that caused such ill effects in the children, since it was impossible to reach that part of the game in such small amount of time and with only one Pokemon in their inventory. This brought them to the conclusion that something early on in the game had to be the cause.

If it wasn’t the music or the title screen, it had to be something within the first few minutes of the game itself. They had no choice but to turn off the game and go back to the programmers. Asking for a list of all the programmers from Takenori, they found, surprisingly that one of the programmers had committed suicide shortly after the game was released. His name was Chiro Miura, a very obscure programmer who had provided very little for the game. Even more interestingly, he had requested his name not apper in the credits of the game, and so it was not. Looking over the evidence found at Chiro’s apartment, they found many notes written in bold marker. Most of it was crumpled or marked out, making it very difficult to read. The few words they could find in the mess was ‘Do not enter,’ ‘Watch out,’ and ‘COME FOLLOW ME’ in bold. The detectives were unsure what these meant, but knew they had to have a connection. Further researching, they discovered Chiro was good friends with one of the map designers, Kohji Nisino, and this was probably the only reason Chiro had been given a part in making the game. Kohji Nisino, since the release of the game, had locked himself in his apartment, barely leaving in the dark of night to fetch anything he might need. He told his friends and family he was mourning for his dear friend Chiro, but they didn’t believe this, since Nisino had locked himself up the day the game was put in stores, a few days before Chiro had killed himself.

It was troubling, but the authorities finally persuaded Nisino to sit down and speak with them. He looked as if he hadn’t slept in days, with dark rings under his eyes. He stunk, his nails had grown black, and his hair was greasy and sticking to his forehead and neck. He spoke in stutters and murmurs, but at least he had something to say. When asked if he knew anything about the children who had died after exposure to the game and if it had any connection to the game, he answered them seemingly carefully, choosing his words thoughtfully before answering. He told them that his friend Chiro had an interesting idea for the game; something he had wanted to try since he heard the project was starting. Nisino himself knew Takenori, the director and main programmer, for a long time, so he could easily get a mediocre programmer in on the project with a little persuasion. It seemed Chiro had convinced Nisino to get him in on the project, and it had worked.

Nisino, throughout the entire conversation, seemed to break down even more with every question. The detectives pushed him more and more, searching through his mind for any and every scrap of knowledge this man had of the game and Chiro…and Chiro’s intentions… It was when they asked about the notes found in Chiro’s home that he snapped. From under the couch Nisino was sitting on, he whipped out a pistol, pointing it straight at the police while backing away a few steps. Then, just as quickly, he brought the pistol to his face. ‘Don’t follow me…’ muttered Nisino as he stuck the pistol in his mouth and pulled the trigger. It was too quick for the police to react. It was done. Nisino had killed himself, repeating slightly differently what was written on one of Chiro’s papers.

It seemed all leads had finally died. The team who had created this original game were splitting up and becoming harder to find. It was as if they were keeping a secret. When the police finally managed to talk with anyone who had parts in the game, even the obscure character or monster designers, it seemed they had nothing of interest to say. Most of them didn’t even know Chiro, and the few who did only saw him once or twice while he worked on the game itself. Throughout all of this, the only confirmation they had was that Chiro was indeed the one who had worked on the very early parts of the game. It had been a couple of months after the original children suicides and the death rate had dropped dramatically. It seemed that the game was no longer giving any ill affects to any children. The call back of the games that was planned was canceled, since it seemed the game was no longer harming any children. They had begun to think that maybe Takenori was right and it was all just a very odd coincidence or mass hysteria…until they received the letter.

It was given to one of the detectives himself, quite directly out on the street. It was a woman who gave him the note; she was a very frail, thin, sick looking thing. She gave him the letter quickly, telling him it was something he needed to see, and without waiting for a response or another word, she disappeared into the crowd. The detective brought it to his office, and, calling the others in, brought it out and read it aloud. It was a letter written by Chiro himself, but it wasn’t one found at his apartment. They had thoroughly searched and cleared out the place, so wherever this letter had come from, it wasn’t kept at his home. It was signed to be given to Nisino. It started off quite formal, a hello, how are you, regards to the family, and such. After one or two of these normal paragraphs, they reached a section that requested Nisino to get him into the game team, to get him a programming position in Pokemon Red and Green.

As the letter continued, the handwriting seemed to grow jitterier. He talked about a glorious idea he had, a way to program something unseen in any game before. He said it would certainly revolutionize not only the gaming industry, but also everyone. He went on to say that it was a very simple procedure to program this idea into the game. He did not even have to add any foreign programming, and could use what was already given in the game itself. This would, the detectives agreed, make it impossible to notice any obscurities in the programming itself. It was a perfect way to hide whatever this was. The letter ended abruptly. There was no goodbye, no say hi to the family, no write back, or thank you. There was nothing like that. There was just his name, written hard in the letter where the paper almost broke through. It was only his name. ‘Chiro Miura.’

This was the nail in the coffin for the detectives. They had no more suspicion about the cause. Chiro had programmed something into the early parts of the game – something maddening. To further increase this streak of success, they discovered that the programming team had worked in pairs – even Chiro himself. He had worked with another programmer, Sousuke Tamada. If anyone knew what the secret in this game was, Sousuke Tamada would be the man. This was their final hope of unraveling this mystery once and for all. They learned Sousuke had provided a lot of programming to the game and seemed to be an average, good guy and worker. They were easily allowed into his home, a fair place, and they entered his living room where they sat. Sousuke did not sit, however. He stood by the window of the second story floor, looking out onto the busy street. He was smiling a little. There are no direct witnesses to the events that followed. The only thing from this conversation that remained was found on a voice recorder sitting on the table in front of the two detectives assigned to talk to Sousuke. What follows is the unedited recording:

‘Sousuke Tamada, what part did you have in the games Pokemon Red and Green,’ asked the first detective. ‘I was a programmer.’ His voice was light and friendly, almost too friendly. ‘That’s all.’ ‘Am I right in knowing that the programmers working on the game worked in teams,’ asked the detective. One could hear the sound of feet moving on the floor slightly. ‘You would be right,’ said Sousuke, after a moment of silence. ‘And your partner, his name was—‘ the detective was quickly cut off by Sousuke’s eerie voice. ‘Chiro Miura…That was his name. Chiro Miura.’ Another silence. It seemed the detectives were a little uneasy about this man. ‘Could you tell us if Miura ever acted strange at all? Any particular behaviors you observed while working with him at all?’ Sousuke answered them. ‘I don’t know him that well, really. We didn’t meet up frequently, only every once in a while to trade data, or when the entire group was called up for a meeting…That’s the only times I really ever saw him. He acted normal, as far as I could tell. He was a short man, and I think this affected his consciousness…He acted weaker than any other man I met. He was willing to do a lot of work to gain recognition, this I do know. I think…’

Silence. ‘Yes,’ asked the detective, pushing for him to continue. ‘You think what?’ ‘I think he was a very weak man. I think he wanted to prove himself, regardless of this point…I think he wanted to make himself known for something special, something that would make people forget about the way he looked and pay attention to the powerful mind that lay inside his skull…Unfortunately for him, however…heheh…He didn’t have much of a mind to back up that reasoning.’ ‘Why do you say that,’ asked the second detective. ‘Well, it’s the simple truth,’ answered Sousuke quickly. His feet could b heard moving across the tiled floor. ‘He was nothing special, even if he wanted to believe so. You can’t become greatness, even if you believe it. It’s impossible…Somehow, I think Chiro knew this himself, somewhere deep in there, he knew it.’ The detectives were silent again, not sure how to steer the conversation. After a moment, they continued. ‘Can you tell us what Chiro’s part of the game was? What did he work on exactly?’ Sousuke answered more quickly than before. ‘Nothing…I mean, nothing important. He worked on some obscure parts of the beginning of the game.’ A pause, then a little more information. ‘It was Oak’s part, to be exact. He worked on some of Oak’s parts…When he’s seen first, you see…’ ‘What else,’ pushed the police. They could hear it in Sousuke’s voice. He knew something. ‘We know you know about the children and the deaths. We know it was Chiro who did it. He programmed something in the game.’

‘What are you implying,’ asked Sousuke. It sounded like he was trying to maintain his voice. ‘We’re implying that since you’re his partner…If you’re hiding something from us, then you could just as much be responsible for those children’s deaths as Chiro is himself!’ ‘You can’t prove anything,’ Sousuke shouted. ‘Tell us what Chiro did to the game,’ they shouted back. ‘WHAT I TOLD HIM TO!’

Silence. Complete silence.

‘You want to know, huh,’ asked Sousuke finally, breaking the eerie silence, but replacing it with his voice. ‘You want to know what this is all about? Chiro was an idiot. He’d do anything for a bit of attention, anything at all. He couldn’t program worth a shit either. The one thing he could do, however, was be manipulated. You could tell him what to do, and he’d do it. He wouldn’t even question it. He’d do it. Just to hear that thank you when you received the finished product, that was his reasons. That’s all he wanted.’

Two clicks from the detectives’ guns could be heard.

‘I could control him flawlessly. He’s a lot like Takenori…Of course, none of you knew this, but I was the one who brought up the idea of the game, the idea of the entire operation. I just told the fellow what to do and he followed me without doubt. He knows nothing, just like Chiro.’

A sound of a window opening could be heard, followed by the detectives’ shouts.

‘Don’t move or we’ll shoot!’ ‘Let me tell you about a mechanic in the game,’ continued Sousuke. His voice was more rushed, but it still held that slyness. ‘Consider it a hint, all right? If you walk around in grassy areas enough, a Pokemon will appear and you’ll have the chance to go into battle with it. It’s a necessary part of the game overall, you see?’ ‘Step away from the window! We won’t warn you again!’ ‘At the start of the game, you have to walk into the grassy area before Oak appears and you receive your first Pokemon, understand me? Under normal circumstances, it was programmed that even though you’re in a grassy area, no Pokemon will spawn… I made it different. I manipulated that Chiro, told him what to put in the program, gave him all the instructions on how to do it, and he did it flawlessly. It’s rare, but it can happen. Stepping into that grass, one can spawn…’ ‘Sousuke, we don’t want to shoot!’ ‘Shoot me,’ asked Sousuke, laughing at the same time. ‘Shoot ME? You’re as dumb as Chiro was! Once he found out the truth, he had to end it! It was his fault, after all. He shot himself because of it! If you’re so determined to finish that case of yours, if you want to know, play the damn game for yourself! Roll the wheel, and who knows? Maybe you’ll learn the secret for yourself.’

A shot could be heard, loud enough to distort the audio. Sounds of screaming and murmuring could be heard. The table the recorder was on crashed with ear shattering distortions, silence, and then laughing. Sousuke was laughing, saying ‘Come follow me… Come follow me…’ and then nothing. The recorder continued to record until the tape ran out. There was nothing else on it. The police arrived on the scene quickly, and to their horror they discovered Sousuke and the two detectives dead. They had all been shot, but not after struggling. The detectives had been shot multiple times, at least ten each, before dying after being shot in between their eyes. Sousuke himself had clearly died of two shots to his chest, straight through the heart. This game was causing a massacre. At least a hundred children were dead. Nisino, the unexpecting friend, dead. Chiro, the manipulated toy, dead. The two detectives, dead. And now, even the creator, the cause o this atrocity, Sousuke, dead. The game was stretching far over its original intentions. It was killing anyone and everyone who got involved.

The lead detective had decided to put this case away. The man who committed the crime was dead, so there was no longer any reason to continue the case. All evidence was locked away, kept in the darkness where they belonged. There were talks about the entire thing, small conversations every now and then, but over the years even these began to fade away. Eventually, the case was only a memory in the minds of those who experienced it first hand. Ten years passed. February 27, 2006 was the date. The lead detective, the man who locked away the original evidence ten years previous, was reminded of the awful event that occurred. Although he was no longer in the force, he still had access to files and helped when he could. The reminder of the event caused him to look back and open the sealed container that held all the evidence collected.

He read through the letters and the notes…He remembered the woman who had appeared to him on the street that one day and handed him that letter that led to the change of the entire case. He wondered who she was, and where she had come from. Perhaps she was Chiro’s mother…or maybe Sousuke’s. It was far too late to pursue any of this. Far too late… Sealing the container again, he saw a second one directly behind it. Pulling it out, he read the note on top of it. ‘Evidence #2104A.’ He opened it up and looked inside. Filling the container were exactly 104 Pokemon Red and Green cartridges, each one in perfect condition… Untouched since the day they had last checked them ten years ago.

He reached in and pulled one out – Pokemon Red. He hadn’t seen one in a long time. He didn’t know what he thought next, but he reached in his desk and pulled out an old Game Boy. He received it a long time ago, but it still worked. It was his son’s, who had died a few years before. His wife was gone, too. That was then, though. Popping in the cartridge in the back of the Game Boy, he turned on the system. The title screen came on, then the option to continue or start a new game. ‘Tanaka.’ That was the child’s name. The one who played it first. He was probably dead, along with all the others. He pressed New Game, and started. It was normal, average. He walked around, talked to his mother, and went outside. He started walking towards the grass. In his head, he could still hear Sousuke’s words. Even though he was not there, even though he had never seen the man in his life, he could still see him, hear him. ‘Come follow me.’

He was getting closer and closer, only a step or two away.

‘Roll the wheel, and who knows? Maybe you’ll learn the secret for yourself.’

He entered the grass. The screen did nothing at first, nothing at all. It just sat there, and so did the detective, completely frozen, as if time had stopped just for them. The screen went black, and then lit up again, the iconic green background with black text appearing.

‘Come follow me, come follow me, come follow me. I miss you dad, I miss you my husband. I miss you so much.’

Tears formed in his eyes, falling down his cheeks. Screens and screens of text appeared and he rapidly clicked the A button to continue it. It was his wife and his child. They were speaking to him, calling to him, crying with him. They wanted to see him, they loved him, and he loved them.

‘I love you too,’ muttered the man in a hoarse, scratching voice. ‘Come follow me, become new again. We want to see you and hold you, and be with you forever and ever and ever and ever.’ ‘AND EVER AND EVER…’ ‘Don’t stay away. You can see us too. We miss you. Come follow me. We love yo—‘

A black screen. The detective’s eyes grew wide, his jaw dropping. The screen lit back up, and Oak was leading him out of the grass. ‘Come follow me,’ said Oak. ‘NO,’ shouted the man, dropping the game onto the floor. He quickly fell forward, reaching for it, bringing the screen back up to his face. ‘Bring them back, bring them back to me,’ The game continued on as usual, not responding to the detective at all. ‘My wife, my child, listen to me! Bring them back to me, I said!’ Voices…He heard voices, hundreds of voices. He turned around from his seat, looking behind him, and standing in his small room were children, many children. Some had no eyes, some had rings around their throats, and some were burned all across their bodies. They were screaming, reaching towards him.

‘Bring back my mommy, bring back my daddy, bring back my pet,’ they all screamed out, reaching for the game, their mouths agape with horror and pain. ‘I don’t want them to go away, bring them back to me, bring them back to me!’ ‘No,’ shouted the detective. ‘It’s mine! My family is here, don’t touch it!’ Horror was across his face. ‘Come follow me…’ said a voice. The lead detective looked over, and in the corner of his room, next to an old desk, was Sousuke. He stood in the corner; he was tall, handsome, and clean. A smile was stretched across his face. ‘Come follow me…’ The lead detective jumped up, stepping back, trying to force away the children crawling towards him, reaching out for the game held tightly within his hands. ‘Wh-what’s going on here? What’s going on? Where is my family?’

Sousuke smiled generously. ‘I’ll show you. I’ll help you get away from them, you see? Just follow me.’ Sousuke reached down and opened a drawer on the old desk. The lead detective, pushing through the crowed of children, trying to get away, looked inside. Sitting there, covered with dust, was his old gun from when he was on the force. He had not used that gun in many years and had it put away, not wanting to remember the things he had to do wit it. But right now he didn’t see it as something that caused pain or that killed. It was shining, it was light. It was something that could set him free. ‘Just follow me,’ said Sousuke, picking up the gun and putting it in the lead detective’s hand. He formed his hand to hold the gun and then brought it up to his temple. ‘Just pull the trigger. That’s all.’ The lead detective turned around. The children were crawling at him, grabbing his legs and pulling at him. They reached for the game. He turned back towards Sousuke, and smiled.

‘My family…I’ll follow you.’ He pulled the trigger. Bang. His brains spread the wall as he fell to the ground, dead. It was a few days before the body was discovered. It lie on the floor, blood everywhere. In one hand held an empty gun, and in the other was a classic Game Boy with Pokemon Red in it. The battery had long died, and only an empty, black screen was left. This was the final murder that the remaining authorities would allow. The last detective who was ever a part of this case personally carried all 104 cartridges away and burned them all, making sure not a single one survived. There would taunt no more.

However, this is not the end of the story. The code was said to have survived, and was even passed on to other languages of the games. If you have an old Pokemon game, you can place the cartridge in the back of the classic Game Boy, turn on the system, and roll the wheel. Who knows? Maybe you’ll learn the secret for yourself.

Lavender Town Mysteries: Missing Frequencies and Lavender Town Syndrome (LTS)
==================================================================

The phenomenon of the "Lavender Town Tone" is a legend that involves a bizarre spate of medical cases and deaths from around the country that have been connected to the "Pocket Monsters" (Pokémon) series of games, in particular the first two games of the series, "Red" and "Green". Though the event is largely unheard of due to disclosure laws for companies based in the Kyoto Prefecture, there is a large amount of information that has been brought into the open by a number of dedicated individuals, including 関 内直 (Seki Uchitada) 伊勢 満朝 (Ise Mitsutomo) and 佐藤 治情 (Satou Harue), to whom this page is dedicated. Thanks also go out to 安藤 景忠 (Andou Kagetada) for providing images and animated .gifs of the visual phenomena.This analysis will discuss the other phenomena that is often confused with the "Lavender Town Tone", known as "White Hand Sprite", "Ghost Animation" and "buried alive model", as well as the semi-related developer-tag that was inserted into the game, and how to safely perform these "Easter eggs" in post-first wave cartridges.

History of the Game

The first cases of the "Lavender Town Tone" and associated events were reported a few months after the release of "Pocket Monsters Red and Green" for the handheld "Game Boy" video game console. These video games were wildly popular with children between the ages of seven and twelve (their core demographic), which was no doubt one of the reasons why the "Lavender Town Tone" had the level of severity that it did. In the game, the player takes on the role of a "Trainer", whose task is to capture, tame and train wild creatures called "Pocket Monsters" for battle. These games, and the two newest additions to the series, "Pocket Monsters Gold and Silver", an anime, manga, figures, a collectible card-game and home console games have resulted in Pocket Monsters becoming a multi-billion dollar franchise.In one part of the game, the Trainer comes to a small, out-of-the-way place called "Lavender Town" (シオンタウン). This town is one of the smallest hamlets in the game (aside from the Trainer's own home town), and possesses very few of the services available to the Trainer in every other city in the game - indeed, the location would be unremarkable were it not for the "Pokémon Tower" (ポケモンタワー) located there - a colossal building that holds the graves of hundreds of deceased Pokémon. It is theorized that, because of this location in the game, at least two hundred children lost their lives, and many more developed sudden illnesses and afflictions - and this does not consider the vast waves of unreported illnesses or deaths whose cause went unnoticed.

History of the Pathology

It was not until Spring/Summer of 1996 that the cases that would eventually become linked to the Lavender Town Tone began to surface. The earliest record of the acknowledgement of the effects of the Lavender Town Tone that the author could find came from an internal report made in June 1996 by the company Game Freak Inc. (株式会社ゲームフリーク), which was then leaked by one of its former employees, Ms. Satou Harue. In it, an employee gives a list of names, dates and symptoms - records of children between the ages of 7 and 12 who had suffered various medical problems as a result of playing Pocket Monsters Red and Green versions. Some records are listed below, with the full listing in Appendix A [here]. (It should be noted that entries in the Appendix also include symptoms borne not from the "Lavender Town Tone" [an audio phenomenon] but from the so-called "White Hand Sprite", "Ghost Animation" and "buried alive model", all of which were visual phenomena that provoked similar but distinct symptoms.

京极 勝女; April 12, 1996 (11). Obstructive sleep apnea, severe migraines, otorrhagia, tinnitus.

千葉 広幸: May 23, 1996 (12). General irritability, insomnia, addiction to videogame, nosebleeds. Developed into violent streaks against others and eventually himself. [自殺]

桃井 久江: April 27, 1996 (11). Cluster headaches, irritability. Eventually took mixed painkillers. [自殺]

吉長 為真: March 4, 1996 (7). Migraines, sluggish and slow behaviour, unresponsiveness. Developed into deafness, and went missing. Body discovered beside road April 20 1996. [死出]

The document that was circulated internally was the first time that these incidents had been connected with the Pocket Monsters video games - until then, the cause had not been discovered or diagnosed by medical professionals. Indeed, it is uncertain how the company themselves managed to find the cases related to the event without seeking advice from health services.

Pathology Detail -- "Lavender Town Tone"
The predominant symptoms related to what would become known as the "Lavender Town Tone" included headaches and migraines, bleeding from eyes and ears, mood swings and irritability, addiction to the games, unprovoked violence, withdrawal and unresponsiveness, and in approximately 67% of cases, suicidal tendencies. However, these symptoms only manifested in children between the ages of 7 and 12 years old who had reached the area in game known as "Lavender Town", most of whom were revealed to have been wearing headphones or earphones while playing the game.

As it turns out, the developers of the Lavender Town area had sought to make an area that would "leave an impression on the player", according to Seki Uchitada, who was a member of the development team. Seki claimed that at the time of development, a number of the team were interested in making Lavender Town a little different to the rest of the game.

"The Pokémon Tower is a visible result of that," Seki told ゲームの次元 ("Game's Dimensions" Magazine) in an interview earlier this year. "That, and the fact that Lavender Town is so different from all the other cities in the game: it is smaller, it has fewer people occupying it, it didn't have a gym... and, of course, the music was very, very eerie. In fact, in the first version of the game, we were told to slightly change the song played in the background of Lavender Town ... because our manager told us it would make children upset. The music used in subsequent versions is different."Either Seki was unaware of the full impact of the Lavender Town Tone, or was vastly understated how "upset" children would get - no more is said of the music in the article, but there are mentions of Lavender Town's other macabre features (see below). What Seki failed to disclose to Game's Dimensions Magazine was that the music used in the first-wave release of Pocket Monsters Red and Green was formulated out of an experiment in "binaural beats": using slightly different frequencies of sound, each frequency played in one ear through earphones or headphones, various psychological effects can be induced upon the listener. In most versions of the first wave releases, this resulted in the player feeling uneasy, apprehensive, and mildly disturbed. However, for upwards of two-hundred children, it provoked a variety of disturbances in the brain that went undetected purely because it was undetectable by fully developed human ears - instead, only children fell victim to the tones , resulting in psychological and physiological problems that in some cases led to death - many of which were suicides.
Pathology Detail- Visual Overview

These visual effects are known among programming circles as "The White Hand Sprite", the "Ghost Animation", and the "Buried Alive Model". Each has been found to cause headaches, nausea, and in severe cases, hemorrhaging of the brain and lungs. While around 70% of Lavender Town Syndrome (LTS) is due to the Lavender Tone, the remaining percentage is split among these visual phenomena. This is partly due to the visual stimuli occurring after the player is introduced to the Lavender Tone. It has been theorized that those unaffected by the aural stimulation, such as the deaf or the hard of hearing, make up the remaining 30%. While viewing these models can cause these effects, there are certain methods that allow a viewer to safely examine them in detail.

Known in the code as WhiteHand.gif, this was scripted to appear as a Pokemon on the third floor of the Lavender Tower. It is divided into four separate animations: an introduction (the "cry" a Pokemon unleashes before a battle), an idle, and two attacks. These attacks are unknown, as they are listed simply as "Fist" and "Brutal". While viewing the animation has been proven to be hazardous, viewing the frames of the model has been proven to have no adverse effects. The White Hand is depicted as a shriveled, slightly decayed hand, with surprising attention to detail: flesh is peeling back from the bone, and several tendons dangle realistically out of the wrist. The first attack is the hand balling into a fist, then swinging forward. However, the "brutal" animation is missing several frames: The hand seems to open up, then cuts out. After a few seconds, it reappears, closed again. No record has been found of these missing frames.

(NOTE) This Sprite is mentioned by the girl next to the Pokemon Tower when you hit "No" to her question if you think ghosts exist. She says, "Hahaha, I guess

Ghost Animation

The Ghost Animation, coded as Haunting.swf, was intended to be placed in several areas throughout the tower, including in the center of a path on the second floor. However, players cannot interact with it, leaving many to believe that it was intended as a "background feature". The ghost animation as well must be viewed in individual frames. It is comprised of 59 frames total. However, after extraction, around half of these frames have been revealed to be the standard ghost model used in Pocket Monsters. Around a quarter of the remaining frames are comprised of static, to produce a "fading" effect. However, interspersed with these bursts of static are several frames of screaming faces, along with images of a skeletal man in a cloak (hypothesized to be the Grim Reaper) and of several killed corpses. The meaning behind these are unknown- While under oath before the Video Games Commission Board, Lead Programmer Hisashi Sogabe testified as to having "No knowledge as to where these images surfaced." Out of all the phenomena associated with LTS, this animation is the most speculated on: In his thesis "Video Games and The Manipulation of the Human Mind", [viewable in appendix C] Dr. Jackson Turner argued that the images were intentionally placed in. Due to their brief time appearing on the screen, and the graphic nature of the frames, Turner theorizes that these were meant to subliminally influence players into becoming more frightened by the disturbing surroundings.

The Buried Alive Model

Often referred to as its code, the Buryman script, the Buried Alive Model was to be found on the final story of the Pokemon Tower, in what has now been replaced with the Marowak ghost. According to the scripts assigned to it, the Buried Alive model was intended to be the "boss" of the tower. Once reaching the top floor, the following conversation would have taken place.

Buried Alive: You're... Here.

BA: I'm trapped...

BA: And I'm lonely...

BA: So very lonely...

BA: Won't you join me?

After this, the battle would have been initiated. Once in "battle view", the Buried Alive model appears to be a decaying human corpse attempting to crawl out of the ground. It has been programmed to have two White Hands, a Gengar, and a Muk.

Strangely enough, a protocol for the Buried Alive's actions after it was defeated were not written. In the case of the player defeating him, the game would freeze. However, a specific ending was written by an unknown programmer upon losing the battle. In this ending, the Buried Alive was to have stated, "Finally, fresh meat!" followed by several lines of gibberish. He was to have then dragged the player character into the ground surrounding him. The scene would finish with a typical "Game Over" screen; however, in the background, an image of the Buried Alive character devouring the player was to have been shown.

Especially strange are the protocols for after this scene. The cartridge was to download this image to the small internal memory contained in the Game Boy, overwriting the title screen that normally accompanied a Game Boy turning on. Instead, whenever it was started, the player would view this image as the sound file staticmesh.wav was played. The intended purpose for this effect, unlike many of the other factors leading towards LTS, is unknown.
Author's Note

Everything listed here is completely true, all from official findings. Earlier, I also found other information regarding the makers of the sound files and how they committed suicide, but I can't find it anywhere. I searched around multiple Google pages, forums, and even my browser history, and that information is nowhere to be found. If anyone has more information regarding the Pokemon Green or Red versions before recall in Japan, please let me know, so I may be able to tell the world.

* * *

[Considering how well-written this is, you'd think the author would know better than to put in .gif, .swf, and so on. ANYWAY, NITPICKING. Nonetheless, one of my faves. - Owner]

Lavender Town Syndrome (Pokemon)

The Lavender Town Syndrome (also known as "Lavender Town Tone" or "Lavender Town Suicides") was a peak in suicides and illness of children between the ages of 7-12 shortly after the release of Pokémon Red and Green in Japan, back in February 27, 1996.

Rumors say that these suicides and illness only occurred after the children playing the game reached Lavender Town, whose theme music had extremely high frequencies, that studies showed that only children and young teens can hear, since their ears are not fully developed.

Due to the Lavender Tone, at least two-hundred children supposedly committed suicide, and many more developed illnesses and afflictions. The children who committed suicide usually did so by hanging or jumping from heights. Those who did not acted irrationally complained of severe headaches after listening to Lavender Town's theme.

Although Lavender Town now sounds differently depending on the game, this mass hysteria was caused by the first Pokémon game released. After the Lavender Tone incident, the programmers had fixed Lavender Town's theme music to be at a lower frequency, and since children were no longer affected by it.

One video appeared in 2010 using ”special software" to analyze the audio of Lavender Town's music. When played, the software created images of the Unown near the end of the audio. This raised a controversy, since the Unown didn't appear until the Generation 2 games: Silver, Gold, and Crystal. The Unown translate to "LEAVE NOW". There is also the said Beta Version of Lavender Town.


It is said that the Beta Version of Pocket Monsters was released to some kids to test the games. This is the video of the Beta Version of Lavender Town: