Developer: FromSoftware
Instrumental
While I have played Stardew Valley a bit, I never made it through the calendar year to reach the winter months to actually hear this song, but I did watch Conklederp play her character quite a bit and I feel like I can hear the chipping away and rocks, and the collecting of gems while this song plays.
What I think is interesting about this song, is that I get both Vangelis' Blade Runner vibes (albeit less aggressive), along with Tangerine Dream's synth-heavy score from Legend (less Prince of Darkness and more sticking it to the evil corporation with a prize-winning bushel of eggplant), neither of which are particularly wintery movies (although the land does become frozen over after the Goblins capture the Unicorn), but they were both composed in the '80s and something about this song reminds me of that time. Maybe it is how Conklederp approached Stardew Valley without any spreadsheets or digital farmer's almanacs to calculate which season produces the highest yield of Hops or Poppies, that just makes me want to hang out under a warm quilt with a mug of mulled wine while it's snowing outside watching her tend to her digital farm while digital snow falls.
Maybe it is all reaching a bit, but that is what this song makes me think about at least.
I had a couple of iterations of my Game EXP article for The Legend of Zelda: Skyward Sword HD on the Nintendo Switch, and none of them I was happy with. Each article inevitably turned into a list of things I did not like in the game that felt like a poorly written walkthrough article with an apparent axe to grind. Let us see if we can condense all of those previous articles, along with what I said in my First Impressions article waaaay back in March.
Let us talk about something positive before we close out: the music. The music was absolutely gorgeous, and kind of what I had been looking from a Legend of Zelda game since Ocarina of Time. I loved the full orchestration and this was the primary highlight of flying anywhere was that theme. Not only was it a gorgeous theme with elements from the original Legend of Zelda overworld theme, but it conveyed the wonder of flying and the hero that Link would eventually become. And as mentioned previously, the Lanayru Desert theme was another theme that I did not mind listening to as I tried to find my way around the sandy barren lands. Just all around, Shiho Fuji did an amazing job with the music in this game.
~JWfW/JDub/The Faceplantman/Jaconian
Don't Grow Up Too Fast
Welcome back to our deep dive into Atari Greatest Hits Volume 1, released on the Nintendo DS in 2010 by Code Mystics. For the next two weeks, we will be looking at the games categorized as "Arcade at Home, all ports of classic Atari arcade games that not only attempted to recreate the feel of the original arcade cabinet while making use of a joystick and a single button, but also were able to add additional features and modes that would not have been possible in the arcade. All of the original games we previously covered in their respective categories when we were looking at the arcade games (Asteroids, Battlezone, Centipede) and while there has to be some reference and comparison between the two, I did try to go into each game with an open mind
You know, oddly enough, I actually enjoyed this version of Asteroids. I liked the ability to decide what kind of ability my little ship had and how difficult I wanted to make it to earn an extra life. I liked that the asteroids were bright blocks of color compared to the vector-line graphics of the arcade, although I do wish that the asteroids did break up into multiple fragments like in the arcade game because here, each asteroid just broke up into a single smaller and harder to hit piece. I feel like the game description should have used "normal" instead of "slow" regarding the speed of the asteroids because the difference between slow and fast was noticeable, but I never felt out of my league.
Lastly, this was the first 2600 game I played in this collection that had any semblance of music, albeit simplistic JAWS-inspired music that felt like it was speeding up to the end of the stage and if I did not shoot the last asteroid fragment before the song reached its tempo-increased end then my ship would explode. Not really being an Asteroids person from the arcade game, I was pleasantly surprised by how much fun I found I was having here in this graphically simplified but heavily variable port of Asteroids.
Verdict: Yes.
Wow. Just wow. I was honestly not looking forward to playing this iteration of Battlezone as I was expecting a poorer version of the arcade game that I already did not like. But once again, like the simplified version of Asteroids, Battlezone's adaptation to the Atari 2600 surprised me in a lot of ways. First off, I had fun, I actually did not mind playing the game six times in 10 minutes. I liked that the game options were simple, that there were just three difficulty settings and nothing else to worry about.
In-game, you had your radar which accurately showed you where enemies were, and your view screen, which was more like a third-person view rather than an attempt at a view from a targeting periscope similar to the arcade game. So there you are, just driving your tank around through a grassy field hunting down other tanks, a spastic fighter jet-thing that I could never shoot down, and a purple flying saucer that never fired back and was supposed to be a distraction but I found to be fun and engaging. The number of colors on the screen was rather surprising too as I was expecting a single-color foreground, a single-color background, a super blocky radar, and slow gameplay. This was a really fun, faster-than-expected third-person tank shooter with satisfying Atari 2600-level explosions.
Verdict: Yes.
This version of Centipede took me a moment to get used to. I was expecting at least a triangle-shaped avatar similar to the sprite in the arcade version but instead, you are a featureless rectangle that at moments looks too similar to the blocks that are supposed to be the mushrooms from the arcade game. Maybe because I was playing the game on a New 3DS screen and not a TV, but the projectile your little Elf character is firing at the invading centipede was very faint, especially when the color scheme is on the darker red side, so it can be hard to know exactly where your projectiles are hitting.
Despite the simplified graphics, this still feels like Centipede, but only on the Standard Version, in which the game manual is not specific on the differences between Standard and Children's versions, despite the total point ceiling of 999,999 and 99,999 respectively. To me, in the Children's version, the enemies moved a little slower allowing me to get a much higher score than any of the other games I played in the Standard Version. That being said, I did grow pretty bored playing the Children's version as it felt like the challenge of the game had been stripped away, which I guess is kind of the point.
I do wish that there were other modes in the Atari 2600 version of the game besides just the Standard and Children's versions because only having two modes with only one I found enjoyable gives me overall mixed feelings about the game. Yes, the Standard mode still feels like Centipede, but the Children's version takes away a lot of the tension.
Verdict: Yes.
So that closes out the first three of six games in the "Arcade at Home" category for Atari Greatest Hits Volume 1. I was pretty surprised by all of these games, initially going into them thinking that I was going to get inferior versions of the original arcade games and while there are necessary downgrades to each of the games here, I felt that each still retained the feeling of the original game and in the case of Battlezone, the simplified mechanics and presentation was exactly the way to approach this specific title. Very happy all around with this selection.
~JWfW/JDub/The Faceplantman/Jaconian
S nem látja bajai végét
Like a lot of the music in Donkey Kong Country, you do not often hear the song unbroken all of the way through by the time you finish the stage, be it because the stages are sometimes not long enough to hear the entire song, while more often than not, the song is broken up by entering bonus stages. The first instance of "Northern Hemispheres" is in the first stage, Snow Barrel Blast in the Gorilla Glacier stage, and it is only a couple of seconds before you can enter your first bonus stage, and as is the case in Donkey Kong Country when you emerge from said bonus stage, the song itself resets.
There are some telltale music cues in "Northern Hemispheres" although most of the sense of cold I get from this song is primarily from the nostalgia goggles that tell me a multi-layered blizzard is about to descend upon me while slipping around snow-capped peaks. The higher-toned piano notes make me think of a glass xylophone, there are some jingly-bell-like tones scattered throughout, and the glissando-ing high-pitched synthesizer-like-instrument (around 1:19) at least for me, for whatever reason, invokes a feeling of cold. So I do recognize that while there are a few elements from this song that would be found in stereotypical music for an ice or snow world, a lot of the reason for its including today is because I have fond (and agonizing) memories of Gorilla Glacier and this song playing over some of the best snow and blizzard effects in an SNES era video game.
I mean, I guess I should have taken the description for its word because Outlaw is just a person with a gun either shooting at another player, or what I assume to be tumbleweed with some type of obstacle. In the 1-player game, your target is, I think, a tumbleweed that just bounces against the top and bottom of the screen, and you have to either shoot around (Normal) or through a cactus/stagecoach (Blowaway) to hit your target 10 times as fast as you can before the timer reaches 99. After playing the three 1-player games, I decided to see how the 2-player game fared, thinking that I would control one character with the left directional pad and the other character with the ABXY buttons (essentially like the Joy-Con, using the R/L shoulder buttons to shoot, but no. In the 2-player mode, you control both characters with the one-directional pad and they both fire their respective guns at the same time. I could not find a way to control the characters separately.
So we are left with a game where you try to shoot a tumbleweed as frequently as possible with either a cactus or stagecoach as an obstacle that you can shoot through or not or another single-player game where you try to shoot yourself through obstacles.
Verdict: No
Sky Diver is a little bit of what I was expecting, but I am still confused by about half of the game. The game mode selection does not specify if this is supposed to be a single-player or two-player game, but in every mode, there are two planes that are both controlled with the same directional pad and the same buttons. It was not until the second game that I realized that you had to press down on the directional pad to release your parachute, as the entirety of the first game, each skydiver just plunged to their respective deaths. In the second game, about halfway through, I figured out you had to hold down and then try to direct one or both of the skydivers to their respective colored landing pads. There is also a flag in the middle that shows the wind direction and speed which affects your skydiver.
How scoring works in this game, I was not entirely sure even after reading the instructions. I did not know if you are actually supposed to try to land both skydivers at the same time, which seems difficult since both skydivers jump at the same time and are controlled by the same directional pad at the same time. I kind of had to focus on one and hope that I scored. In Game 3, I somehow managed to score a 3-point landing, but because I had the same skydiver crash on the subsequent jump, that fall deducted points apparently? After reading the manual again, it seems like this is designed to be a two-player-only game as there is no option to control just one character at a time.
The presentation here seems poorly implemented. Without a clear way of controlling separate characters, there is no real way to play this game. I could see the Chicken mode being potentially fun when played against an opponent, but here, it is just bad because again, you control both characters at the same time with the same controller and the same buttons.
Verdict: No.
Submarine Commander was the first game in this action series that I was a little anxious about after looking at the starting screen, so I decided that I should probably read the game manual, and after that, I felt even more nervous. In the instruction manual, in just Figure 1 alone, the picture highlights your engine temperature gauge, your directional gauge, your torpedo status gauge, and your fuel gauge. So many gauges and to say nothing about the view from your periscope. The manual actually does a really good job of pumping up the player for all of the aspects of the submarine that they will have to manage while in pursuit of enemy ships and in defense of their country. You have a fuel gauge of 3,000 units, and each torpedo you fire uses three units of fuel, getting hit by an enemy depth charge costs between 300-377 units of fuel or even disabling one of your torpedo launchers, as well as just regular fuel usage when your submarine is in motion. So I was getting anxiously hyped up thinking that this was going to be a resource management game more than anything else.
In games 2 and 3, I decided to play "1-player, destroyer depth charges" and "1-player destroyer and pt boat depth charges" respectively because having something to do seemed more interesting than trying to time my shots against non-aggressive enemies. These modes were a little more interesting as I now had to pay attention to the depth charge gauge, which turned out to be just a thing that flashed, made a lot of noise, and flashed an arrow in, I think, the direction that I was supposed to go away from the depth charge. These modes were a little more manic because I found myself firing torpedoes more often (and wasting 3 fuel per torpedo), moving the submarine more often, and in Game 3, I did get hit by three depth charges because I was not paying as close attention to the arrow.
Submarine Commander was alright, but I think the build-up to actually playing the game, reading the instruction manual, and getting a sense of what the game was envisioned to be was more fun that the actual execution of the game, which ended up just being another shooter where I never felt I really needed to pay attention to any of the gauges or meters I had been warned about in the beginning.
Verdict: No.
Take Monty Norman/John Barry's classic 1962 James Bond theme, but make it 1995, add a couple more years, and winterize it. Now you have "Severnaya Installation" composed by Graeme Norgate for Rare's 1997 release of GoldenEye 007 on the Nintendo 64.
Like many scenarios in GoldenEye 007, the locations existed in the movie to some extent, but what transpired in the game built on the story from the movie, almost like a movie adaptation of the original novel. There are scenes in Severnaya, but we only see the immediate area outside the bunker and there was no specific music composed for those scenes aside from the dramatic and sad cue when Natalya climbs out after the first GoldenEye blast. But Eric Serra's score would not work for James Bond running around in the snow in a not-at-all-conspicuous furry-hooded parka.
So when Graeme Norgate composed the surface music for the Severnaya Installation stage, he did not have much to base the music on besides the overall feel of Eric Serra's score from the film, Monty Norman's, and the Siberian location of the stage. And the track does fit in well with the tone of the movie and the rest of the game. It's very James Bondy and also, a very cold feeling, hence why we are including it in our selection of wintery game scores.
The track starts off with a wind gust-like sound that carries through the entire song, which just exudes the feeling of overcast skies and being surrounded by hills of snow in a forest. The second instrumentation that comes in is a tinkly-xylophone-like instrument along with the characteristic Christmas jingle bells. The combination of these three elements throughout the entire song helps to maintain the feeling of that cold and snowy forest, to say nothing about the rest of the song bringing back a flood of memories of running over the snow taking out Siberian Special Forces guards and eventually trying to shoot all four of the locks off the vent grate to drop down into the bunker stage within 3:30 on Secret Agent Mode.
This took me a little bit to figure out on the game setup screen, but only after I selected the 1 Player Anti-Aircraft game option, because it was the first to come up as a single-player game, did I grasp what it was that I was trying to do? Air-Sea Battle is essentially a stationary version of Missile Command where you play against another player to see who can shoot down the most enemies. Also to note, regardless of the mode you play, the enemies do not fire back, they only move across the screen at various levels and at fluctuating speeds. Unlike Missile Command though, I could not aim my shots, and I could only fire one shot at a time and could not fire again until my first shot either hit a target or flies up and off of the top of the screen. What I noticed about the computer opponent, is that they fire as often as possible, even if there is no target approaching. What I liked about this approach for the computer player, is that it eliminates any question that the computer is implicitly cheating by timing its shots and I doubt that there is background code running to time the computer's shots with how frequent or how fast the enemies go across the screen.
Of the three games I played, I lost all of them, but they were still kind of fun. Maybe? I could see this being fun if you are playing as a two-player game, maybe with a group of people and trading off if you win/lose. As a single-player experience, yeah, just kind of meh.
Verdict No
I should probably lower my expectations based off of the cartridge art for games, but Flag Capture got me. I thought I was going to play some kind of naval form of tag, but what I got instead was something closer to Mine Sweeper. You play as a person-shaped icon moving around a nine-by-seven grid trying to collect an invisible flag while hoping you do not come across a bomb. When you start the game, or after you get blown up by a bomb, you start in the upper left corner, you then move to different squares, pressing your one Atari button and you are either given a direction that the flag is in, or a number presumably indicating the number of spaces away the flag is, but it is up to you to determine which direction to search if the space gives you a 3. If you do capture the flag, a new flag is randomly placed on the board and you respawn back at the start.
As a single-player game, there is little to do but try to get as many flags within 70 seconds. I tried multiple game modes and the one where the invisible flag moves (although how frequently and how fast was never clear) felt nearly impossible. This seems like it was intended to play against another player and there could be an element of fun that way, but playing Flag Capture as a single-player game is just dull, and I probably could have gotten a few more games in had I not looked at each of the 10 different game modes (of which only three are single-player), then had to circle back to play a single-player game.
Verdict: No
What is it about someone getting fired out of a cannon that is fun? Both for the person watching and the person setting the angle of the cannon and pressing the button that fires the person out of said cannon in hopes that the person lands safely in a basket like some flesh and bone form of basketball? Human Cannonball is about what I was expecting but turned out to be more fun than I had thought. Let me clarify. I figured that Human Cannonball was going to be about firing someone out of a cannon at a target, which is essentially what the entirety of this game is. But the animation here is surprisingly smooth, the sound of the cannon is satisfying and when you land on the ground (or hit a barrier) the smack just feels right. In the base mode of the game, from what I can tell, the speed at which the person exits the cannon is randomized, but you have to set the cannon's angle and lob the person into a basket a set distance away. If you miss, the speed changes and the ground gets a point. If you manage to land the person in the basket, you get a point. But there is a fair amount of anticipation as you wait the seconds after firing the cannon to see if you accurately calculate the right angle based on the cannon firing speed. Sometimes you know immediately that you undershot and other times, you miss the basket by mere pixels.
But I feel like I get this game. I can easily imagine a sheet of paper with successful angles against speeds written on them in a way that only makes sense to an eight-year-old so that when the cannon speed sets itself to 31 mph, you know that you can make them in with an angle of 60. But then there are additional modes where the cannon placement changes along with the cannon speed, or even with falling barriers between the cannon and the basket that you have to shoot your person through.
I am not 100% sure on what a winning score is because I never won, but I definitely had a lot of fun, even in the single-player game.
Verdict: Yes