the animation, and Huey programmed an art-capturing tool that allowed to take full-colored animation frames, turn them into three-color chunks and reassemble the whole on the GBC's screen. Publishing The game needed a 32 megabit battery backed-up cartridge to work properly, and was expensive to produce. This factor deterred some publishers, alongside the fact that launching a new intellectual property was considered dicey. WayForward tried to find a publisher for years, before Capcom eventually picked the game for release. Capcom, however, held back the release for months, during which the Game Boy Advance was released. It is rumored that the game had only one run of 20–25,000 copies. WayForward saw that the console's screen had a tendency to darken the colors, so they took back the game and made further developments on it, incorporating a feature to brighten the screen if played on a Game Boy Advance, alongside some bonus features. Music In 2000, the sound was developed using the Musyx audio format, but WayForward chose to switch during development. The soundtrack featured about 20 songs at the time, and was composed by Jake Kaufman. Kaufman ultimately used the Paragon 5 GameBoy Tracker to create the music. Paragon 5's CEO, Paul Bragiel, served as music producer, and Stephane Hockenhull performed music replay. The soundtrack to the game was released in January 2019 by Fangamer in a red vinyl format, with a limited edition purple variant published by Limited Run Games. Reception Sales and analysis Precise sales figures for the game have not been made public, but according to Bozon, it sold poorly; he said that he had heard that 20–25,000 copies of the game were produced, which did sell out, but that a second print run did not get made. Matt Bozon has refused to blame Capcom, the publisher of the game, for responsibility in the game's failure. This was despite Capcom holding it for 8 months after completion, with the game finally releasing when the Game Boy Advance was already in its first year of existence. He says he went in "very naive", believing that if the game was good, it would sell anyway. Bozon believed that from a creative standpoint, he never really settled on a target audience, with the character being "iconoclastic", "too sexy to be a kid's brand, and too girly for a male gamer brand". Also, before the game was even released, Bozon claims that