Saturday, May 26, 2012
Bring Back SVES
Perhaps I should switch to trying to make my own SVES. It never had an online component such as Toonami Reactor or Jetstream, but there's no time like the present...
Thursday, May 3, 2012
QoS Player Update
- Tool tips on Graphical User Interface, including time code on progress/video bar.
- Large enough to be readable on HDTVs.
- Clicking on the progress bar now works correctly.
- There was an error when clicking on earlier time segments of the video. It was basically impossible to use the progress bar.
- Rewrote code to make it easier to maintain/develop.
- Everything works better due to use of events and listeners as opposed to flags and loops.
- Controls now resize correctly/easier. scaleX/scaleY are used to make sure the controls are correctly sized.
- YouTube quality control changed to a stepper since the combo box didn't resize correctly.
- Autoscrolling on the playlist pane now works correctly.
- The playlist pane now also shows the length of videos (in HH:MM:SS format).
- Flash quality can now by set by right-clicking on the progress bar when video is paused.
- May add its own stepper later.
- Delay publishing of videos with a PHP file.
- A watermark can be added and displayed over videos.
- Will open a URL when clicked upon.
- It's almost in a workable/releasable state.
Monday, April 30, 2012
New Archive File
Mediafire should be a good host for now:
http://www.mediafire.com/?rbmt9kfblep72wl
Some new content in the archive includes:
Batman & Superman Adventures: World's Finest: Gauntlet of Doom.
A Megas XLR game (Final Battle -- from a non-U.S. Cartoon Network website).
A Moltar comic (from http://nightmare-hq.com/Toonami/).
A Transformers game from the Toonami UK website (Battle for Megatron).
A Teen Titans game (Battle Blitz).
Hi-Hi Puffy Treasure Island and Ninja Rock (Not Toonami, but some fun games).
Scuba Jo-Jo game from the Powerpuff Girls.
Plus any non-game content that wasn't included in the earlier version.
Saturday, March 24, 2012
QoS Player
I've been working on a custom YouTube player as an improvement over YouTube's default player.
Its purpose is mainly to make watching video (subtitled or not) easier. The left and right arrow keys rewind and fast forward by ten seconds, respectively. This differs from YouTube's default player settings of rewinding/fast forwarding by ten percent of the video's length.
This might be used in a revived Reactor, but it needs a lot of work to get it to that point. Inserting Toonami interstitials by some method shouldn't be too hard, but keeping track of everything is difficult. The solution may be to simplify it by putting the interstitial/bump code in JavaScript.
The title comes from Quality of Service. It attempts to avoid some of YouTube's more annoying problems. It tries to force YouTube to devote more bandwidth by restarting the video if it loads too slowly. It currently can't be turned off, so this might be a problem for slow connections.
Future features may include: alerting the user when a video finishes loading or allowing the video to fully load before playing (or load to some point before playing).
See keyboard controls and embedded player test @ Lost Data.
(It's surprising that Shinya Arino can beat some of the hardest games ever made, but still fails at the occasional Mario game.)
Tuesday, February 14, 2012
Mystery Possibly Solved

(Not seen in the U.S.)
The UK received an airing of the Lockdown event, but it apparently got its own custom version of the Lockdown game. Unfortunately, I never played this game, few if any U.S. viewers played it or were even aware of it, and UK Toonami fans didn't visit Toon Zone or any other common U.S. Toonami hangouts.

(Cool equipment not available in the U.S.)
There's no trace of the game files in the Internet Archive, so the likelihood of recovery is non-existent.
The only other possibility is that these screens are only mockups. These were produced as previews for Cartoon Network to see what kind of game they would be buying. If so, the finished product was quite different.
Google lists Playerthree as a United Kingdom website, so the first hypothesis is probably correct. Playerthree most likely adapted Lockdown's art assets into an action game rather than a turn-based, RPG-like game.
The Playerthree website recently went through a redesign and any mention of Lockdown was removed. Unfortunately, the Internet Archive didn't pick it up either, so these images and my previous post are all the evidence that remains of the alternative Lockdown.
Thursday, December 22, 2011
Samurai Jack - Rave Slaves
Jack trades in his normal outfit for a raver outfit. He trades in his sword for punches and kicks in the style of Brazilian dance-fighting. It goes without saying, he's also traded away his dignity.
Play Samurai Jack: Rave Slaves @ Toonami: Lost Data

(The one game in which Jack isn't permitted to fight back.)
Why was "Jack and the Rave" made into a game when there were better episodes such as "Jack and the Ultra-robots" that could make better/more popular games? I don't think anyone will ever know now...
Wednesday, December 21, 2011
Samurai Jack - Way of the Warrior
Play Samurai Jack: Way of the Warrior @ Toonami: Lost Data

(Samurai Jack trains to rescue Princess Zelda.)
Samurai Jack's artwork seemed to translate a lot smoother into web games than other Toonami shows. It's either due to the simplicity of vector graphics or that Cartoon Network's own studio did the work and the web side had better support/access to animation frames and artwork.