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Showing posts with label Super Mario. Show all posts
Showing posts with label Super Mario. Show all posts

Friday, September 4, 2020

Let's Discuss: Super Mario Bros. 35th Anniversary Dicrect


On Thursday I'm on the verge of getting out of bed and after taking my Chromebook out of sleep mode, I see that Nintendo dropped a direct. And not just any direct, but a Super Mario Bros. 35th Anniversary Direct. Yup, Mr. Video Game is gonna be 35 years old this month and the Big N is rolling out the red carpet for him and his buddies. With 2020 being the crappy year it has, I almost forgot what a big year it is for Mario and in spite of some qualms, I'm gonna take this as a very nice W. 

Game & Watch Super Mario Bros.


I've never owned any of the Game & Watch devices but I've always admired the sleek designs of the units. I also respect the history behind the Game & Watch line, being that they predate the NES and Game Boy and much like Nintendo's handhelds, the Game & Watch series was very successful. I'd love to own the Game & Watch Super Mario Bros. if only to display it on a shelf. The box alone looks really cool. Not the most hype thing of the SMB35th Direct but still pretty neat, nonetheless.

Super Mario Bros. 35


Super Mario Bros. basically got the Tetris 99 treatment but with far fewer players. This looks insanely fun and I am foaming at the mouth with anticipation for it. I suspect anyone familiar with SMB should be on good footing but as was the case with Tetris 99, players will have to learn how to best use the new mechanics. It looks like it will use the same "stiff" controls from the original SMB rather than the more fluid movement from Super Mario Maker. My one gripe is the limited availability of Super Mario 35. We'll be able to play the game on October 1st, but when March 31, 2021 rolls around, that's a rap. Why is this game being canned after 6 months? Super Mario 35 will no doubt be massively popular so there is no reason for Nintendo to limit the game's lifespan. Hopefully they have a change of heart. If not, we'll have to enjoy Super Mario 35 while it lasts.

Super Mario 3D World + Bowser's Fury


I was waiting for Super Mario 3D World to be ported to the Switch. With all the other Wii U ports that came over, it was only a matter of time. And yes, I will gladly pay $60 for this game a second time because 3D World is a beautifully made platformer that didn't have anywhere near enough exposure due to the system it was on. Thankfully, 3D World will now get the exposure it rightly deserves. I would have been just fine with a vanilla port but the extra Bowser's Fury has me intrigued. Some (more) super hard levels? I'm in.

Super Mario All-Stars

Super Mario Bros. 1, 2, 3 and The Lost Levels with updated graphics and sound. Originally released in 1993 on the SNES and then re-released on the Wii U in 2010 for Super Mario Bros. 25th anniversary. 10 years later, Super Mario All-Stars is back again. I've always liked these remade versions of these early Super Mario titles and this is coming from a guy who loves the 8-bit versions. Since these are on the Switch, we get that super awesome rewind feature. Still, even rewind is not enough to make me torture myself playing Lost Levels. I know to some people Super Mario All-Stars being added to the SNES Nintendo Switch Online isn't a big deal, but me, I'm about it.

Super Mario 3D All-Stars


I place zero stock into rumors. This way, if they are proven untrue, I'm spared disappointment. For months, we've heard that a Super Mario 3D collection was coming to the Switch. Turns out that rumor was true and I am so glad it was.

Super Mario 64 is one of my favorite games of all-time. I own it on the N64, the Wii and in a few weeks, I'll own it on the Switch and be able to play it anywhere! Yes, I also own Super Mario 64 DS and I like the added content that version has but the controls have always made me prefer the N64 version. Super Mario 64 just feels better to me with analog controls so even though I get less with the N64 version, it will always be the way I play.

I know Super Mario Sunshine is a game very much loved by many but to me, it has always been the odd duck. Not only is the game glitchy, it has some very questionable design choices that keep me from loving it. Still, I don't think Sunshine is a bad game. There's a lot I really love about it. The tropical island locals, the music, the Delfino residents. Sunshine may not be my fav 3D Mario but I'm happy that it's being included for those that do favor it.

I'm one of those weirdos that prefers Super Mario Galaxy to Super Mario Galaxy 2. The movement, the level design, the orchestral soundtrack; Galaxy hits so many of the right spots. To think that I'll be able to play it on the Switch in a higher resolution. I do think it's strange that Galaxy 2 wasn't included. Stranger still is Super Mario 3D All-Stars will be limited in both physical and digital release formats through March 2021. Super Mario All-Stars on the Wii was originally a limited release back in 2010 but Nintendo issued more copies and it went on to be part of the Nintendo Selects line of discounted titles. This is a collection of Super Mario games so the demand is gonna be pretty high but this isn't the first time Nintendo has sat on money to be made. Who knows, maybe the limited availability of Super Mario 3D All-Stars won't be so limited. We'll have to wait and see.

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It really is a great time to be a Mario fan. Sure, 2020 may be on some serious suck but fun times are ahead for Mario and company and as a long time fan, I've no intention of missing out on this Mario party.


Monday, May 25, 2020

VG Soundtrack of the Day 058: Mario & Zelda Big Band Live CD

Mario & Zelda Big Band Live CD (2003, CD) | Discogs

With it being a holiday, I thought I'd post a special soundtrack. It has been several years since I've heard this one, but I can still vividly remember the first time I heard the band's performance of the Main Theme from Super Mario 64. Mario & Zelda Big Band Live CD is exactly what it says on the tin. Live performances of video game music may seem odd to those that don't frequent the VGM scene, but in Japan, CDs like this one are still very common. So kick your feet up, get some grub and enjoy live versions of some of your favorite Mario and Zelda music.

Mario & Zelda Big Band Live CD (YouTube)

VG Soundtrack of the Day Database

Sunday, June 25, 2017

Remix of the Week: Jump Up, Super Star! (Super Mario Odyssey)

It was only a (short) matter of time before the remixes and covers of the Super Mario Odyssey vocal, mega hit Jump Up, Super Star! got tackled by throngs of fans on YouTube. There are already a few chiptune versions on the site but one you should definitely check out is Bulby's rendition. It has the same jazzy, bouncy feel of the original. As with all Bulby covers, you can download this one through Google Drive. But since this is a very popular track, the number of downloads for the time being has reached the limit. As of this writing, I'm still waiting to download this bad boy.


Jump Up, Super Star! MP3

Saturday, June 17, 2017

Favorite Tunes #187: Let's Do the Odyssey

Well, E3 is over and regardless on who you think won, the real winners are of course, the gamers. There's games to look forward to later this year as well as 2018. I'm especially stoked for that PS4 Spider-Man title, Metroid: Samus Returns and, well, you read this Favorite Tune's subtitle, didn't you? Yeah, I am beyond jazzed for that one.

Pac-Jump Up! - Pac-Man Championship Edition 2 (PC, XBO, PS4)


If you were to ask me 6 months ago what my favorite Pac-Man game was, I would have answered without hesitation, Ms. Pac-Man. But now I've been exposed to Pac-Man 256 and Pac-Man Championship Edition 2. Currently, I can't decide which one I favor more, but I love Chamionship Edition 2's fast gameplay and ravetastic soundtrack. Pac-Jump Up! is my go-to song in this game.

Wolfduck Stage - Darkwing Duck (NES)


Released in 1992 and developed by Capcom, people often draw comparisons to Darkwing's NES adventure and Mega Man. Stage design is similar and the levels can be selected in any order you of your choosing. Darkwing Duck can also be a difficult game. And the soundtrack is freaking amazing. Yasuaki Fujita wrote the super catchy, jazzy music of Darkwing Duck, who was also the composer of Mega Man 3's soundtrack. Grab The Disney Afternoon Colleciton if you want to check out DW's 8-bit adventure.

Grandpix - ARMS (NS)


Did you see Mr. Yabuki during the E3 ARMS Open Invitational? Dude was SO close to taking an L but being the producer of the game, he showed that he is not an opponent to be trifled with. That was the kind thing that gets people more excited to play ARMS. The music to this game is pretty good, especially the Grandprix theme. I just love the so-easy-to-learn lyrics.

Molduga Battle - The Legend of Zelda: Breath of the Wild (Wii U, NS)


Stop me if you've heard this one before. You're walking along the Gerudo Desert and you see a mini boss health bar appear and the music changes. Certainly caught me by surprise. It was an even bigger one when Molduga jumped out of the sand and I saw how huge he was. He was intimidating at first. Now? Now I just farm the sucker for parts.

Guile Stage (CPS1)- Street Fighter II: The World Warrior (ARC)



The theme that goes with everything. Well, most people tend to go for the CPS2 version of this theme but the CPS1 version is still very good. I haven't played a newer Street Fighter in years. Does Guile still giving the losers advice about being a family man?

Jump Up, Super Star! - Super Mario Oydssey (NS)


I cannot even tell you how many times I've listened to this song since hearing it days ago.  It is just. So. GOOD! But I feel like saying that undercuts how amazing of a song it is. I don't think we've ever had full vocal number in a Super Mario game.  What's more, it is sung by the Mayor of New Donk City, Pauline! That girl has skills! New Donk City is full of references to the Donkey Kong series from red girders atop buildings to locations and streets named after the Kong family. But there's even a reference in this song. At 1:25 into the song, the bass line becomes the 25cm, the track for the very first level of the original Donkey Kong.

Favorite Tunes Database

Thursday, April 27, 2017

Remake, Please! Vol. 2

Welcome to Remake, Please! where I go on about remakes I'd love to see happen and how they could be an improvement over the original title.

Zelda II: The Adventure of Link (NES)


Would you believe there was a Zelda title that made some big changes long before Breath of the Wild? Zelda II: The Adventure of Link did away with a lot of stuff from the original game. The overhead gameplay perspective was tossed out the window in favor of side scrolling action. This along with Zelda II's high difficulty is the reason most fans dislike Zelda II. Yes, Zelda II is tough (the original Legend of Zelda can be quite the ball buster but fans still love to praise that game and overlook it's numerous flaws) but I definitely don't think it is a bad game, though you wouldn't catch me complaining if a remake made the game far less punishing.

Whenever you lose all of your lives in Zelda II, you get sent all the way back to the palace that Zelda rests in. In a game as tough as this one, that is extremely cruel. Restarting in the level your perished in after a game over would alleviate a great deal of frustration for a lot of players. What would also help are more extra lives to uncover, more health and magic recovery drops

I do enjoy Zelda II's 8-bit sprites and I'd love to see them updated along with the game's soundtrack, which has some of my favorite themes in the entire series history. It was nice to have Super Smash Bros. arrange two themes from this game, but the battle themes, town music and overworld theme are in desperate need of remix love.

Super Mario 64 (N64)


While a big aged, I still come back to Super Mario 64 every few years and have a blast every time I run through it. Yes, yes, it got an enhanced port on the DS but Super Mario 64 was designed to be played with an analog stick.

Nintendo has been more than happy to give two of Link's most memorable console adventures the HD treatment while Mario, the company mascot, has been left out in the cold. With everything Nintendo has learned making 3D Mario titles since Super Mario 64, just imagine how improved the plumber's first 3D platformer could be in HD. Tighter, less wonky feeling controls for swimming and flying with the Wing Cap, which even I have to admit after all these years could be done a lot better. One of Super Mario 64's biggest problems was the dang camera angels, but to be fair, every 3D platformer from that era suffered from this, Camera angles today aren't perfect but much better than they were back then so I'd love to play this game with much more desirable camera views.

An HD remake of Super Mario 64 could take elements from the DS version with Luigi, Wario and Yoshi being unlockable, playable characters. I adore the game's soundtrack but I'd love to see it get the orchestra deal that both Super Mario Galaxy games got. Heck, we've already heard a few of Super Mario 64's themes redone in those games. Can you imagine what Super Mario 64's Water music would sound like with a full orchestra? I'm getting chills just thinking about it. Come on, Nintendo, lay off of Link in HD for a while and give your boy Mario his time to shine.

Saturday, February 4, 2017

Remix of the Week: Beach Overworld (New Super Mario Bros. Wii)

This week's remix comes from NoteBlock who has remixed one of my favorite water jams, the Beach Overworld music from New Super Mario Bros. Wii. It retains that tropical vibe mixed with a dash of chiptunes. You can even hear a bit of Super Mario World's Ground Theme in there!


Thursday, January 26, 2017

Remix of the Week: Underground (Super Mario Bros.)

Do I even need to go on about how great Super Mario Bros. music is? It is so catchy and infectious that even those that don't game are familiar with it. The short but sweet Underground theme is the most popular Super Mario Bros. musical piece, second only to the Ground theme. The Consouls have done a sweet jazz arrangement of it. I think Koji Kondo would love this if he heard it.


Saturday, October 29, 2016

Favorite Tunes #162: Bonus Edition

As promised, here is the bonus Favorite Tunes. It was tempting to make this one all Halloween themed, but I decided to just stick with one tune from a game that would fit the spooky holiday. Enjoy.

Demitri Maximoff Stage - Night Warriors: Darkstalkers' Revenge (ARC, SAT)



I wonder when Capcom is gonna wake up and realize that they do have other fighting game franchises besides Street Fighter that they can do. I mean, when was the last time the Darkstalkers crew showed up in a game that wasn't a spin off or crossover? Anyway, Demitri brings with him some sweet beats.

Bonus Screen - Super Mario World (SNES)



I've beaten Super Mario World dozens of times, but this year was the first time I ever cleared all 96 level exits, thus finishing the game 100%. The Bonus music in this game is so good it's a shame you don't get to hear it unless you're in a hidden bonus area or a Switch Palace. This music is accessible for use in Super Mario Maker via the Sound FX tools.

Armed Ghost - Cybernator (SNES)



Take control of a giant mech that is armed with gun and melee combat abilities. The missions that use zero gravity change things up a bit and the objective isn't always as simple as get from point A to point B. Despite the game's brevity, Cybernator is a blazing adventure that doesn't let up until the credits roll.



The Last Springsteen - Contra: Hard Corps (GEN)



The road to the final boss of Contra: Hard Corps isn't hard. It is absolutely ball busting, tear your hair out, break your controller, rage quit hard. But press on and you'll be treated to this sicker than sick heavy metal jam. Or you could just, you know, hear it on YouTube. That works, too.

Shadow Man's Stage (Demolished Area) - Mega Man: Network Transmission (GCN)



When people think of Mega Man: Network Transmission, often frustration comes to mind. Oh and Fire Man's killer theme. But Blazing Internet isn't the only badawesome music from that game. Really, the whole soundtrack is pretty boss, but if you're looking for some more stand out themes, Shadow Man has you covered.

Guile Stage (Arranged)



Closing out this bonus edition, I thought I'd treat you all to something special. This smooth rendition of Guile's theme was part of the Hyper Street Fighter II ~The Starting Over~ Remix Tracks that was part of the Insanity DVD release line. These DVDs usually contained a bonus disc of music that was either original music from the game or remixed tunes. It may not go with everything as the CPS-II theme does, but dang it if it doesn't sound freaking sweet.

Favorite Tunes Database

Monday, October 17, 2016

Making New Super Mario Bros. Feel New Again



When New Super Mario Bros. released on the Nintendo DS in 2006, it was a pretty huge deal. This wasn't just the release of a new Super Mario game. No, this was the release of a new 2D Super Mario game. Despite it's title, Nintendo does not count Super Mario World 2: Yoshi's Island as part of the Super Mario series and has effectively grouped it with the Yoshi games. Before New Super Mario Bros. released, the last 2D Mario we had seen was Super Mario Land 2: 6 Golden Coins, which was released in 1992. Twelve years is a long time to go without a new 2D Super Mario adventure. So of course we ate it up. Fast forward ten years and four games later and the NSMB series doesn't feel so new anymore.

The NSMB games were made to cater to fans of 2D Mario. As great as Mario's 3D exploits were/are, backtracking through non liner levels wasn't to everyone's liking, especially when you consider a great deal of older fans grew up playing 2D Mario. The biggest criticism labeled against the NSMB games is that they feel too samey. And as much as I enjoy the NSMB games, it is kind of hard for me to find fault in that argument.

It was like 1985 all over again
when New Super Mario Bros. released in 2006.


Trying to keep a series that has been around for ten years fresh can be a daunting task. You can keep doing the same old, same old and have one set fans continue to come back or, you can change things up and risk upsetting another set of fans. Its a tricky business and if we've learned anything about Nintendo fans and gamers in general, it is that they can be quite the fickle bunch. As much as they shout for innovation and new, game changing features, we've seen them slam the door on that stuff with the quickness. But that's a discussion for another time.

I honestly don't think Nintendo needs to reinvent the wheel to keep NSMB feeling fun and exciting. Case in point, Super Mario 3D World. I've seen some people scoff at the praise SM3DW has received, saying the game was not innovative. And to them I say, well, duh! And then I shake my head in disappointment because of how grossly misinformed these people are. Of course SM3DW wasn't innovative. Anyone that thinks SM3DW garnered the accolades it did for being innovative is not paying attention. SM3DW got the wondrous recognition that it id because of the level design. The game's levels are insanely fun, charming, creative, imaginative, and most important of all, unfamiliar. It is incredibly rare to play a course in SM3DW that plays just like one you've played before. One course has you speeding across boost pads in a level that was clearly inspired by the Mario Circuit courses from Super Mario Kart, another one has you sneaking past Goombas in an Japanese-like dojo. The only time you'll start to get a sense of deja vu is when you reach a few of the brutally hard special worlds.

Super Mario 3D World doesn't bring anything new
to the table but that game is so much more fun than the last few
installments of the New Super Mario Bros. games.

If you were to ask me if the NSMB games should incorporate some of SM3DW's non samey level design, the answer would be a resounding "Yes!"That game may have had the token, fire, ice, grass and sky levels on the surface. But once I set foot into some of those levels, I was taken by surprise. I thought for sure that World 3 was going to be nothing but slip sliding slopes, but only one level (the first one) was an actual ice themed stage. It was a pleasant surprise to have my expectations played with and that one ice level of World 3 was pretty dang fun. Just because the overworld map is all desert doesn't mean every stage has to be nothing but sand.

SM3DW was so much fun because it took elements from previous games. Some of the best things of the Super Mario universe came from the black sheep of the series, Super Mario Bros. 2. Mario, Luigi, Peach and Toad all play differently from one another and I was so happy to see that brought back in SM3DW. I think it is high time the NSMB games make each character control differently from one another. Actually, New Super Luigi U already did this by giving Luigi his higher jump and poor traction. The two Toads and Nabbit all controlled the same. I'm aware that this might take away from NSMBs simplicity a bit. but as it stands, the NSMB titles could stand to take some more risks and break away from that simplicity.

Only Luigi plays different but giving at least
one character different skills was a step in the right
direction for New Super Luigi U.

The NSMB games are also in desperate need of some new tunes. And I'm not talking about overworld map music. The sad truth is, the map music has changed far more than the stage music has. I love the Beach theme from New Super Mario Bros. Wii, but it's been used  in every game since its inception . The same goes for the Tower, Castle and Boss music from said game. We were fortunate to get a new Ground and Athletic Theme for New Super Mario Bros. U. Using the same themes since 2009 wreaks of laziness. Nintendo has some of the best musicians in the business. There is no reason for us to hear the same music in the next NSMB game.

One of Super Mario Maker's updates was keys. I love using keys as a means to get people to fight bosses, explore a level or block the path. Keys were a thing in SMB2 and to get one in that game, you had to run from Phantos. Why not bring that freaky mask back? He could be way more aggressive, shoot beams from his eyes and be a lot faster. Bring the Sniffets back while we're at it. We should be clobbering Shy Guys, too. What makes Pokey so special that he's one of the only SMB2 enemies to be included in the NSMB games?

On the subject of old enemies returning, how about some old power-ups? In New Super Mario Bros. 2, we saw the return of the Super Leaf. The Squirrel Suit is't too shabby but that let us glide, not fly. I can kind of see Nintendo's reluctance to not bring back the Cape Feather seeing as how broken the thing is. As busted as the Hammer Suit is, it doesn't let you skip entire levels and stay air born. And yes, I'd love to see the Hammer Suit come back.

A NSMB game will undoubtedly release on the NX. Despite all I've said, I really do enjoy the NSMB series, but I do hope Nintendo takes some more risks with the NX version.

Saturday, July 9, 2016

Favorite Tunes #151: Tomorrow is Mine

Welcome back to Favorite Tunes. This week, we have music from Super Mario Maker, Contra Rebirth, Rad Mobile, Cadillacs and Dinosaurs, Super Smash Bros. and we finish with a standout song from Sega Rally 2.

GTR Attack! - Contra ReBirth (Wii)



Once upon a time, Konami actually cared about console gaming. Now a days? Eh, not so much. But back when they did, we had sweet 2D run & gun games like Contra ReBirth. ReBirth used a lot of arcade-style arrangements of previous Contra music. GTR Attack! is one of the boss themes from Contra Hard Corps and as rocking as that tune sounded in that game, its even better in ReBirth.

Ghost House (Super Mario Bros. 3) - Super Mario Maker (Wii U)



I don't make a habit of posting too many creepy songs in Favorite Tunes. That isn't to say I dislike spooky themes, but I certainly don't have a playlist of them. But I find the Super Mario Bros. 3 version of Ghost House music to be an intriguing kind of frightful,

Tomorrows is Mine: Bayonetta 2 Theme (Instrumental) - Super Smash Bros. for Wii U (Wii U) 



The glorious Tomorrow is Mine piece from Bayonetta 2 that I was so hoping would make it into Super Smash Bros. made it. As an instrumental arrangement. While I was initially disappointed by this, that quickly changed after hearing the full song. I can sing along to the song (even though my singing sucks) and that saxophone is beastly.

Soup Up - Rad Mobile (ARC)



Released in arcades in 1991, Rad Mobile was one of SEGA's many racing titles. Once you get behind the wheel and the race begins, you'll notice a familiar character swooshing about in the car as an air freshener. Rad Mobile was not only Sonic's first cameo appearance, it was his first appearance in a game, predating his own instant breakout title.

Final Boss Intro ~ Final Boss -Cadillacs and Dinosaurs (ARC)



The beat 'em up series Capcom is primarily known for is their homegrown Final Fight franchise. When you think of good licensed products from them, you generally think of the Disney titles but Capcom also had their creative hands in some other properties such as Aliens vs. Predtor and Cadillacs and Dinosaurs, both excellent beat 'em up titles that most gamers will probably never get to experience outside of MAME.

Searchin' For My Dreams - Sega Rally 2 (ARC)



Let's end this Favorite Tunes with a vocal number. Released in the arcades, Sega Rally 2 was ported to the Dreamcast and is widely regarded as one of the best titles for the system. While rally racing isn't my preferred style I do adore this game's soundtrack, which is home to one of my favorite vocal gaming tracks. I can't even tell you how many times I've listened to this song on repeat.

Favorite Tunes Database

Wednesday, May 25, 2016

Favorite Tunes #146: Short and Sweet

Don't have a lot of time to listen to same video game music today? No problem! This edition of Favorite Tunes is on the short side with themes that don't take long to loop around.

Battle Mode - Super Bomberman (SNES)



Some of my fondest childhood and teenage memories involve blowing up my friends in Super Bomberman's ridiculously fun battle mode. The classic Battle Mode theme is used in most Bomberman games and while it has been remixed to death, the short looping SNES version is the best, at least for me.

Character Select (CPS I) - Street Fighter II (ARC)



Back in my day, Street Fighter games came with an arcade mode! OK, all jabs at Street Fighter V aside, this is an awesome character select theme, but I don't need to tell you that. Anyone that was there for the Street Fighter II craze is more than familiar with this tune. My entry into Street Fighter II was with the SNES version. The music from the arcade version wouldn't get stuck in my head until well after a decade of the game's release.

Boss - Mega Man 2 (NES)



Mega Man 2 soundtrack is so darn good that it is often labeled as some of the best video game music of all time. While the original Mega Man had two boss themes, Mega Man 2 has only one but its so good, that you won't mind hearing it over and over again. It's an intense piece of music that also makes you wanna head bop.

Stage Select - Mega Man 8 (PS, SAT)



Moving on from one Mega Man game to another, people like to bemoan Mega Man 8 for not being an 8-bit game. Mega Man 8 certainly isn't flawless, but there's a good game under the so-bad-its-good voice acting and really like a lot of Mega Man 8's music and I love the chill vibe of this stage select theme so much.

Title Screen - Super Mario 3D World (Wii U)



Oh Super Mario 3D World, I love you so. The game's levels are many, the Cat Suit is crazy awesome and the music is on the level of greatness of the Super Mario Galaxy titles. Super Mario 3D World's Main Theme is the kinda music that you can't help but smile to. If I ever do a top 10 for Super Mario Title themes, expect this one to be pretty high on the list.

Select - Virtua Racing Deluxe (32X)



We have a rare treat, an entry from a 32X game. A port of SEGA's popular Virtua Racing, the music survived the trip to the add-on device pretty well. Virtua Racing had jingles a plenty but the one I remember the most was the Select theme. I would always hold off on making my picks just to hear the music. The 32X version ain't too shabby.

Favorite Tunes Database

Monday, March 14, 2016

Great Gaming Weapons & Items Vol. 1

Where does he/she get those wonderful toys? From dropped mooks, fallen Robot Masters, "?" Blocks and a dozen other places, of course!. Video games have given us some of the best weapons and items to play around with, the likes of which would make 007 jealous. In this ongoing feature, we look at some of gaming's greatest.

Metal Blade - Mega Man 2 (NES)


There are a number opponents you could choose to lay the smack down on first in Mega Man 2. But if you want to posses the game's ultimate weapon, you'll be a smart little metallic boy and kill Metal Man first. Metal Man's weapon, the Metal Blade is a weapon of mass destruction. You can throw three of them at once. They can be tossed in eight different directions, which is great since Mega Man can usually only fire in two directions. The Metal Blade doesn't consume much weapon energy, so it can be spammed. Not only does it reduce most of the regular enemies in the game to scrap metal, half of the Robot Masters are weak to it, including Metal Man himself. If there is a downside to the Metal Blade it would be that the thing is way too over powered to the point of making the other special weapons almost useless.

Hammer Suit - Super Mario Bros. 3 (NES)



What could be better than throwing fireballs? Throwing highly destructive hammers, of course! Like actual Hammer Bros., the Hammer Suit allows Mario and Luigi to throw hammers in an arc. This does give you less range than the Fire Flower, but the Hammer Suit easily outclasses the Fire Flower in every other area. The hammers thrown pack quite the powerful punch, offing many of the enemies that the Fire Flower can't even damage like Boos, Thwomps, Dry Bones and even the king of all Koopas, Bowser. You'll lose your ability to slide down slopes, but the trade off in some highly protective armor thanks to the shell that makes you impervious to fire based attacks. Unfortunately Hammer Suits are in short supply and the game doesn't start granting you access to it until World 6, and from there on, hanging on to god-like abilities is pretty difficult.

Spiny Shell - Mario Kart Series



Also known as the Blue Shell, this is perhaps the ultimate destroyer of hopes and dreams. Once thrown, the Spiny Shell seeks out whomever is in the lead and deals out swift, often unavoidable punishment. An added bonus is that anyone in close enough to the racer in 1st will share the same terrible fate due to the Spiny Shell's wide blast radius. Yes, it truly does suck to be on the receiving end of a Blue Shell, but when you're the one throwing it? The rush of power, however brief, is exhilarating! Knowing that you completely and utterly wrecked someone's day feels unfathomably good. It might cost you a friendship or two but on the whole? Worth it.


Laptop Gun - Perfect Dark (N64, XB)



A gun dressed up as a standard laptop computer. That is cool in and of itself but the weapon not only sports a stylish, sleek design, but its a pretty useful weapon to have in your hands to boot. It's secondary function is that of a sentry that can be mounted on nearly any surface and given its rather quick rate of fire it can easily fill someone up with holes and make them stop existing. There's endless fun to be had with this bad boy in multiplayer mode.

Spread Gun - Contra Series



Moving from one gun to another, in a game like Contra where you're constantly under fire from all sides, having a weapon that can cover a wide range is something you won't want to pass up. While most other guns fire off in a straight line, range is the name of the game when it comes to the Spread Gun, shooting widely in five directions at once. The damage output on the Spread is also quite high, which can make taking out multiple stronger targets a breeze and in a tough as nails franchise like Contra, you need all the help you can get. Don't even think twice about sacrificing your friend's life if you have to to get one of these. The loss will not have been in vain.

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.

Monday, January 18, 2016

Outstanding Openers Vol. 1

Not every game immediately thrusts you into the gameplay. While its common place to have some kind of introduction scene in games these days, even before the HD era, we had games that took a bit of time to provide some plot before placing you in control. Outstanding Openers centers around intros that managed to grab my attention, make my jaw drop or say, "Wow, that was neat." Just click on the title of the game to see the opening unfold.

Super Mario 64 (N64)



Mario's trek into the third dimension was no small thing. I mean, this is Mr. Video Game we're talking about here. After getting an invite from Princess Peach via letter, the camera pans around her castle grounds to a lone green warp pipe where Mario makes his appearance with his signature move. Being renowned for his incredible jumping skills, its only fitting that Mario should literally leap onto the scene. This whole intro is made all the better with the opening music that Koji Kondo composed.

Mega Man 2 (NES)




Mega Man 2 opens with the game telling us Mega Man was created to stop Dr. Wily, who doesn't know when to quit because he created eight new robots to thwart the Blue Bomber. We then pan up to our metal hero, looking like a cute little 8-bit BAMF. Mega Man does a number of things well. Look awesome in blue, jumping and shooting and standing on roof tops with his hair blowing in the wind. Not too shabby for a boy robot. 

Sonic CD (SCD)



Thanks to digital distribution, Sonic CD is a much easier game to obtain. While I don't think this is 2D Sonic at his finest, its still a game work playing through. Sonic CD's opening is a true marvel, not just for the beautiful hand drawn animation, but for the way it portrays Sonic's speed. There's so much style to his movements in the game's opening cut scene that it isn't hard to see why Sonic is the dude with the 'tude. Fun fact: Sonic actually sneezes during the opening anime sequence.

Final Fantasy VII (PS, PC)



Its safe to say that anyone breathing was aware of the coming of Final Fantasy VII prior to its 1997 release. The hype force was strong with this one. Yet it's opening cut scene begins surprisingly on the quiet side. We see start with a breath-taking view of the starts, movie on to Aerith walking the streets of Migar and then the camera zooms out to show the city in full view as the game's logo splashes across the screen. Awesome! Now let's go blow some stuff up!

Metal Gear Solid 2: Sons of Liberty (PS2, XB, PS3)



There are two openers to Metal Gear Solid 2, the one listing all the cast members with scenes from the game spliced together like a movie trailer and the one that actually kicks off the game. I'm going to be focusing on the former. This sucker is so well crafted it could be the teaser trailer to a movie. Given that Metal Gear Solid games have you doing more watching as opposed to playing, that actually makes perfect sense. Harry Gregson-Williams, a man usually associated with cinema soundtracks, worked on the MGS2's soundtrack, including the superb arrangement of the Metal Gear Solid Main Theme, which plays during the game's trailer-like opening.