Wednesday, December 31, 2025

MIDI Week Singles: "Snow Man" Mother / EarthBound: Beginnings (FAM/NES)

 


"Snow Man" from Mother / EarthBound: Beginnings on the Famicom (1989), Wii U Virtual Console (2015), & Nintendo Switch Online NES app (2023)
Composer(s): Hirokazu Tanaka, & Keiichi Suzuki
Album: No Official Release (read below)
Publisher: Nintendo
Developer: Ape, Inc., & Nintendo Tokyo R&D Products


I was surprised to find out that Mother/EarthBound: Beginnings had multiple soundtracks released between 1989 all the way through 2019, but they all appear to be arrangement soundtracks without the original Famicom/NES sound chip versions.  The song on the 1989 soundtrack has the track listed as "Snow Man," but I have seen it listed as "Snowman," so I went with what was on the official soundtrack.

Now that that housekeeping is out of the way, let's get to discussing a song from a game or series I've never played before, especially one with such a large cult following as the Mother/EarthBound series.

This Famicom/NES version does have some semblance of a snowy atmosphere that exists in other MIDI Week Singles we've released this month.  What works for me is the bass line being more prominent, yet still somewhat drone-like, which creates and maintains the desolation of a snowy open field reaching off into the distance, speckled with snow-covered pine trees.  The descending notes at 0:08 are reminiscent of 8-bit chimes, helping to evoke the sound of musical icicles, or maybe I'm just making something up where it doesn't actually exist.  The point is, I can listen to "Snow Man" and hear it as overworld music for a snow-covered landscape, and I think it works.


~JWfW/JDub/The Faceplantman/Jaconian
We Found the Secret Path that Led Us Here to You

Friday, December 26, 2025

Game Collections and High Scores

During Steam's 2025 Winter Sale, I purchased the Jurassic Park Classic Collection because, despite not having finished Jurassic Park on the SNES after probably dozens of attempts, I still have fond memories of that game.  I then realized that this was another collection of games, bundled into a retrospective collection, and that I would need to update The Ultimate Spreadsheet to help keep track of which games in the collection I had beaten.  But then, I realized I hadn't done the same thing for most of the other collections I've bought over the years.  I listed all of the Final Fantasy games from the Final Fantasy Pixel Remaster and BioShock: The Collection titles, mainly because those collections had individual games with their own individual icons as part of the bundle/game card, but the games in the SNK 40th Anniversary Collection have remained under a singular title on the spreadsheet because their title selection is within the game itself.

Herein lies a twofold problem, with only half of it solved.

I've already mentioned that there are a lot of games that I have across various platforms and clients, like the aforementioned SNK 40th Anniversary Collection, but also collections like the Castlevania Anniversary Collection, Arcade Classics Anniversary Collection (from Konami), and NAMCO Museum, all of which have multiple titles that have gone unlisted beyond their collection title.  So listing Jurassic Park Collection: Jurassic Park NES, or Castlevania Anniversary Collection: Castlevania II: Simon's Quest, while exceedingly wordy, is an easy way to categorize all of the games in each collection.  It's also the best way to keep track of which games I've beaten.

And therein lies the second and more difficult problem.  Games like Pac-Man, SkyKid, or Dig Dug are more about achieving a high score than actually reaching the end.  Sure, games like Pac-Man, Donkey Kong, and Dig Dug are infamous for their end-of-game kill screens.  I personally don't have the time or the patience to spend hours/days/months getting good enough at Donkey Kong to get to the kill screen.  So do I include them on The Ultimate Spreadsheet?  Or do I aim to get a specific high score and count it as beaten?  Maybe getting the high score in any given game?  But then, with several collections of games now having online connectivity and online leaderboards in place of a standard High Score screen.  And there is zero chance in Hell that I'm getting more than 2,519,300 points in Pac-Man or 995,377,527,480 points on the Centigrade 37 Gottlieb table in The Pinball Arcade.

What I think it will boil down to for games like Galaga, Donkey Kong, and tables in The Pinball Arcade, I will need to select an arbitrary high score or end goal and consider the game "beaten" once that point is reached.  And all of this to say that I'm going to need some time to update The Ultimate Spreadsheet now that I've come to these semi-conclusions.


~JWfW/JDub/The Faceplantman/Jaconian
Instrumental

Wednesday, December 24, 2025

MIDI Week Singles: "6PM (Snow)" - Animal Crossing: New Horizons (NS)

 


"6PM (Snow)" from from Animal Crossing™: New Horizons on the Nintendo Switch (2020)
Composers: Yasuaki Iwata, Yumi Takahashi, Shinobu Nagata, Sayako Doi, Masato Ohashi
Album: No Official Release
Publisher: Nintendo
Developer: Nintendo EPD

The "6 PM (Snow)" music has a couple of different layers to it.  First, it is a variation on the theme for Animal Crossing New Horizons, and it is very similar to the "6 PM (Sunny)" theme, which I take to be the default 6 PM music.  The Snow variant, though, feels a lot more mellow and slower, closer in tempo the the "6 PM (Rain)" variation.  What really makes the "6 PM (Snow)" version work for me is the jingle bells that punctuate every five seconds.  But then, at around 30 seconds, a glass chime (we'll just call it that for now) plays along with the accordion here and there (very musical term that), which helps solidify the feeling of cold.  Chill vibes, along with jingle bells and glass chimes, are really what nail the feeling of wanting to sit next to a large pane window, looking out at snow-covered pine trees.  That's my happy place, and this music helps to establish those comfy and cozy feelings.*


~JWfW/JDub/The Faceplantman/Jaconian
Liksom en öppen grav


Friday, December 19, 2025

First Impressions: The Warlock of Firetop Mountain (NS2)

[Disclaimer:  I received a review key for The Warlock of Firetop Mountain through Keymailer, a third-party website/company that connects publishers and developers with content creators.  The game was given without promise or expectation of a positive review, only that the game be played, and content be created through the playing of the game and the experience.  Unless otherwise noted, all content in the following article is from my own playthrough of this game.] 

Systems: Windows, macOS, Steam OS, Linux, Nintendo Switch
Release Date: August 30, 2016 - September 13, 2018
Publisher: Tin Man Games
Developer: Tin Man Games
Time Spent: 

I'm going to preface this article with a bit of a confession.  While watching a retrospective of the original Final Fantasy over on Final Fantasy Union's YouTube channel, I first heard how Square had originally wanted to title their new RPG game Fighting Fantasy, but decided against the name because there was already a series of books with that title.  Wanting to keep the alliterative double "F's," (previous titles being Cruise Chaser, King's Knight, Deep Dungeon, and Rad Racer), Square changed the name to Final Fantasy instead.  What I didn't know was that Fighting Fantasy was also an IP co-developed by Steve Jackson (different than the Steve Jackson of Munchkin and GURPS) and is/was a series of single-player fantasy (and other genres too) RPG books that functioned a lot like the Choose Your Own Adventure series, which was later turned into video games and board games alike.  What I also didn't realize was how closely the Fighting Fantasy formula and aesthetic influenced the design, look, and feel of HeroQuest.  Seeing as how I'm finding myself resubmerged in the HeroQuest ecosphere, I jumped at the chance to play this nine-year-old adaptation, playable on both the original Switch and Switch 2.

Now that we're here, I hadn't originally planned on writing an article about The Warlock of Firetop Mountain until after the first of the year, but I've had quite an early experience that I wanted/needed to write about it in First Impression form.  So here we are, only an hour in.

The Warlock of Firetop Mountain is a video game adaptation of a board game adaptation of a Choose Your Own Adventure-style single-player RPG book.  What drew me to this game was how well it captured the look of a miniature plodding along on a board, albeit a highly detailed board that builds itself as the player explores the dungeon.  The player's miniature doesn't just slide or glide along the dungeon floor, but bounces appropriately, as if controlled by an invisible hand that's counting the number of places the pieces move.  Upon entering a room/chamber, a text block pops up that gives a description of what the character sees beyond what is visible on the digital board, be it sounds or smells that can only be conveyed through text.  Sometimes, there's an additional visual component, like a drawing that looks like it's straight out of a quest book that the gamemaster might show the players or be printed in a book from the late 80s or early 90s.

The battles in the game are a little more complicated and have been my source of frustration.  The battles are played out on a grid like a modern tactics game, albeit in a very confined area and, at least for the moment, confined to a level battlefield.  The player decides if they're going to move or attack, and once you decide what you're going to do, the computer-controlled characters act at the same time.  Your purpose is to avoid enemy attacks while anticipating what they're going to do.  When it's one enemy, it's mostly manageable, but when you're a single hero going up against two or three enemies, and trying to not be on a square that could be attacked while also trying to attack to reduce the number of enemies, following the tells of the enemies can get confusing and frustrating really fast.

While dying is something that has happened to me several times during my first couple of hours playing, thankfully, the game has implemented a save feature.  When you come upon a wooden bench in the dungeon, you're given the option to rest, which also saves your game, rest, and consume rations, of which you start out with four, or just skip entirely.  The secondary benefit to resting is that you also regain 5 points of stamina, which doubles as your HP.  Because this is a video game, you'd think that you could spam the save points by inching along the dungeon, killing a few orcs, then doubling back to save and rest, but the developers already thought of that.  As you progress through the dungeon, I have only come across a few instances where I were able to double back, and never was it back to a save point.

What I've found frustrating about dying is really two-fold.  First, since you recover 5 stamina, having that health boost will provide you with ample time to further explore the dungeon, which also means that you're more likely to be further away from the save spot when you die.  And that means that any progress you made is erased because when you respawn, just like in the old days, it's at the save point; the only thing that I believe carries over are the number of Souls you collect, which, I believe, can be used to purchase additional character/miniature sets who all have different equipment, stats, and gear.  The other semi-frustrating thing is that the dungeon is set, which means it never changes, which means if you start over with a new character, you're always going to be seeing that sleeping Orc guard just inside the door if you go west, or the Orc patrol if you go east.

You know, while writing this First Impressions article, I think I've come to accept the game design choices as those of a video game, and less like a board game.  Because the game does such a great job in recreating that living board game visual, it's at times hard to separate my feelings about playing a board game and playing a video game.  If I think of the game as a video game, dying and having to restart from a previous point is a familiar mechanic.  If I'm playing a board game and my character dies (murdered by Orcs, snakes, Goblins, or by traps, as was the most recent case), that's usually the end of the game, and the desire to stop is near absolute.  As of this writing, I've made three runs, and I think tonight will be my fourth, and we'll see in my upcoming Game EXP article if my feelings about the game have changed at all since today, because I love the look of the game and the care that went into making it feel like a video game version of a board game.  Now I just need to remind myself that I'm playing a video game.


~JWfW/JDub/The Faceplantman/Jaconian
Unlock Forgotten Skills


P.S.  I would be very surprised not only if Dellaños didn't know about the Fighting Fantasy books, but if he or his brothers didn't have one or two of the books growing up.

Wednesday, December 17, 2025

MIDI Week Singles: "Red Snow" - Viscera Cleanup: Santa's Rampage (PC)

 


"Red Snow" from Viscera Cleanup: Santa's Rampage on Windows (2015)
Composer: Santa's Ruin
Album: Viscera Cleanup Detail - Soundtrack
Label: Steam
Publisher: The Runestorm
Developer: The Runestorm


"Red Snow" is a bit of a meandering song that has all the blood-dappled hallmarks of a snowy Christmas song, but without a lot of the flair and Elf teeth that would really catapult it into that warm and cozy firey furnace.  There is the kiddy piano, the bouncing bass line, the jingle bells, and whatever the hell that warbly sound is at 0:40.  Maybe it's an Elvish call for help?

"Red Snow," along with almost all of the other songs on this soundtrack, crop up randomly during Viscera Cleanup: Santa's Revenge, as you clean up the aftermath of Santa's rampage through the Elves' workshop and reindeer stables.  The jovialness of the song is in stark contrast to your task in trying to find a place to put another bucket filled with the cheery bits and bobs of mopped-up offal.

'Tis the season.


~JWfW/JDub/The Faceplantman/Jaconian
Why Do We Scream At Each Other?

Monday, December 15, 2025

Game EXP: The Grandfather (PC)

Systems: Windows, macOS
Release Date: May 13, 2026
Publisher: David Szymanski, Mikeypoo's Games
Time Spent: 30m 11s

Wow.  Who would've guessed that 10 years later, I would have finally gotten around to playing The Grandfather, the game I mentioned in my article for David Szymanski's game, Fingerbones, that I played and talked about in 2015.  The Grandfather was a game that looked promising, and I pledged money during the Indiegogo campaign.  The campaign, however, did not reach its goal, but I still received the three games that were part of the tier I pledged.

The Grandfather is a dark, very dark, story about an abused old man who lives alone with his wife.  The reliability of the grandfather as a narrator is up for debate, likely due to his mental state.  So, how abused the grandfather was from his wife may not be entirely true, but that's the way that I'm interpreting the story.  The story is told, I think, over the course of a single night as the titular grandfather literally and figuratively pulls himself together through various rooms in his house in order to escape the situation he's found himself in for decades.

Each room consists of a few puzzles that are all centered around turning out the lights.  Be the lights lightbulbs, candles, or the fire from a furnace, you have to interact with what few objects are in the room to trigger objects or events that will cause the lights to extinguish.  For the first puzzle, I wasn't sure what I was supposed to be doing, as I was only a floating head that could pick up three objects, so I consulted a walkthrough and kept it open just in case I ran into any other confusing puzzles.  I ended up referencing it one other time because it turned out I wasn't quite clicking on the right area of a room.

The Grandfather is a pretty disturbing short story, but in a good way if you're already a fan of comic art-style dark horror stories.  This just might be for you.


~JWfW/JDub/The Faceplantman/Jaconian
Instrumental

Friday, December 12, 2025

Stage Select Start Lists: The Games of The Game Awards 2025

The Game Awards were last night, and since we tend to cover video games here, I'm going to go full-on list mode and just LIST all of the games that piqued (or de-piqued?) my interest, while keeping in mind that I only caught the tail end of the show and pulled the names from IGN's own website.  Also, keep in mind that most of these games, especially ones that aren't directly tied to an existing IP, are on the list because I liked the title or liked the font.  Being me, the order is simply going to be alphabetized because we're not playing favorites here.

So let's get to listing!

  • 007 First Light
    • This trailer did absolutely nothing for me.  Even the gameplay trailer from three months ago did nothing for me.  Maybe I'm not the target audience.
  • Ace Combat 8: Wings of Theve
    • I have yet to play Ace Combat 7, and I really hope that Project Aces has dropped the whole dog-fight mechanic that permeated Ace Combat: Assault Horizon.  Is it bad that I still just want an Ace Combat X: Skies of Deception 2?
  • Coven of the Chicken Foot
    • The title alone sold me (although I probably won't be buying it on day 1), and even more so the trailer.  The only two things that have me concerned are when camera angles are facing the player and the player is running towards the camera, and if this is going to be a mandatory co-op game or if you just have a computer-controlled partner.
  • Decrepit
    • A first-person souls-like could be interesting.
  • Diablo IV: Lord of Hatred
    • On one hand, you could tell that the actions of the Paladin came straight from the game (I haven't played one in Diablo IV, but it really looked like the moveset from Diablo: Immortal), but on the other hand, it looked kind of cheesy because the moveset looked like it came straight from the game.  I do like Diablo visuals, though.
  • Divinity
    • Bloody fucking christ, that was an intense, Wickerman-inspired trailer.  I've yet to play the first Divinity: Original Sin, though.
  • Lords of the Fallen 2
    • I started the first game shortly after getting the Steam Deck, and even though the game is rated "Unsupported," it seemed to play fine.  I haven't played the 2023 reboot.
  • Mega Man: Dual Override
    • It's been a loooooooong time since I played a Mega Man game that wasn't recently released on the SNES.  It's hard to tell from the trailer what the "dual override" aspect of the game will be, though.  Maybe something about how Mega Man flashes the city at the end of the trailer?
  • Ontos
    • Honestly, anything from Frictional Games is going to get mentioned.
  • Order of the Sinking Star 
    • While I started Braid (never finished), I'm not actually sure about this title after watching the trailer.  I can't tell if all of the chatter is supposed to be from in-game characters or from playing online co-op.
  • Phasmophobia
    • Leave it to companies to release a five-year-old game on a Nintendo console like it's the newest thing.  That being said, the trailer rekindled my interest in this title.
  • Resident Evil: Requiem
    • Finding out that Leon is a playable character doesn't sell me on the game; the title already did that, but I'm honestly a little disappointed that he's back.  Not that I don't like him, just that I'm less interested in playing what kinda looked like Resident Evil 4-2.
  • Saros
    • I was already kind of sold with Rahul Kohli being involved, but I really like the look of the world, based on the trailer and I love the implications of "How long since the last time the sun died, mate?"
  • Soulframe
    • The usage of both "soul" and "frame" makes me think of Dark Souls and Warframe, and the fact that it's a free-to-play open world that's animal-heavy seems moderately interesting.
  • Star Wars: Fate of the Old Republic
    • I swear they took one of the shots of the ship entering the planet from Prometheus.
  • Star Wars: Galactic Racer
    • Oddly, or perhaps not, kind of excited for this.  I also like that even though the voice-over talks about "massive engines," there only looked to be one pod racer with Sebulba-sized engines.
  • The Free Shepherd
    • The goodest of trailers.  I really hope that in this world, humans have gone extinct for some time, but this Australian shepherd-type dog is still shepherding a herd of sheep because that's what its ancestors were trained to do.  And it's just an environmental puzzle game about getting your sheep from point A to point B.
  • Tomb Raider: Catalyst
    • I've played the Tomb Raider reboot and liked the evolution of Lara Croft in that game, so I'm not sure how the other games in that series portrayed her compared to this iteration of Lara Croft.
  • Tomb Raider: Legacy of Atlantis
    • Is this a remake. . .  It appears so.  A remake of the original Tomb Raider, especially with the now somewhat famous font used in the title.  Lara Croft's design also looks closer to her design from the pre-Square Enix days, and seems to be pandering to the people who are going to pause and slow-mo all of the camera focus shots on her ass and chest.
  • Warlock: Dungeons & Dragons
    • I've never played a Warlock in all my years playing D&D, so I don't know what Eldritch Blast looks like, and I'd be both surprised if that wasn't the spell that was cast at 0:53 and not surprised at the same time if it wasn't.  Just from the trailer, which looks to only be cinematics, I was getting Baldur's Gate: Dark Alliance vibes (another game I admittedly haven't played), so a switch from the CRPG of the original Baldur's Gate series to a more Diablo-like action RPG title.  I'm really just D&D deprived right now (apart from reading the 20+ year-old novels) so anything is going to immediately interest me.
So there we are.  A whole host of games that will be released in the next 1-13+ months.  I'll probably come back to this article as I sometimes do with my E3 article after I buy games when they're 86% off, five years after they're released, and remember that I listed them here.



~JWfW/JDub/The Faceplantman/Jaconian
Coming from the Sky Above