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Saturday, October 27, 2018

Favorite Tunes #244: Time for Spooky

Tirck or treat, smell my feet, you know the rest. It is that spooky time of the year again and in the spirit of the season, here are some ghastly tunes to make you go bump in the night or some other Halloween jargon.

Battle for the Holy - Castlevania the Adventure ReBirth (Wii)
Three of Konami's top franchises were given ReBirth titles exclusively on the Wii via Wii Ware. Nintendo has since closed up the Wii Shop Channel so unless Konami re-releases the three ReBirth titles, they are more victims lost to the digital age. Castlevania the Adventure Rebirth was essentially a remake of Castlevania Adventure for the Game Boy, staring Christopher Belmont. This theme originally played on the game's opening stage but was nowhere to be heard in the ReBirth remake.

Cockatrice - Super Ghouls'n Ghosts (SNES)
The Ghosts'n Goblins games are known for their insane difficulty and Super Ghouls'n Ghosts is no exception. Hard as this game is, though, it is still easier than the two titles that came before it. Super gives you a double jump and you can power up your weapons. The game has the familiar level 1 Ghosts'n Goblins music as well as a slew of new songs that sound magnificent on the SNES hardware, making Super Ghouls'n Ghosts quite possibly my favorite soundtrack of the entire series.

Those Chosen by the Planet - Final Fantasy VII (PS)
A theme heavily associated with the main protagonist of Final Fantasy VII, Sepiroth, this theme is first heard during a flashback when he goes mad after finding out what he (assumes) are his true origins and makes orphans of Cloud and Tifa along with burning the town to the ground. At the time, the scene of Sephy walking away in those flames looked pretty badawesome. Now? Looks pretty dang dated.

Ceremony - Secret of Mana (SNES)
I imagine this track unsettled anyone that played Secret if Mana as  a kid. Heck, I was 15 when I first played the game and this tune still gave me the creeps. If you're looking for some horror inspired game music for something, you can't go wrong with this one.

Haunted House - Super Mario 64 (N64)
Since the introduction of Ghost Houses in Super Mario World, I have never liked the haunted house themes in Super Mario games. The nightmare fuel was cranked up to eleven in Big Boo's Haunt, the sole ghost house level in Super Mario 64. Going after some of the stars here was a pain and the less said about that freaking piano, the better.

Lavos' Theme - Chrono Trigger (SNES)
I sure have shown Square Enix a lot of love in Favorite Tunes this week. Lavos is unlike the big bad if most Square Enix RPGs. He doesn't boast about how powerful he is, nor is he the mirror counterpart to any of the heroes. Not a lot of detail is divulged about him. And yet, hundreds of years into the future he turns the world into a wasteland where what remains of the human population is starving, just barely clinging to life.

Favorite Tunes Database

Thursday, October 25, 2018

Castlevania: Scarlet Night


I'm beginning to wonder if the Pixel Mixers ever take breaks or if they are even human. 2018 alone has teen the group pumping out some truly amazing video game arrangement albums. These guys are stepping up to the plate and hitting one home run after another. I'm actually playing catch up on these album write ups. Castlevania: Scarlet Night came out some time ago (September 6th, to be precise) and if you're looking for some horror jams for Halloween or you just love Castlevania music, you need to give this free album a listen.

It cannot be understated just how great Castlevania music is. The fact that the Castlevania stage in Super Smash Bros. Ultimate will a whopping 34 music tracks is a testament to how outstanding the music in this series really is. Scarlet Night has a total of 29 tracks, spanning over  86 minutes of music. If you're wondering are there arrangements for Vampire Killer, Bloody Tears, The Beginning, Bloodlines and Aquarius, some of the most well known, Castlevania songs, the answer is a roaring "YES, THERE ARE!" I think most would agree that it would be criminal if those tracks weren't represented in some form or another here and each one gets their own track. Vampire Killer, which kicks off this album is a lovely piano piece, Wicked Child is heavy on the rock while Beginning is dripping heavy metal.

The Pixel Mixers have shown great appreciation for lesser arranged tracks on past albums and that trend continues here. Battle of the Holy (from Castlevania Adventure on the GB) is one of my favorite tracks on here and it certainly wasn't something I was expecting to tap my toes and bob my head to. The Legend of Dracula (also from Castlevania Adventure) is primarily a flute arrangement, making it really stand out from everything else on here, but in a good way. Cross Your Heart (Haunted Castle) is a tune I became familiar with thanks to buying the game it was from on the PSN so I was happy to recognize a track from one of the more obscure Castlevania titles.


There's also a hefty dose of funk as well as electronic music to be found here. All told, this is yet another top notch Pixel Mixers album and a wonderful tribute to Castlevania. The album is free, so there's no reason not to have it in your digital music collection. I'm just waiting for the day these fellows release a Mega Man album.

Castlevania: Scarlet Night

Saturday, October 20, 2018

Favorite Tunes #243: Over Being Sick

Last week, I caught a nasty virus. During one of the days I was sick, I was bedridden and the last time I was that ill was back in 2012. Thankfully, I've recovered and now I've just got a little cold.

Shana's Theme - The Legend of Dragoon (PS)
Once Final Fantasy VII brought RPGs into the mainstream, the PS saw a slew of them. Between both the N64 and the PS, my plate was quite full in 2000 so I never got around to playing this (Final Fantasy IX also came out that year). Recently, I was listening to some relaxing music to fall asleep and this track was featured in one of the many playlists I usually go to. It is quite the peaceful tune. Very lullaby-like.

Impact Man Stage - Mega man 11 (NS, PS4, XBO, PC)
I really like Mega Man 11's techno soundtrack. I gather some aren't used to it since eight of the ten classic Mega Man games used chiptunes but we can't stay 8-bit forever. It actually took some time for Impact Man's theme to grow on me (I died A LOT in this level) but now I find it to be a real banger.

Round 5 (Bay Area) - Mighty Final Fight (NES)
Released near the very end of the NES's life cycle, Mighty Final Fight is an SD take on the series. Its only a single player beat 'em up and most agree that it isn't the best of what the genre has to offer on the system, but this is still a pretty good effort. Being such a late NES release, it is quite a rare cart. It has had several re-releases with the most recent being on the Wii U's eShop.

Stage 3 Boss - Ghouls'N Ghosts (ARC)
The sequel to the 1985 quarter stealing, soul shattering Ghosts'N Goblins, Ghouls'N Ghosts, like the game that came before it is a merciless action platformer that has you do two runs through the game to fully complete it. Those that wish to hang on to their sanity will most likely give up after the first level or two. Despite not being the biggest fan of this series, I do enjoy the soundtracks, and I've been listening to various songs from the games as of late.

Danzen Dungeon - Dynamite Headdy (GEN)
The latest re-release of Dynamite Headdy is on the SEGA Genesis Classics. The physical release was back in May for the PS4 and XBO but it will be coming to the Switch. The version in SEGA Genesis Classics lets you play the Japanese version as well as the English version, which is a very good option since the American version is harder.

Load BGM - Akumajo Dracula (X68000)
If you've played Castlevania ReBirth on the Wii (the game so needs a re-release), then you may have heard this theme. What you may not know is that it originated in the 1993 Akumajo Dracula for the Sharp X68000, which would be released on the PS in 2001 under the name Castlevania Chronicles. It should go without saying, but this is some pretty sick load music.

Favorite Tunes Database

Wednesday, October 17, 2018

The Importance of Mega Man 11


"Mega Man is back!" That's what the back of the box art for Mega Man 11 proudly proclaims and it is what everyone else has been saying. And yeah, I pretty much have to strongly agree with everyone else and the box art. The Blue Bomber is back in action.

Yes, it is a big deal that Mega Man has finally returned in some form (in this case, the Classic series), but what I find it to be an even bigger deal is the way Mega Man came back: not in 8-bit. That isn't a complaint. In fact, I think Mega Man 11's 2.5D look is for the best. The last time Mega Man returned from a long hiatus in 2008 for Mega Man 9, he was rocking his 8-bit, NES look. Mega Man's classic sprite is as iconic as Mario's Super Mario Bros. sprite or Sonic's classic Sonic sprite. However, I think it would have been a huge disservice if Mega Man 11 was done in the 8-bit style that the previous two entries were. As great as it was to see Mega Man come back in 2008 for Mega Man 9, that title is responsible for thrusting the Blue Bomber back into a look he really shouldn't have returned to. I say this is a someone that grew up playing and loving 8-bit Mega Man games.

When Mario leaped onto the N64 with the landmark Super Mario 64, he made a nice, clean break, leaving his 8-bit roots behind. Occasionally, Super Mario titles will dip back into the old style with games like Super Mario Maker or the 8-bit sections of Super Mario Odyssey but for the most part, Super Mario titles steer clear of the 8-bit look. There is zero reason for Nintendo to make a Super Mario game with the visual style of the NES games or Super Mario World.

Mega Man 11 is a much needed reminder that you can bring back a well known series without making it look just like it did years ago. Unfortunately, there are some that are still butthurt that it isn't an 8-bit game. I've actually seen comments from some saying that they aren't going to buy Mega Man 11 because it doesn't look like the NES games. Like, seriously? You need Mega Man to be 8-bit in order to enjoy it? I like pixel graphics and chiptunes but they are not required for an optimal Mega Man experience. As pathetic as it sounds, there are those that believe that Mega Man games are only good because they are in the 8-bit style. To those that hold this belief, I'd like to point them to Mega Man II for the Game Boy. It has the same look as the NES games but when playing it, one can tell that it just feels off. For the shortcomings that Mega Man 7 and 8 are often criticized for, they are far and away superior games to Mega Man II on the GB. Good games are good, regardless of whether they are done with 8-bit visuals or a 2.5D style. Having said that, the visuals of Mega Man 11 pop in a way that just wouldn't be possible if it had been another 8-bit rendition. I love the temple backgrounds of Block Man's stage and the props and amusement scenery of Blast Man's level, a stage I cannot get enough of.

Mega Man11 also brings back the Charge Shot and Slide. Or I guess I should say, it gives them back to Mega Man. If Inafunae would have stayed in charge of Mega Man, I don't think Mega Man would ever get these abilities back. It is a well known fact that his favorite Mega Man game is Mega Man 2 and in an effort to make 9 and 10 more like those games, Mega Man was stripped of two abilities he had since the third and fourth game respectively. I really like Mega Man 2 but that doesn't mean every single game should play just like it. I found 9 to be the biggest offender with it's blatantly reuse of 2's jingles, but 9 had much bigger problems than that. 9's level design was borderline obnoxious with an overabundance of spikes in just about every single level. Perhaps this could be because 9 and 10 were developed by Inticreates who also made the Mega Man Zero titles, but even for Mega Man standards, 9 felt way harder than most classic entries. There were some instances in 9 where death was just plain cheap.

Inafunae wanted to set the Mega Man games back. The team behind Mega Man 11 wants to push the series forward. Not only do they do that not running to the 8-bit comfort zone, instead using slick 2.5D graphcis, but with the introduction of the Double Gear system. It isn't a game changer but it is a much needed shot in the arm for Classic Mega Man. This handy invention lets you give Mega Man a bump in power not only to his Mega Buster but to all of the weapons he acquires. Mega Man 11 has some outstanding weapons and they get even better when the DGs comes into play. Chain Blast can be turned into a huge bomb that can one-shot the most annoying of enemies, Tundra Storm becomes a screen nuke and Bounce Ball is chaos for enemies in any and all directions. Plus it makes a cute little squishy sound.

Mega Man 11 is an important game for two reasons. One, it brings back our favorite lemon shooting protagonist and two, it does so without bathing itself in nostalgia a filled tub. That second one is a pretty big deal because relying on nostalgia too much is a short term solution. It is one of the biggest issues hampering the Sonic the Hedgehog franchise currently but that's a topic of discussion for another day. Developers looking to bring back an old franchise or pick one up that has fallen by the wayside, take notes from Mega Man 11's development team.

As of this writing, I've complted two play throughs of Mega Man 11 and I'm itching to start up a third. Welcome back, Mega Man. We missed you lots.

Tuesday, October 9, 2018

Re-Releases You Should Play - Part 6

If you've played them before, play them again. If you haven't consider taking these out for a spin.

Arcade Archives OMEGA FIGHTER (NS, PS4)
As per usual for games in this genre, Earth is in danger from a threat from space. Rather than fly through different themed stages, you assault one huge mother ship that sends out waves of enemies to attack you. Each stage takes place on a different section of the mother ship, giving level structure a unique feel from most shooters.

Its pretty common for SHMUPs to have a multiplier system and Omega Fighter is no exception. Achieving a high multiplier in Omega Fighter, however is much simpler than in other shoots for one reason: its proximity based. The closer you are to an enemy when making a kill, the higher the score you'll earn, which turns Omega Fighter into a very addictive shooter. Getting up close and personal is highly encouraged. You can even score points by dying. Got a few extra lives? Kamikaze into a group of enemies. Doing so on one the bigger ones with a high multiplier and you just might see your score go through the roof.

There are on two shot types, Iron and Wide. Iron gives your fire more killing power but your range is decreased. Conversely, Wide gives you more range at reduced rapid fire. Both of these types of shots can be powered up to high levels but playing with max Iron is extremely risk as your bullets are roughly the size of your ship. But if you want to crank up that score faster, Iron is the way to go. Wide is for those that wish to play it safe. When things get to hectic, use the Slow assist to bring all of your enemies to a snail's pace. Yes, slowdown is actually an helping item in this game. Crush all is your usual screen nuke.

Omega Fighter was originally released in 1989, but it was so far ahead of its time. With all kinds of ways to rack up high scores UPL's shooter has a lot more going for it than its basic looks would lead you to believe.

Also Available on: ARC

2064: Read Only Memories INTEGRAL (NS)
After finishing up a review for a pair of headphones in your rundown apartment, your humdrum life gets a lot more interesting when the dome headed machine, Turing shows up. Well, OK, more like broke in, but the little metal man has good reason for it. Hayden, Turing's creator has been abducted  and seeing as how you know Hayden and you are a journalist, Turing has decided you'd be the best person to work with to find him.

The year is 2064 and in this version of the future hybrids (a cross between humans and animals) and ROMs (that would be the species Turing falls under) are common place but the world is far from being a utopia. Thanks to the efforts of the Human Revolution, hybrids are heavily discriminated against. In some ways, the issues that plague the world of 2064 aren't all that different from the ones we face in the reality, but Read Only Memories story is told on such a mature level that it never comes off as preachy or heavy handed. There are multiple endings based on the very choices you make throughout the game, giving this cyberpunk/adventure title some nice replay value.

Your search for answers will take you across Neo-San Francisco where you'll chat it up with hackers, street punks, detectives, rich elderly folks and fuzzy attorneys among others. Pixel visuals are everywhere in the indie game field, but they still managed to impress. Close up shots convey the various moods of Turing and other characters quite well as they are thankfully not regulated to static photo images. The soundtrack is equally as impressive, playing thumbing beats when you're in a club or more somber pieces when the tone is less than lively. I purchased this sucker off Bandcamp after hearing a handful of tracks. I didn't need to hear all of it to know that it was something I had to have.

The Switch version, dubbed INTEGRAL has some features not present on previous releases such as a digital art book and an all new side story. Plus, you know, that whole play anywhere appeal the Switch is so famous for. I'm not big into the adventure genre, but this is a game I have really gotten a lot out of so I recommend giving it a look.

Also Available on: PS4, PSV, PC, XBO

Sunday, October 7, 2018

Favorite Tunes #242: Mega Man Returns

After almost a decade, Mega Man has finally returned in a brand new game. I have been playing and loving Mega Man 11 and the Blue Bomber's triumphant return has gotten me in the mood for some Mega Man jams.

Note: A few tracks are from past Favorite Tunes.

Fuse Man Stage - Mega Man 11 (NS, PS4, XBO, PC)
During the Mega Man 30th anniversary live stream, Capcom took us through a visual timeline of all of the previous Mega Man games from 1987 to 2017. Doubtful watchers that thought 2018 would hold nothing new for our favorite blue android were proven wrong as Capcom unveiled Mega Man 11 and with Fuse Man's stage music playing for the trailer. I don't think Mega Man could have come back with better music playing.

Cut Man Stage - Mega Man (NES)
It has horrible North American box art and is a bit rough around the edges. Having said that, the first ever Mega Man game is a pretty solid title. If you're playing the first Mega Man game and don't know which Robot Master you should tackle first, go for Cut Man. The cursor is on him by default and rock beats scissors. "But I don't have Guts Man's Super Arm!" Silly goose. Mega Man's name is also Rock.

Magnet Man Stage - Mega Man 3 (NES)
Whenever I boot up Mega Man 3, I usually go for Magnet Man first. I like his weapon, his stage is a blast to go through and his level theme is one of the most cheerful, upbeat songs in video games. Even as I type this, I can clearly hear those 8-bit notes playing in my head.

Dr. Wily Stage 1 - Mega Man 7 (SNES)
You didn't think it was going to be purely 8-bit music after the initial Mega Man 11 track, did you? As much as I love me some 8-bit Mega Man songs, many of my favorites are from Mega Man 7 and 8. Meg Man 7 has some very strong, distinct baselines throughout it's soundtrack.

Tengu Man Stage - Mega Man 8 (SAT)
For whatever reason, Tengu Man has an entirely different track in the Saturn version of Mega Man 8. While the tune is very jovial in the PS version, the song is far more serious, contrasting with what looks like a mostly happy go lucky stage. While I do enjoy both tracks, I have to give the nod to the Saturn version.

Fuse Man (Instrumental) - Mega Man 11 (NS, PS4, XBO, PC)
If you pre-ordered Mega Man 11, you got a very special bonus: instrumental arrangements of the eight Robot Master stages that you can hear in-game. I didn't think too much of it at first until after I finished Block Man and Fuse Man's levels and turned on their instrumental versions and holy crap are these arrangements impressive. I'll have more to say about these instrumentals in an upcoming post.

Favorite Tunes Database