How's that for a catchy title?
Licensed video games have certainly come a long way. While it is far more common to see some TLC being put into most licensed products these days, there are still stinkers mucking up the video game scene. But we won't be talking about those crappy games here (for the most part, anyway). No, this is all bout the licensed video games that are actually good.
Chip & Dale Rescue Rangers (NES)
Solid Snake may have made using a box to hide in for cover popular but he's hardly a master at using it to defend himself. No, that honor goes to two pint sized rodents, Chip and Dale, members of the Rescue Rangers. Not only can the two titular heroes throw boxes at enemies, but they can hide in the box and approaching enemies will take damage just by touching the boxes they hide under. How does that work? Your guess is as good as mine, but the fact that it does is both cool and fun. Chip & Dale is a pretty easy game and it won't take you long to beat alone or with a friend but it does the cartoon series it is based off of justice and its a good time whole it lasts.
Batman (NES)
What? No HD Batman games are getting a mention here yet? Patience, grasshopper, we'll get there when we get there. Batman on the NES is based off of the 1989 hit Tim Burton Batman film. Like the film, the game is dark and gritty. Batman is also hard, like, really friggin' hard. He may be the world's greatest detective and packing a nifty wall jump skill, but he's gonna more than that to save Gotham from the Joker.
Teenage Mutant Ninja Turtles IV: Turtles in Time (SNES)
This year's Mutants in Manhattan was another Turtles disappointment, serving to remind fans that the bulk of the good Turtles games were in the late 1980s and early 1990s. It was originally in the arcades, but many feel that the SNES port of Turtles in Time one up's the co-op version. Sure, the arcade version has four player support but the SNES version has the Technodrome a fully playable stage, exclusive bosses and some sweet mode 7 effects. This is arguably the best Turtles gaming experience you're gonna get.
GoldenEye 007 (N64)
OK, so GoldenEye may be a bit dated now, but the game is still far and away from being what you'd call bad. I feel the N64's odd controller design really worked in the favor of FPS on the system. Or that could just be a testament to how well designed GoldenEye is. Moving, aiming, strafing, it all felt natural in this in GoldenEye. When you weren't fulfilling mission objectives in the game's single player mode, you were killing your friends in GoldenEye's highly addictive multiplayer mode. Many a night was spent with my friends running around, shooting, nuking and blowing each other up. Online gaming may be large and in charge but local multiplayer should never be counted out.
Search This Blog
Showing posts with label GoldenEye. Show all posts
Showing posts with label GoldenEye. Show all posts
Monday, December 12, 2016
Tuesday, February 23, 2016
That One Level Part 4
You're trucking along in a game just fine and then, IT happens. What is IT, you ask? Why, it's the level that trips you up over and over again and makes you wanna crack your controller in two. The level may not be awful. Sometimes it's just a few enemies types or hurdles that make it a chore to play. Other times, the level may just be poorly designed or highly unbalanced. TV Tropes likes to call these areas That One Level because despite all the colors these levels may or may not have, the stage has you seeing only one color: red.
Aztec Complex - GoldenEye 007 (N64)
I have so many fond memories of Playing GoldenEye 007 both with friends and solo. This was the first FPS I really sank my teeth into. The single player mode had a hefty amount of missions and even thew in some bonus stages for anyone who's itchy trigger finger required more scratching. Why, oh WHY did the first extra mission, the Aztec Complex, have to be such a ball buster?
The Aztec Complex mission can only be completed by launching the shuttle. Huh. Well that doesn't sound so hard, now does it? The term "Easier said than done" has never been applied to anything more greatly than it does this mission. Aztec Complex is crawling with guards and unlike so many of the jobbers you've encountered in the previous missions, these guys did not attend the same gun school of Storm Troopers. Not only do they have exceptionally good marksmanship, they also pack heavy duty fire power. If you're lucky, most of the guards you go up against will be packing body armor draining AR33 Assault Rifles with zoom capabilities that are great for picking you off from a distance or Moonraker Lasers that have god-like accuracy, an insanely high rate of fire and unlimited ammo. If you're unlucky, you'll run into a guard armed with two of these Moonraker Lasers with you in his cross hairs. Don't even think about retreating to the vents because the Moonraker Laser can punch right through them. Are things feeling hopeless yet? Survive long enough against these gun bruisers and you'll get some new toys to play around with, increasing your odds of meeting your mission objective. But not by much.
So how do you go about completing the mission objective that is launching the shuttle? Why, simply kill Jaws, of course! Jaws is a effing tank, taking far more hits to bring down than any other normal enemy in the game. He also packs two Assault Riffles and he's quite skilled with them. Jaws really knows how to take a hit and while you may be thinking that a head shot will bring him down quickly, think again because he's well protected upstairs too, taking an insane amount of head shots to kill him.
On the very off chance that you kill jaws? Hold off on the huzzahs, fist pumps and victory dances because you aren't done yet, son. But you beat Jaws, ergo you've won, right? In a mission that had any type of balance associated with it, this would be the case but Aztec Complex kicked balance to the curve the second you set foot inside the joint. Your reward for killing Jaws is a blaring alarm that alerts the guards to your current location. You do remember the guards in this level, don't you? They carry those oh so wonderful OP Assault Rifles and Moonraker Lasers that you love being shot with so much. And since you probably won't have much health left after your shootout with Jaws, you will more than likely be turned into Swiss cheese in seconds. Even on the easiest difficulty setting, the Aztec Complex is bull bull.
Blood Stained Sanctuary - Cave Story (Multi)
Cave Story is, for the most part, an easy game. There are a few locations that might trouble you here and there, but even the occasional tough boss, tricky area is manageable. At least until you go for the game's best ending, which requires you conquer the Blood Stained Sanctuary or the Sacred Grounds as it is known in some translations. I've been playing video games for most of my life. I've played games that gradually raised the challenge level, games that started off hard as well as being easy and then turning tough at the final hour. That being said, Cave Story's final area has one of the most obnoxious difficulty spikes in a video game that I have ever seen.
Blood Stained Sanctuary is divided into three rooms, each more massive than the previous one. In all three rooms you are bombarded with non stop threats. You've got insta-kill spikes, Butes that can attack on the ground or in the air with swords or arrows, Mesa's large angel-like creatures that hurl blocks at you and falling blocks to contend with while the aforementioned enemies swarm you. Health power ups are not plentiful in the Sacred Grounds so you need to take care to sustain as little damage as you possibly can. On top of all the never ending enemies, you have to face five, count 'em, five bosses, with no check points. Fending off the Butes and Mesas is feat in and off itself but having to deal with them and boss after boss after boss with no check points? Final missions are supposed to be hard, yeah, but this is just overkill.
There's actually a sign at the beginning of the Blood Stained Sanctuary that reads "Welcome to Hell!" That sign is not blowing smoke. The Sacred Grounds is Hell both literally and figuratively.
Tubular - Super Mario World (SNES, GBA)
The tradition of painfully hard bonus Mario levels was introduced as early as Super Mario Bros: The Lost Levels, a game that was already packing an astronomically high difficulty. So if you wanted to see how much curler that game could get, there were 5 bonus worlds waiting on you if you beat the game eight times. Super Mario World saw a return of bonus stages and while you didn't have to do anything crazy to unearth these levels, the game's surfer slang named stages are among the game's most punishing and they don't get any worse than Tubular.
Tubular is the second Special World stage of Super Mario World and the length of it is thankfully brief, which is the only good thing to be said about this level. You can forget about using the Cape Feather exploit you've grown so fond of because Tubular is full of bottomless pits. This is one stage that, outside of the beginning, gives you nowhere to stand.
There are only two ways to get through Tubular. One is using the P-Balloons to keep yourself a afloat, evading the gauntlet of enemies, which includes Volcano Lotuses, Koopa Para Troopas and those freaking Chargin' Chucks. You flirt with death throughout the entire stage and you have to put yourself at even greater risk when going for the second P-Balloon, because one isn't enough to carry you through the whole level. If Mario takes a hit as Balloon Mario, he deflates and you fall to your death. Sure, you can come into Tubular with some power-ups to give you an extra hit or two but coming in here as Super Mario just paints a bigger target on Mario's head.
Your second option to pass Tubular is bringing a Blue Yoshi and having him eat one of the Koopa Para Troopas to fly through the level. This is arguably the harder method since you're a much bigger target and one hit sends Yoshi and Mario too their doom. Tubular is often considered the hardest level of Super Mario World. During my first run through the Special World levels of this game as a kid, I spent more time trying to clear Tubular than any other level in the game. Oh and FYI, all of the Special World levels have no check points.
Chapter 6: Black Shadow's Trap - F-ZERO GX (GCN)
F-ZERO games are a lot like Mega Man games. Despite being different genres, its pretty much a given that both are going to kick you in the butt pretty hard. F-ZERO GX, developed by the now defunct Amusement Vision is no exception. While all the previous F-ZERO games may have cranked things up to eleven, GX raises the number far beyond that.
In addition to the always standard Gran Prix mode, GX introduces Story mode, which takes you through the trials and tribulations of the blue clad Captain Falcon. Story mode is broken up into chapters and these can range from the it's-so-easy-you-can't fail Chapter 1 to the 180 Chapter 2 that is racing rival Samurai Goroh through the rock tumbling Red Canyon, a chapter so difficult that some players have never even cleared it. Someone on the development team had to be thinking "Yeah, Chapter 2 will make players cry, but we reaaaaalllly gotta make them suffer." If by the grace of God you managed to clear Chapter 5, the has a very unpleasant surprise in store for you.
In Chapter 6, Captain Falcon is taken by surprise by the sinister duo of Blood Falcon and Black Shadow. Bound and tossed into his Blue Falcon racing machine, Blood Falcon straps a speed sensitive bomb on Captain Falcon's ride. If it dips under 700 kph, everyone's favorite Falcon Punch thrower will go down in a fiery blaze of not glory. "So," you're probably thinking "It's like the movie Speed, right?" Yeah, the premise of this trap mirrors the plot of Speed, but take a look at the map in the right hand corner of the screen shot above. The bus in Speed never had to floor it on roads that looked like that. Oh, but it isn't just the sharp turns and curves that'll make you sweat. There's also dirt patches that slow you down and other cars on the road that drive at a snail's pace that you have to avoid collisions with. For anyone that hasn't perfected F-ZERO GX's controls (which is more than half the people that have played this game) it is very easy to bang the Blue Falcon up against those sharp turns, play pinball with you as the ball and blow yourself up.
Mecha No Mistake - Rayman Origins (Multi)
Ah, Rayman Origins, such a splendid platformer with a cartoonish, yet gorgeous art style. With Michel Ancel back at the helm, the Rayman platform series was brought back with a vengeance. I've been a fan of the Rayman series since the original game but Rayman Origins was the first game in the franchise that I actually finished. I don't say that because Origins was easy. Quite the opposite really.
Rayman Origins has no lives, giving you unlimited attempts at any stage. That may seem like the game is being merciful but the game is only doing this because its going to show you unfathomable amounts of cruelty.You know a game isn't going to fool around when it tells the lives system that most platform games adhere to that it can go screw itself. Rayman Origins' brutality doesn't just come from the bonus Land of of Livid Dead or Tricky Treasure stages. Some of the stages that make you rock back and forth in a fetal position in a corner are mandatory, like the late game Mecha No Mistake.
Mecha No Mistake is an industrial level, but it doesn't just have crushers, buzz saws and spinning gears for the sake of having metal cosmetics. In this level, you are constantly in the thick of these obstacles and it seems like the stages is always coming up with new ways to throw this stuff at you. You'll have to run under crushers, dash past spinning buzz saws, wall jump on crushers while trying not to get cut up by the buzz saws. There's also the platforms that can only be jumped on when they light up and in some instances, you'll have to wall jump off of these. One of the biggest hurdles of Mecha No Mistake is the numerous crushers, coming in all sorts of sides. You're probably thinking it best to just floor it past these things but if you go too fast, you can accidentally get caught behind a crusher and when it pushes back into the wall, you'll die instantly. Mecha No Mistake is an industrial nightmare for solo players and just a tiny bit less stressful with friends but since Rayman Origins thrives on New Super Mario Bros. multiplayer shenanigans, there will be plenty of death and frustration to go around.
Aztec Complex - GoldenEye 007 (N64)
I have so many fond memories of Playing GoldenEye 007 both with friends and solo. This was the first FPS I really sank my teeth into. The single player mode had a hefty amount of missions and even thew in some bonus stages for anyone who's itchy trigger finger required more scratching. Why, oh WHY did the first extra mission, the Aztec Complex, have to be such a ball buster?
The Aztec Complex mission can only be completed by launching the shuttle. Huh. Well that doesn't sound so hard, now does it? The term "Easier said than done" has never been applied to anything more greatly than it does this mission. Aztec Complex is crawling with guards and unlike so many of the jobbers you've encountered in the previous missions, these guys did not attend the same gun school of Storm Troopers. Not only do they have exceptionally good marksmanship, they also pack heavy duty fire power. If you're lucky, most of the guards you go up against will be packing body armor draining AR33 Assault Rifles with zoom capabilities that are great for picking you off from a distance or Moonraker Lasers that have god-like accuracy, an insanely high rate of fire and unlimited ammo. If you're unlucky, you'll run into a guard armed with two of these Moonraker Lasers with you in his cross hairs. Don't even think about retreating to the vents because the Moonraker Laser can punch right through them. Are things feeling hopeless yet? Survive long enough against these gun bruisers and you'll get some new toys to play around with, increasing your odds of meeting your mission objective. But not by much.
So how do you go about completing the mission objective that is launching the shuttle? Why, simply kill Jaws, of course! Jaws is a effing tank, taking far more hits to bring down than any other normal enemy in the game. He also packs two Assault Riffles and he's quite skilled with them. Jaws really knows how to take a hit and while you may be thinking that a head shot will bring him down quickly, think again because he's well protected upstairs too, taking an insane amount of head shots to kill him.
On the very off chance that you kill jaws? Hold off on the huzzahs, fist pumps and victory dances because you aren't done yet, son. But you beat Jaws, ergo you've won, right? In a mission that had any type of balance associated with it, this would be the case but Aztec Complex kicked balance to the curve the second you set foot inside the joint. Your reward for killing Jaws is a blaring alarm that alerts the guards to your current location. You do remember the guards in this level, don't you? They carry those oh so wonderful OP Assault Rifles and Moonraker Lasers that you love being shot with so much. And since you probably won't have much health left after your shootout with Jaws, you will more than likely be turned into Swiss cheese in seconds. Even on the easiest difficulty setting, the Aztec Complex is bull bull.
Blood Stained Sanctuary - Cave Story (Multi)
Cave Story is, for the most part, an easy game. There are a few locations that might trouble you here and there, but even the occasional tough boss, tricky area is manageable. At least until you go for the game's best ending, which requires you conquer the Blood Stained Sanctuary or the Sacred Grounds as it is known in some translations. I've been playing video games for most of my life. I've played games that gradually raised the challenge level, games that started off hard as well as being easy and then turning tough at the final hour. That being said, Cave Story's final area has one of the most obnoxious difficulty spikes in a video game that I have ever seen.
Blood Stained Sanctuary is divided into three rooms, each more massive than the previous one. In all three rooms you are bombarded with non stop threats. You've got insta-kill spikes, Butes that can attack on the ground or in the air with swords or arrows, Mesa's large angel-like creatures that hurl blocks at you and falling blocks to contend with while the aforementioned enemies swarm you. Health power ups are not plentiful in the Sacred Grounds so you need to take care to sustain as little damage as you possibly can. On top of all the never ending enemies, you have to face five, count 'em, five bosses, with no check points. Fending off the Butes and Mesas is feat in and off itself but having to deal with them and boss after boss after boss with no check points? Final missions are supposed to be hard, yeah, but this is just overkill.
There's actually a sign at the beginning of the Blood Stained Sanctuary that reads "Welcome to Hell!" That sign is not blowing smoke. The Sacred Grounds is Hell both literally and figuratively.
Tubular - Super Mario World (SNES, GBA)
The tradition of painfully hard bonus Mario levels was introduced as early as Super Mario Bros: The Lost Levels, a game that was already packing an astronomically high difficulty. So if you wanted to see how much curler that game could get, there were 5 bonus worlds waiting on you if you beat the game eight times. Super Mario World saw a return of bonus stages and while you didn't have to do anything crazy to unearth these levels, the game's surfer slang named stages are among the game's most punishing and they don't get any worse than Tubular.
Tubular is the second Special World stage of Super Mario World and the length of it is thankfully brief, which is the only good thing to be said about this level. You can forget about using the Cape Feather exploit you've grown so fond of because Tubular is full of bottomless pits. This is one stage that, outside of the beginning, gives you nowhere to stand.
There are only two ways to get through Tubular. One is using the P-Balloons to keep yourself a afloat, evading the gauntlet of enemies, which includes Volcano Lotuses, Koopa Para Troopas and those freaking Chargin' Chucks. You flirt with death throughout the entire stage and you have to put yourself at even greater risk when going for the second P-Balloon, because one isn't enough to carry you through the whole level. If Mario takes a hit as Balloon Mario, he deflates and you fall to your death. Sure, you can come into Tubular with some power-ups to give you an extra hit or two but coming in here as Super Mario just paints a bigger target on Mario's head.
Your second option to pass Tubular is bringing a Blue Yoshi and having him eat one of the Koopa Para Troopas to fly through the level. This is arguably the harder method since you're a much bigger target and one hit sends Yoshi and Mario too their doom. Tubular is often considered the hardest level of Super Mario World. During my first run through the Special World levels of this game as a kid, I spent more time trying to clear Tubular than any other level in the game. Oh and FYI, all of the Special World levels have no check points.
Chapter 6: Black Shadow's Trap - F-ZERO GX (GCN)
F-ZERO games are a lot like Mega Man games. Despite being different genres, its pretty much a given that both are going to kick you in the butt pretty hard. F-ZERO GX, developed by the now defunct Amusement Vision is no exception. While all the previous F-ZERO games may have cranked things up to eleven, GX raises the number far beyond that.
In addition to the always standard Gran Prix mode, GX introduces Story mode, which takes you through the trials and tribulations of the blue clad Captain Falcon. Story mode is broken up into chapters and these can range from the it's-so-easy-you-can't fail Chapter 1 to the 180 Chapter 2 that is racing rival Samurai Goroh through the rock tumbling Red Canyon, a chapter so difficult that some players have never even cleared it. Someone on the development team had to be thinking "Yeah, Chapter 2 will make players cry, but we reaaaaalllly gotta make them suffer." If by the grace of God you managed to clear Chapter 5, the has a very unpleasant surprise in store for you.
In Chapter 6, Captain Falcon is taken by surprise by the sinister duo of Blood Falcon and Black Shadow. Bound and tossed into his Blue Falcon racing machine, Blood Falcon straps a speed sensitive bomb on Captain Falcon's ride. If it dips under 700 kph, everyone's favorite Falcon Punch thrower will go down in a fiery blaze of not glory. "So," you're probably thinking "It's like the movie Speed, right?" Yeah, the premise of this trap mirrors the plot of Speed, but take a look at the map in the right hand corner of the screen shot above. The bus in Speed never had to floor it on roads that looked like that. Oh, but it isn't just the sharp turns and curves that'll make you sweat. There's also dirt patches that slow you down and other cars on the road that drive at a snail's pace that you have to avoid collisions with. For anyone that hasn't perfected F-ZERO GX's controls (which is more than half the people that have played this game) it is very easy to bang the Blue Falcon up against those sharp turns, play pinball with you as the ball and blow yourself up.
Mecha No Mistake - Rayman Origins (Multi)
Ah, Rayman Origins, such a splendid platformer with a cartoonish, yet gorgeous art style. With Michel Ancel back at the helm, the Rayman platform series was brought back with a vengeance. I've been a fan of the Rayman series since the original game but Rayman Origins was the first game in the franchise that I actually finished. I don't say that because Origins was easy. Quite the opposite really.
Rayman Origins has no lives, giving you unlimited attempts at any stage. That may seem like the game is being merciful but the game is only doing this because its going to show you unfathomable amounts of cruelty.You know a game isn't going to fool around when it tells the lives system that most platform games adhere to that it can go screw itself. Rayman Origins' brutality doesn't just come from the bonus Land of of Livid Dead or Tricky Treasure stages. Some of the stages that make you rock back and forth in a fetal position in a corner are mandatory, like the late game Mecha No Mistake.
Mecha No Mistake is an industrial level, but it doesn't just have crushers, buzz saws and spinning gears for the sake of having metal cosmetics. In this level, you are constantly in the thick of these obstacles and it seems like the stages is always coming up with new ways to throw this stuff at you. You'll have to run under crushers, dash past spinning buzz saws, wall jump on crushers while trying not to get cut up by the buzz saws. There's also the platforms that can only be jumped on when they light up and in some instances, you'll have to wall jump off of these. One of the biggest hurdles of Mecha No Mistake is the numerous crushers, coming in all sorts of sides. You're probably thinking it best to just floor it past these things but if you go too fast, you can accidentally get caught behind a crusher and when it pushes back into the wall, you'll die instantly. Mecha No Mistake is an industrial nightmare for solo players and just a tiny bit less stressful with friends but since Rayman Origins thrives on New Super Mario Bros. multiplayer shenanigans, there will be plenty of death and frustration to go around.
Labels:
Cave Story,
F-Zero,
GoldenEye,
Rayman,
Super Mario,
That One Level
Thursday, December 12, 2013
Goldeneye N64 Orchestrated
The soundtrack to Goldeneye on the Nintendo 64 is nothing short of extraordinary, by far some of the best music we've heard from the system. It probably isn't the game you'd think of for an orchestral arrangement, but considering that a lot of movie soundtracks are of the orchestra variety, including a lot of James Bond films, Goldeneye N64 Orchestrated seems perfectly natural.
A 10$ digital download, this album gives the orchestral treatment to just about all of the songs found in the single player campaign. It sucks that none of the excellent multiplayer tracks were arranged, but at 15 tracks and over 40 minutes long, this is a really solid arrangement album. Rich Douglas did a fine job arranging the music to one of my favorite N64 games. It's 10$ well spent.
Goldneye N64 Orchestrated
Saturday, January 19, 2013
Favorite Tunes #42: Winter is Here
Well it's that time of year again. Less daylight and you have to dress warm to fend off the cold. Yep, the season of winter has been upon us for some time now. Most gamers tend to hate snow and ice stages in their games. After all, they usually bring the gimmick of slippery controls, which no sane gamer can say they actually like. But it's often these levels that give us some pretty amazing background music.
Ice Man Stage - Mega Man Powered Up (PSP)
With a thick coat of spruced up visual paint, an arranged soundtrack, the ability to play as all the Dr. Light Robot Masters and create your own levels, Mega Man Powered Up turned out to be quite the ambitious remake. The game offers so much content that it may was well be a brand new game rather than a remake of the first NES Mega Man. Too bad it had abysmal sales, which is more than likely the reason we won't see Powered Up versions of Mega Man 2-6. I thought Ice Man's theme on the NES was alright but I greatly prefer this slightly slower paced remix.
Winter Park Act 2 - Sonic the Hedgehog 4: Episode II (PSN, 360)
I hear so much talk about how Sonic 4: Episode II music sucking. So I finally gave it a listen and was surprised by how much I ended up liking it. Sure, it loops around pretty quickly but I wouldn't call it terrible. Jun Senoue has certainly done better but I still liked what he did with Sonic 4's soundtrack. Winter Park Act 2 ditches the cheery Christmasy music heard in Act 1 in favor of a more serious piece of music.
Snow Mountain - Super Mario 64 (N64, DS)
Slip sliding ice levels have been a staple in the Super Mario series ever since Super Mario Bros. 2. While playing as Peach or flying power-ups like the Super Leaf and Cape Feather made these winter conditions easier to deal with in previous games, all Mario has to reply on are his own two feet in Super Mario 64. Snow Mountain has a few annoying Power Stars to get but I still consider it one of the easier courses especially compared to the likes of Tick Tock Clock and Rainbow Ride. Snow Mountain is, of course, a remix of Super Mario 64's Main Theme.
Chill Penguin Stage - Mega Man X (SNES)
Everyone that plays Mega Man X stats with Chill Penguin first. You need those dash boots to collect everything else in this game. That and Chill Penguin is an easy fight, even with X's low health. Despite being a snow and ice level, no portion of the terrain in this stage is slippery, so you won't have to struggle with the usual hazards that come with these type of levels.
Winterland - Tales of Destiny (PS ver.)
If memory serves, Tales of Destiny was the first Tales game to be localized for an American release. The game had an outstanding script, full of laugh out loud moments. The enemy encounters were random, but the fights still took place in real time combat, and even with your super deformed characters, it was quite fun. What wasn't so enjoyable was the fact that said random encounters occurred far too frequently. If you were to play a drinking game and take a swig every time you enter a random battle you'd be hammered quite quickly. Tales of Destiny also had an outstanding soundtrack and surprisingly, the PlayStation version has never gotten a soundtrack release. Oh sure, there are soundtracks of the original Tales of Destiny but none of them contain audio from the PS version, which for many, is the superior sound.
Shiver Star - Kirby 64: The Crystal Shards (N64)
The token ice world of Kirby 64 contains snowy playgrounds, a level above the clouds, a shopping mall and a factory that's sure to give kids nightmares. I can clearly remember that scene where Waddle Dee brings out a sleigh and her and Kirby go down the mountain. Sadly, the happiness of this tune is a bit diminished to me since Shiver Star takes place on what appears to be a post apocalyptic Earth. I still love it though.
Blizzard Buffalo Stage - Mega Man X3 (SNES ver.)
The third installment in the Mega Man X saga has a number of things that keep the game from being great for me, but chief among them are the regular enemies that populate the levels. Many of these foes have projectile attacks allowing them to attack you from a distance. A few of them even try to get the last laugh by firing off attacks even after they've been destroyed. Some of these guys can even hit you when they aren't on screen. But inspite of this, I still consider X3 a good game, but nowhere near the level of the first two. Like Chill Penguin, Blizzard Buffalo was a great place to start because you could get the foot parts, but the slippery mechanics that come with ice levels are in full swing here. Interestingly, when X3 was released on the Saturn and PlayStation, it was given arranged music, which has never done a thing for me.
Frost Walrus Stage 2 - Mega Man X4 (PS, SAT)
Frost Walrus has the honor of being the first "Maverick" from the X series to have two level themes. His first theme is kinda on the quiet side as if to counter the blizzard that's taking place during the first portion of the level. When you get to the midway point, the second theme kicks in, a remix of the first theme, which is a tad more lively than the original. You can actually see a banged up Blizzard Buffalo in the first half of Frost Walrus' stage.
Surface - GoldenEye 007 (N64)
When I first read about this game in the pages of GamePro for the E3 '96 feature I was skeptical. Why? Because it was a licensed game. After the huge debacle that was the SNES and Genesis Batman Forever, licensed games were something I was pretty much done with. After hearing so much praise get gushed upon this game, I had to play it. GoldenEye 007 for the N64 not only lived up to the hype, it surpassed it. It made the FPS genre on consoles popular and the multiplayer mode was one of the best reasons to have three extra controllers. Much of the music in GoldenEye is composed of arrangements of the classic James Bond theme and these arrangements never get old.
World 3 - New Super Mario Bros. Wii (Wii)
New Super Mario Bros. Wii brought four player multiplayer to the Super Mario Bros. series. Unfortunately, it's a bit too chaotic for my tastes. It's far too easy to get in each other's way unintentionally and end up screwing each other over. That said, the game can still be fun with three to four players and it's far less hectic when there's just two players on the screen. World 3 has my favorite World Map theme of the game. I bought NSMBW in December of 2010 so it doubly reminds me of Christmas time.
Ice Man Stage - Mega Man Powered Up (PSP)
![]() |
| By Ageman20XX |
With a thick coat of spruced up visual paint, an arranged soundtrack, the ability to play as all the Dr. Light Robot Masters and create your own levels, Mega Man Powered Up turned out to be quite the ambitious remake. The game offers so much content that it may was well be a brand new game rather than a remake of the first NES Mega Man. Too bad it had abysmal sales, which is more than likely the reason we won't see Powered Up versions of Mega Man 2-6. I thought Ice Man's theme on the NES was alright but I greatly prefer this slightly slower paced remix.
Winter Park Act 2 - Sonic the Hedgehog 4: Episode II (PSN, 360)
I hear so much talk about how Sonic 4: Episode II music sucking. So I finally gave it a listen and was surprised by how much I ended up liking it. Sure, it loops around pretty quickly but I wouldn't call it terrible. Jun Senoue has certainly done better but I still liked what he did with Sonic 4's soundtrack. Winter Park Act 2 ditches the cheery Christmasy music heard in Act 1 in favor of a more serious piece of music.
Snow Mountain - Super Mario 64 (N64, DS)
Slip sliding ice levels have been a staple in the Super Mario series ever since Super Mario Bros. 2. While playing as Peach or flying power-ups like the Super Leaf and Cape Feather made these winter conditions easier to deal with in previous games, all Mario has to reply on are his own two feet in Super Mario 64. Snow Mountain has a few annoying Power Stars to get but I still consider it one of the easier courses especially compared to the likes of Tick Tock Clock and Rainbow Ride. Snow Mountain is, of course, a remix of Super Mario 64's Main Theme.
Chill Penguin Stage - Mega Man X (SNES)
Everyone that plays Mega Man X stats with Chill Penguin first. You need those dash boots to collect everything else in this game. That and Chill Penguin is an easy fight, even with X's low health. Despite being a snow and ice level, no portion of the terrain in this stage is slippery, so you won't have to struggle with the usual hazards that come with these type of levels.
Winterland - Tales of Destiny (PS ver.)
If memory serves, Tales of Destiny was the first Tales game to be localized for an American release. The game had an outstanding script, full of laugh out loud moments. The enemy encounters were random, but the fights still took place in real time combat, and even with your super deformed characters, it was quite fun. What wasn't so enjoyable was the fact that said random encounters occurred far too frequently. If you were to play a drinking game and take a swig every time you enter a random battle you'd be hammered quite quickly. Tales of Destiny also had an outstanding soundtrack and surprisingly, the PlayStation version has never gotten a soundtrack release. Oh sure, there are soundtracks of the original Tales of Destiny but none of them contain audio from the PS version, which for many, is the superior sound.
Shiver Star - Kirby 64: The Crystal Shards (N64)
The token ice world of Kirby 64 contains snowy playgrounds, a level above the clouds, a shopping mall and a factory that's sure to give kids nightmares. I can clearly remember that scene where Waddle Dee brings out a sleigh and her and Kirby go down the mountain. Sadly, the happiness of this tune is a bit diminished to me since Shiver Star takes place on what appears to be a post apocalyptic Earth. I still love it though.
Blizzard Buffalo Stage - Mega Man X3 (SNES ver.)
The third installment in the Mega Man X saga has a number of things that keep the game from being great for me, but chief among them are the regular enemies that populate the levels. Many of these foes have projectile attacks allowing them to attack you from a distance. A few of them even try to get the last laugh by firing off attacks even after they've been destroyed. Some of these guys can even hit you when they aren't on screen. But inspite of this, I still consider X3 a good game, but nowhere near the level of the first two. Like Chill Penguin, Blizzard Buffalo was a great place to start because you could get the foot parts, but the slippery mechanics that come with ice levels are in full swing here. Interestingly, when X3 was released on the Saturn and PlayStation, it was given arranged music, which has never done a thing for me.
Frost Walrus Stage 2 - Mega Man X4 (PS, SAT)
Frost Walrus has the honor of being the first "Maverick" from the X series to have two level themes. His first theme is kinda on the quiet side as if to counter the blizzard that's taking place during the first portion of the level. When you get to the midway point, the second theme kicks in, a remix of the first theme, which is a tad more lively than the original. You can actually see a banged up Blizzard Buffalo in the first half of Frost Walrus' stage.
Surface - GoldenEye 007 (N64)
When I first read about this game in the pages of GamePro for the E3 '96 feature I was skeptical. Why? Because it was a licensed game. After the huge debacle that was the SNES and Genesis Batman Forever, licensed games were something I was pretty much done with. After hearing so much praise get gushed upon this game, I had to play it. GoldenEye 007 for the N64 not only lived up to the hype, it surpassed it. It made the FPS genre on consoles popular and the multiplayer mode was one of the best reasons to have three extra controllers. Much of the music in GoldenEye is composed of arrangements of the classic James Bond theme and these arrangements never get old.
World 3 - New Super Mario Bros. Wii (Wii)
New Super Mario Bros. Wii brought four player multiplayer to the Super Mario Bros. series. Unfortunately, it's a bit too chaotic for my tastes. It's far too easy to get in each other's way unintentionally and end up screwing each other over. That said, the game can still be fun with three to four players and it's far less hectic when there's just two players on the screen. World 3 has my favorite World Map theme of the game. I bought NSMBW in December of 2010 so it doubly reminds me of Christmas time.
Labels:
Favorite Tunes,
GoldenEye,
Kirby,
Mario,
Mega Man,
Sonic,
Tales of Destiny
Subscribe to:
Posts (Atom)




















