Some cool things about Ghost Head/The Struggle Within
Hi there! This is my first post for anything. But i have recently bought both a copy of TSW as well as a Japanese copy of Ghost Head for my growing collection for Clock Tower stuff, when i had a silly strange idea. I have a Windows 10 Computer, what would happen if i put in these nearly 20 year old games and see what's inside?? Well, maybe...just maybe i found something new involving just how development could have gone for Ghost Head! But all of this is just mere speculation, i am bored right now and feel like talking about this, i really LOVE this game despite how crap it can play often, and i legitimately want someone to come around and prove me wrong so we can dig up more info about this gem!
Tl;DR version for people with short attention spans: There is a possibility Ghost Head was developed around a 4 month time span, while it somehow took longer to translate/program the English version in 10 months! If the dates on each disc when you put it into a computer is anything to go by.
The earliest date that could be found on Ghost Head is simply in the first folder "SBXA", the first XA. file being from 11/28/97 with the other dates in the folder being close around that same time with the exception of one file..."SB04_01" which was changed on 1/18/98 for some strange reason. Next, we look at the GAME/TITLE files that are on the root-- 2/3/98, just more then a month ahead of Ghost Head's March 12th 1998 release! The newest file on GH is actually the SLPS file, being 2/4/98...But aren't those files for Sony's licensing?
If we are to put 11/28/97 and 2/3/98 together, that's 3 months and 5 days. What fills in the gap between Febuary 3rd and March 12th is most likely the mass production phase of the game-- Since Japan is a smaller country, i believe it's rational to assume HUMAN had a good month to print more copies-- Making this strange cycle 4 months.
The earliest date found on TSW is from file "TITLE.MTM" which was said to have been last used on 8/20/98, GAME last modified on 6/14/99, SLUS was put on the disc (And possibly given the green light by Sony if these files ARE for licensing-- I am aware these names are on the case) on 7/22/99, The Struggle Within then coming out on October 31st, 1999. Mass Production in America can range between 2 or 3 months, which gives enough of a time frame for the American Devs to print their mone-- I-I mean, games! Yeah, that's it. Let's just assume they started on 8/20/98 and concluded on 6/14/99...A little less then 10 months?! If these dates are true...HOW?!
GH's GAME/TITLE files were completed on the same day, yet TSW has three different time periods where someone tinkered with it! TITLE.it was done on 3/30/99, TITLE.s3m and GAME were last touched on 6/14/99 while TITLE.mtm was on 8/20/98...I believe because of the tinkering of the TITLE files is why we have things like the "Sound Test" glitch, that being only present on the American version. The Main Title Screen for The Struggle Within (Where you press start and that loud glass shattering sound plays) comes up 5 seconds sooner then Ghost Head's, thanks to the fact that Agetec cut GH's logo from the Opening FMV-- This could be another reason for the Sound Test glitch as well.
Misc. Details: Ghost Head's audio tracks go on for 42 minutes, while The Struggle Within was around 47. In game with a few lines for TSW, there are times where it sounds like someone is really sped up! And then there are other times where there are just odd...silence in between lines said. I believe that Agetec just got lazy and decided to just overwrite the Japanese tracks with the English ones! Literally. No editing in anyway, not even to save disc space. The long pauses are because something is being said in the Japanese version while nothing is going on at all in the American version (Example: When Stephanie says "Ha! I'm going to kill you!" two times over the phone in Chapter One with that long silence in between). They must have found out that because TSW has more audio, they have too make space taken up since they just used the Japanese tracks! What do they do?? My money is on that this is why some dialogue is sped up.
OKAY, I'm done talking about this game for right now. Hopefully we can put our heads together and figure out what we can about TSW/GH, and i hope that my post is somewhat entertaining for the hardcore Clock Tower fans out there! Thanks for putting up with my long ass post.
Until next time! Them stalkers can't catch you if you keep running. ;) -Nega Scott