Wednesday, July 30, 2025

MIDI Week Singles: "Main Theme" - Dishaster (A26)

 


"Main Theme" from Dishaster on the Atari 2600 (1983)
Composer: Unknown
Album: No Official Release
Publisher: Zimag
Developer: Zimag


This week, we return to the dish-spinning action of Dishaster, the original game that my sources tell me was released in 1983 and that Dancing Plate was a port of.  Like the "Main Theme" from Dancing Plate, I wasn't able to find or determine if this is an original song or a variation on a traditional or folk song.  But something else that surprised me even more is that the song is different between the two games.  Again, music in video games on the Atari 2600 was exceedingly rare, so having essentially the same game from two different publishers with two different songs is equally surprising.

The song itself is pleasant enough, and after a couple of loops can become the type of earworm that sticks around and crops back up at 2:30 in the morning.  I'm not saying it's a bad song at all, it's just one of those simplistic melodies that is likely to stick around long past its expiration date.

You're welcome, and I'm sorry.


~JWfW/JDub/The Faceplantman/Jaconian
Woke Up Sad from this Dream I'd Been Having

Friday, July 25, 2025

Game EXP: Mountains of Madness (VSD)

[Disclaimer:  I received a review key for Skelethrone: The Prey 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, Steam OS, Linux
Release Date: July 14, 2024
Publisher: Deep Dive Project
Time Spent: 2 Hours 42 Minutes

Before I get to the actual game, let me share with y'all a little story.  While playing on the Steam Deck, I recorded my entire playthrough over the course of a couple of days and nights, and you can watch it over on YouTube (link above).  During my last playthrough, I played for about an hour and didn't remember to break up the recording into 15-20 minute sections. Instead, I divided it into two roughly 30-minute files, which I combined into a single video about an hour long.  Because of this, the video files became corrupted and the video stalls frequently throughout, while the audio can be heard uninterrupted.  If I were a professional video game journalist and video producer with extra time on my hands, I would simply replay the entire game, as it's only about two hours long, and begin recording where the last video started and upload that.  But I'm not, and honestly, the thought of replaying that last level again with all of its literal twists and turns, and locating three star-shaped keys does not at all sound appetizing.

So, what does it mean when not wanting to play a 40-minute section of a two-hour game is what holds me back from having a complete walkthrough?  It means, I think, that Mountains of Madness was a visually appealing game and a bold attempt at somewhat faithfully adapting one of H.P. Lovecraft's quintessential stories of cosmic horror, but that the maze-like structures in the second half of the game were not particularly fun to play through which sadly taints the entire game.  But only somewhat.

Adapting any of H.P. Lovecraft's stories is going to be a chore in terms of gameplay and achieving the right tone while convincing the player that what they're witnessing is so utterly maddening that simply surviving an encounter might be the best outcome, although you might likely go insane in the process.  And as is often the case with a lot of Lovecraftian cosmic horrors, how do you create an accurate representation of a creature that in nearly any other game you could kill with a gunblade or a fire spell after appropriate leveling?  The general outline for At the Mountains of Madness, the short story that this game is based on, is that Dr. Dyer recounts the events of an expedition to Antarctica where he saw evidence of a ransacked camp along with corpses of otherworldly creatures.  Along with a graduate student, Danforth, they fly a plane and discover massive stone structures/ruins among the mountains.  During an exploration of the ruins, the history of the buildings and the Elder Things who lived there is revealed.  The men come upon a "pen" of albino penguins presumed to have been raised as food for the shoggoths that the Elder Things raised.  Dyer and Danforth are chased out of the ruins by a shoggoth, and upon reaching the plane and flying away, Danforth sees something that drives him mad.

For the most part, Mountains of Madness does a pretty good job of recreating the story without tacking on a lot of extras that feel out of place in the poor brief I just related.  There are no enemies to fight.  There are "keys" of a sort to get to certain areas, but they're presented as ropes to rappel down cliffs, a ladder to cross gaps too wide to jump, and ice axes to break through ice walls.  There is one instance where you are required to locate three star-shaped objects that unlock a door to the final section of the game, but at least it visually fits in with the rest of the game.  The fluff in this game is the cave systems and confusing labyrinthine mazes at each stage of the game.  Before you are able to get to your colleague Lake's camp, you have to navigate through several large cave systems where you have to locate rope and an ice axe.  After discovering the camp, you're flown out to the ruins where you once again enter a maze of hallways, ladders, and ropes, trying to get to somewhere that's never made 100% clear.  After unlocking the three-star door and locating the bodies of the remaining members of your original expedition,  you enter another series of long hallways created to make the player feel turned around and lost.

My last two criticisms are somewhat minor.  First, scattered throughout the ruined city are carved murals depicting the history of the Elder Things and the shoggoths.  In-game, these are represented by large reliefs carved into walls with odd-looking gold markings that could best be described as scratches and dripping paint.  There's no actual image here that goes along with anything that the narration talks about.  I get it, though, since creating this kind of original asset would likely be time-consuming, but at least it's somewhat obvious while exploring the hallways that a wall is supposed to have a relief or a mural on it.  The last criticism is that the "pen" with the albino penguins is represented by a single penguin.  Granted, the design and look of the penguin is pretty creepy with its blind and pink eyes, and strange puss-like lesions over its body, but there's only one.

Okay, I lied, one last criticism.  Before I put together my "Found Footage" video, I had liked the brief look of the shoggoth from my first playthrough attempt.  Granted, I never got a good look at the creature, but I recall there being a black mass with a dozen eyes and writhing tentacles.  In my first playthrough, the shoggoth had almost caught me as I was running down the hallway towards the stairs as the tentacles were wrapping around the screen, and I was convinced that I was going to die.  However, upon closer look at the creature as it scuttled down the hallway after Danforth sprints past you, I thought that the creature looked more like a giant arachnid.  I get it though.  You're not supposed to hang around and watch as the massive creature descends upon you, you're supposed to run away which means you won't be looking directly at the design of the creature long enough to get a good look at the thing.  The moral of the story: don't look too hard and overanalyse shoggoths when you're supposed to be running away from them.

What I find odd about having written what I've written, is that I did enjoy Mountains of Madness.  I liked the feeling of isolation.  I liked the feeling of not understanding the logic behind the structure of the ruins and why the layout and hallways were constructed as they were.  I liked the uneasiness of the narration and that it was a real person and not a text-to-speech program.  I liked how the various items were used and solving these types of environemtnal puzzles that wouldn't've made sense considering that someone else (Gedney and Danforth) had already been through the area.  I liked all of the moments of narration over still images rather than trying to make animated sequences that might not have panned out.  I'm very glad that I played it because I love when a developer takes the risk and actually tries to make a faithful adaptation of a Lovecraftian short story.  And maybe it's just a play once and done kind of experience?  I'm glad I played it, but I don't know if I want to get turned around in those winding hallways again.


~JWfW/JDub/The Faceplantman/Jaconian
I Hope You Find Some Time to Drop a Note


P.S.  I should also mention that while I liked the idea of having a compass to help you navigate during any time in the game, I really found it useless.  But it would really make sense for Dr. Dyer to have a compass at the ready when exploring the Antartic, so I can't really be mad at its inclusion.

Wednesday, July 23, 2025

MIDI Week Singles: "Main Theme" - Dancing Plate (A26)

 


"Main Theme" from Dancing Plate on the Atari 2600 (1982/83*)
Composer: Unknown
Album: No Official Release
Publisher: Zimag / Bit Corporation
Developer: Zimag


Not to be harsh, but this main (and only) theme from Dancing Plate really isn't a banger, and while fun, it doesn't really slap either, as the youth of yesteryear would say.  What it is, is another rare example of early video game music on a home console that wasn't known for having music at all.  The Atari 2600 only had two sound channels, meaning it could only produce two sounds at the same time, so having a monotone track dedicated to music and limiting yourself to only one sound-effect without distorting or even stopping the music was a choice that most developers made in favor of creating a musicless game; unless there was a short title screen ditty.

I've wracked my brain and various alleyways of the Internet to find out if this is an original song or not, as it seems to have hints of a folksong, but I couldn't find anything to that effect.  So the song might be an original specifically to the Dancing Plate version of the game (see next week?) or it could be a distorted version of a song in the 1982/83 public domain.  Either way, it's just another great example of early video game music, and I always think it's great to know where the media originated and how far we've come.


~JWfW/JDub/The Faceplantman/Jaconian
The Years Go On


*I've seen that Dancing Plate has both a 1982 and a 1983 release year from different sources online, so I'm not 100% sure which is the exact year, so we'll just use both for now.

Friday, July 18, 2025

Atari and Intellivision

 


I was listening to the most recent episode of Chris Plante's newish podcast "Post Games" where he interviewed the current CEO of Atari, Wade Rosen, about the current direction and the future of the Atari name, the Atari brand, and the very concept of Atari by the greater non-video game playing public.  During the interview, Chris Plante mentioned the shirt that Wade was wearing and that it was available on Atari's website.  This led me to discover that Atari bought the Intellivision brand on May 23, 2024, just over a year ago.

The last I had heard about Intellivision was that the long (long being relative to retro game enthusiasts) awaited release of the Intellivision Amico, a modern designed retro console to play Intellivision games was more-or-less dead.  Originally announced in 2017, I was pretty excited about this console since the AtGames Flashback Intellivision console had ballooned from $90 to a price higher than I wanted to pay for a nostalgic novelty console; it's currently available for $249, so no.  But then the price of the console was announced, coincidentally also at a $249 price point.  There were several development delays due to product quality and then the supply chain issues brought about by the pandemic happened for the next couple of years.  All of this is to put into context my feelings when I went perusing on Atari's website to guess as which shirt Wade was wearing, only to be surprised to find a shirt with "Intellivision" emblazoned across the front.

Atari owns Intellivision now.

That got my mental gears going again because on their website, Atari offers a few relatively inexpensive ways to play Atari 50, their 2022 collection of 100+ atari games from Atari's 50 years in existence.  I then looked at Atari's public listing of what IP they currently own and obviously first looked to see if Las Vegas Poker & Blackjack and Golf were listed, which they were.  Sadly though, Astrosmash wasn't listed, but at least Star Strike, which I recall never really being able to figure out, was also there.

So what if Atari were to do the same thing with Intellivision?  But therein lies the problem.

The highlight of the Intellivision system were the TV remote style controllers that had swappable plastic sheets that fit over the number pad, customized to the game you were playing.  You didn't technically need them and they would wear out after a few years of use, but they helped to extend the concept of the game past the screen.  Having this type of functionality would require something like an elongated smart phone, but even then, the screen would be almost too small to read say, a golf ball two by two pixels in size.

The other option would be to essentially do what Amico tried to do, but to actually release a functioning product.  Atari does have several retro consoles for sale, but they appear to be functioning consoles with backward compatibility between the "plus" iterations of the Atari 2600+ and Atari 7800+.  Both consoles include game(s), but any additional games would require a physical cartridge.  I really think that Amico had the right idea behind a digital controller that would change the screen based on the game, but the long delays in production completion and the internal problems with the company still give the $249 cost a significantly sour taste to the whole thing if it is ever released, even after the sale of the Intellivision IP to Atari.

What I really hope doesn't happen is for Atari to just sit on the Intellivision IP and not do anything with it without any future plans.  We're already a year in, specifically 421 days since the acquisition and all that I can find on Atari's webpage are two shirts announced at the time Atari purchased Intellivision, and a page about the Intellivision brand.  Now I'm not expecting anyting large and grand, but maybe something akin to the AtGames Flashback Intellivision console with 50 or so of the games that Atari has the IP for (specifically Las Vegas Poker & Blackjack and Golf) for the low-low price of $99.99 plus whatever Trump tariff increase seams reasonable to Atari's Board of Directors.


~JWfW/JDub/The Faceplantman/Jaconian
Wark!

Wednesday, July 16, 2025

MIDI Week Singles: "Castle Cornelia" - Final Fantasy Pixel Remaster (VSD)

 


"Castle Cornelia" from Final Fantasy Pixel Remaster on Windows, Android, iOS, PlayStation 4, Nintendo Switch, Xbox Series S/X (2021)
Composer: Nobuo Uematsu
Arranged By: Ayumu Murai
Album: FF PIXEL REMASTER: FINAL FANTASY Original Soundtrack
Label: Square Enix Music
Publisher: Square Enix
Developer: Tose, Square Enix


Since I'm finally getting around to playing the pixel remaster series of Final Fantasy Pixel Remaster and obviously starting with the first game, I decided to use one of the arranged songs instead of the original 8-bit music written by Nobuo Uematsu.  While looking through the soundtrack, I discovered that multiple people worked on the arrangements, with Ayumu Murai contributing the arrangement for "Castle Cornelia."

What I enjoy about this arrangement is the approach that it could be performed by a quartet or larger, as you wander through this and other castles in the game.  Four or more musicians tucked away in a corner of the castle.  Even when this arrangement diverges from the original song and starts to go off on its own, the feeling of the original song is still there, and then when the main melody comes back in (1:20), there is a heart-wrenching/warming swell of emotion.  The only negative thing I have to say about this arrangement is that the song ends and doesn't blend in with the beginning, which makes the start of the song feel like the start of the song again and not like it's continuing the same song that started playing when you entered the castle grounds.

Maybe it's just me being overly picky, but that's partly why we're here, and because I've been enjoying the music of Final Fantasy for the last 34ish years, so I can be a self-entitled curmudgeonny old man about this one thing, or at least until next week.



~JWfW/JDub/The Faceplantman/Jaconian
Instrumental


Friday, July 11, 2025

Game EXP: Last Guest (VSD)

[Disclaimer:  I received a review key for Last Guest 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.]

Last Guest
Systems: Windows, Steam OS
Release Date: May 28, 2025
Publisher: Room13Games
Developer: Room13Games
Time Spent: 47 Minutes
Playthrough Videos on YouTube

Last Guest plays like a combination of visual novel and walking simulator, which isn't supposed to be a dig at either genre.  While there isn't a whole lot to do in Last Guest besides talk to a couple of people, it does deliver on being a moderately unsettling game.  In Last Guest, you follow the story of a man who stops at a motel while driving somewhere between Portland and Seattle (it's about a three-hour drive), although they mention that "have to get back to Takomu," which maybe is supposed to be Tacoma (which is only an hour or so south of Seattle, depending on traffic), or it's just a fictional town in the Pacific North West.  The narration also mentions that they've been driving all day, hence them being tired and needing to stop, so geographically, I have no idea where the story is supposed to take place*.  That doesn't really matter, though, because the setting of the game is a small two-floor motel off a highway, so it really could just be anywhere, which is just as well.

Part of what makes this game slightly unsettling is that I'm not always sure if the characters and dialogue were purposefully written that way or if there was something that happened during the localization process.  The dialogue from all of the characters always feels a bit off, both in terms of what is said and how the response relates to the expected reaction to the previous comment.  

You: Good evening. Do you have a room available for the night? I'm exhaused after driving all day.

Concierge: Number 7. Available.

You:  Great, I'll take it. How much is it? Is there anything closer on the second floor?

Concierge: Pay in the morning.  Room 7, on the first floor. There are no others. Keep the key.

Because there is no voice over when the characters speak, it's left up to the player to interpret how the dialogue would sound coming out of each character's mouth, be it spoken hastily with an unsettled urgency, or a slow and friendly manner, like someone doing a poor job of trying to conceal nervousness.  I read the Concierge's dialogue in a slightly slow and monotonous tone, like they're doing a bad job of reading a script.  I can't quite place it.  Like, it seems intentional, but at the same time, not.  The dialogue of the Concierge feels just off enough that it nearly gives me chills.  Similar to how disjointed the voice on the phone in Stephen King's short story "1408" comes across.

The telephone continued to grind and spit, the voice coming from it now the voice of an electric hair-clipper that has learned how to talk: "Five! This is five! Ignore the siren! Even if you leave this room, you can never leave this room! Eight! This is eight!"**

A big "Ooph" for me, and apparently a lot of people, was the appearance of the mechanic, who has a nasty habit of clipping into the wall.  If you watch either of my videos (linked above), you'll notice that it's particularly bad in the partial video where the mechanic is half in the wall and his face keeps clipping into the towel rack.  In the full video, it's not so bad, mainly his shoulder, but it's still distracting.  My uneducated guess is that it has something to do with where the player is located when they click the shower, to where specifically the mechanic spawns, in that it's not a set spawn point but is reliant on the location of the player.  I'm also not certain if the mechanic's eyes were supposed to be double-pupilled a la the Axe Maniac from In the Mouth of Madness, or if it was just a bad character model/asset.

I also experienced a game-breaking glitch, viewable in the partial video at the 15:10 mark.  Something about where my character was positioned when I clicked on the car in your character's first attempt to escape the motel, and where you respawn.  I can only guess that I was somehow too close to the car, and when the character model respawned after the screen cut to black, I might have respawned slightly inside the model of the car, rendering my character immovable.

One small thing that bothered me was that there were several houses clearly across the street from the motel if you walked as far out of the driveway as possible.  Maybe the houses came with the location and were not purposefully placed there, because then why else wouldn't the character just go across the street to use the phone after witnessing a murder?  I get that the location of the motel is supposed to feel remote based on the opening text, but seeing several houses, literally across the street, made it feel more suburban than rural.  Yes, it didn't look like there were indoor lights on during the night scene, but I guess that's just the backseat driver during a horror movie part of my brain working.

There were a couple of typos, too, throughout the game.  In one instance, the dialogue had the "Concierege" as the person talking when it was clearly the player.  In another instance, a character was described as a "man" when the character model was clearly a woman, which means that either it's a simple typo or that the character model was changed at some point during development.  These alone or altogether were not enough for me to write off the game, but it did make the game feel significantly less polished.

Overall, I actually enjoyed the story behind Last Guest as it reminded me of a short story Stephen King might come up with.  Out of the way motel, weary and tired driver, creepy and cryptic concierge, murderous neighbor, strange local mechanic.  All of the components are there for a fun and creepy short story, and I could tell that that was what Room13Games was trying to convey, but Last Guest just didn't feel as complete or refined as it could have been.  Maybe with another couple of passes from an editor and a couple of tweaks after some playtests, there really could be something here.



~JWfW/JDub/The Faceplantman/Jaconian


* Although, I guess if you wanted to take an indirect coastal route from Seattle to Portland, then it could take you just over seven hours, although that doesn't answer if Takomu is supposed to be Tacoma or not.

** King, Stephen. “1408.” Everything’s Eventual: 14 Dark Tales, Pocket Books, New York, NY, 2003. 

Wednesday, July 9, 2025

MIDI Week Singles: "I Don't Want to Set the World on Fire" - Fallout 4 (VSD)

 


"I Don't Want to Set the World on Fire" from Fallout 4* on Windows, PlayStation 4/5, Xbox One/S/X (2015)
Performed By: The Ink Spots
Album: Not on any official Fallout 4 soundtracks*. Released as a B-side with "Hey Doc"
Label: Decca


To me, this song and "Maybe," not coincidentally, both songs by the Ink Spots, are quintessentially Fallout songs.  Something about the leisurely-paced trotting rhythm of the guitars lends itself to casually walking around whatever wasteland you find yourself in.  The title of the song also feels appropriate to how I often played Fallout 4, just minding my own business walking from one end of the Commonwealth to the other, likely while overencumbered, and find myself fired upon by a half dozen raiders, which then forces me to kill nearly two dozen people as half way through the firefight I am also beset upon by more raiders in hiding, a group of Super Mutants in the building next door, and a roaming group of robots hellbent on saving the people of the Commonwealth the only way they've calculated how.  I just wanted to deconstruct a literal half-shit-ton of scrap, and I end up committing my third mass-murder-shooting of the day.

Interestingly, I actually rarely heard this song while playing Fallout 4 since I only found myself listening to Diamond City Radio and Radio Freedom a couple of times, instead opting for the score composed by Inon Zur instead.  Even then, I can't help but think of Fallout whenever this song crops up.


~JWfW/JDub/The Faceplantman/Jaconian
And The World Has Turned Around Again


*This song was included on "Featured Selections from the Fallout 3 Soundtrack," released by Bethesda in 2008.  It was also used in Fallout 76 and the Fallout Amazon series.

Friday, July 4, 2025

Monthly Update: July 2025

 


I'm sure that I'll probably write more about the Switch 2 as a system in the coming weeks, although maybe I'll relegate it to Monthly Updates as I don't see myself having much of any kind of technical information regarding screen ghosting, 4K visuals, or how the Switch 2 version of Cyberpunk 2077 compares to a liquid cooled RTX 5090 with 256 GB DDR5 RAM.  Right now, I'm only playing Mario Kart World as a Switch 2 exclusive and playing a couple of other digital releases (Car Quest) that I'm not playing on the Switch OLED (see Monday).

I did finish a couple of games and one DLC last month, specifically Fallout 4, Super Mario Wonder, and the Morrowind DLC for The Elder Scrolls Online.  I already wrote about Fallout 4 last week, and I'm not sure if I'll write about the other two in a typical Game EXP article.  And it's not from not enjoying either, but Super Mario Wonder was strange in that I played it a lot with The Squire, both in single player and couch co-op.  Sometimes he'll want me to play as Blue Yoshi in single player if he's having a hard time, because that's his favorite color and because Yoshi is nearly invulnerable.  At other times, when we play co-op, he'll want to play in a silly way that isn't really conducive to making progress, and he always wants to choose which level to play, which again doesn't always lead to progress.  For the Morrowind DLC, I spent probably around 150 hours in Vvardenfell, and while I loved returning to that inner island during the 2nd Era, I don't really know what I would write about.

Back on the Switch OLED, I'm jumping back into Triangle Strategy since I'm somewhat self-relegated to playing only physical game cartridges and Virtual Console titles (see Monday).  I was surprised and relieved that I hadn't left off where I thought I had, in a difficult story battle, but instead in the middle of a level-grinding battle.  I think when I finish this game, I'll look up a flow chart to see how the different paths and choices affect the game, because right now, our group is doing about as poorly story-wise as you could expect.  Our duchy has been framed and blackmailed, we've lost multiple attempts to sway a court in our favor, and our region has essentially been taken over by a hypocritical and morally corrupt official from an overly religious kingdom.  I'm really hoping there'll be some positive resolution, and I didn't just accidentally make ALL BAD CHOICES.

With the recent trailer release of Resident Evil: Requiem, I decided to jump back into my chronological Resident Evil journey and started the 3rd-person action shooter with some horror elements, Resident Evil 6, on the Steam Deck.  It doesn't quite replace Fallout 4 as an easy game to jump into and out of, as I found out that reaching checkpoints is not the same as saving, and saving is only done by the game at specific times.  As a winddown game, I'm also playing Final Fantasy Pixel Remaster, as in the first Final Fantasy and the only two negative things I have to say about this game (and collection) at the moment are that I don't like that your character can move diagonally, that just feels weird.  And two, that the "soundtrack" that comes with the pixel remastered collection seems to only be three songs from the arranged soundtrack; mostly disappointed by this but I guess I shouldn't be surprised otherwise the collection would've been closer to $150.

So that's June going into July.

Oh, and I've got lots of words and thoughts about Trump's billionaire tax break and 12,000,000 less people on Medicaid bill, but I forgot my charger at home (I'm not currently at home) and I don't have to time to research, write, edit and publish a coherent rant about how dumb this bullshit is before my battery dies, so I'll just leave it at that, and you're welcome to further extrapolate at your leisure.


~JWfW/JDub/The Faceplantman/Jaconian
Да-ли смерть встречать уж пора

Wednesday, July 2, 2025

MIDI Week Singles: "One-Man Festival Theme" - Cho Aniki: Seinaru Protein Densetsu (PS2)

 


"One-Man Festival Theme" from Cho Aniki: Seinaru Protein Densetsu on the PlayStation 2 (2003)
Composer(s): Koji Hayama, Takeo Yahiro, Aki Hata
Album: No Official Release
Publisher: Global A Entertainment
Developer: Psikyo


If I had thought that Hybrid Heaven was an innovative take on the wrestling and fighting genre, then I don't know what to tell you about Cho Aniki: Seinaru Protein Denstsu, aka Cho Aniki: The Legend of the Sacred Protein.  This is a game about two bodybuilders who have tasked themselves with protecting a legendary protein from various antagonists who want to consume it so they can achieve the ultimate physique.  And it's a side-scrolling shmup like Life Force or R-Type.  Each stage, Adon and Samson protect the legendary protein while it fires barrages of projectiles at the enemies who come to consume the protein, culminating in a boss fight.

Stage 5 takes place during a New Year's festival in Japan, where the two bodybuilders and legendary protein finally go up against The One-Man Festival...which is the name of the boss, or at the very least his title.  There is separate music during the stage, but once The One-Man Festival appears, this song kicks in, and I'd like to think that it is the boss who is singing.  I imagine The One-Man Festival singing this song somewhat drunkenly as he approaches Adon, Samson, and the legendary protein, already confident that he will be consuming the protein to get them gains, and his singing is just now catching up with him.

It's an absurd song to be boss battle music, but this game is nothing but absurd, so it works well, and I will not accept any other statement to the contrary.


~JWfW/JDub/The Faceplantman/Jaconian
And The Gin They Never Had