Showing posts with label Nintendo. Show all posts
Showing posts with label Nintendo. Show all posts

Wednesday, August 20, 2025

MIDI Week Singles: "Chrono Town" - Chōsōjū Mecha MG (NDS)

 


"Chrono Town"* from Chōsōjū Mecha MG on the Nintendo DS (2006)
Composer(s): Masafumi Takada & Jun Fukuda
Album: No Official Release
Publisher: Nintendo
Developer: Sandlot

There're going to be a lot of asterixes in this article so rather than clutter everything up, let's just get it all out of the way here at the beginning.

First, there was no soundtrack to this game, which means all audio found online, including our video, was ripped from the game.  The file name for this particular song is "08 BGM #08 [BGM_IGM_0]".  The title "Chrono Town" originated from a YouTube video by levi mcpolytank San. Since I prefer "Chrono Town" over "BGM #08," we'll use "Chrono Town" instead.  Lastly, I could only find two instances of the credits from Chōsōjū Mecha MG, and none of those were from in-game video or screenshots, but both Masafumi Takada and Jun Fukuda have composed video game music prior to and after 2006. I am going to assume that either one or both of these people wrote this particular song.

Now that that's out of the way, the only context I have for this song is a couple of YouTube videos where it is used during the opening mission.  Piloting a mech to gather what looks to be either a giant block of garbage or possibly the remnants of a former mech, I can't quite tell.  But this has got to be one of the most heroic-sounding opening songs to a mission that lasts only 30 seconds that I've ever heard.

And sometimes we just need some gallant music first thing in the morning while we take out the literal trash.


~JWfW/JDub/The Faceplantman/Jaconian
Instrumental

Wednesday, June 11, 2025

MIDI Week Singles: "Dragon Roost Island" - The Legend of Zelda: The Wind Waker (NGC)

 


"Dragon Roost Island" from The Legend of Zelda: The Wind Waker on the Nintendo GameCube (2002)
Composer: Kenta Nagata
Publisher: Nintendo
Developer: Nintendo EAD


I decided to use this theme for several reasons.  First and foremost, this is just a fun and upbeat song that I easily remember from the last time I played Wind Waker, probably 20+ years ago.  It's easily recognizable, it's hummable/whistleable, and therefore more likely to leave a lasting impression.  Lastly, it was featured on an episode of 8-Bit Music Theory two years ago.

What I enjoyed about that episode, and most of the videos on that channel, is that I can kind of follow along as the dive into music theory goes so much deeper than you might expect.  It also goes to show that music composed for video games is more than ones and zeros on a computer.  The videos also make me feel like every song I've written is just utter trash because I guarantee you that I've never put that much thought into the intricacies of chord progressions and what business do I have even being around a piano, let around a blank sheet of notation paper?  What business do I have even writing about video game music once a week in a way that doesn't do a deep analytical dive into the inner complexities of the song itself to say why I've included it beyond, "I like this song and thought it was good."

But then, after such an in-depth analysis, the question of why this is such a catchy at memorable melody for this particular location at this point in the game remains.  "It's kind of hard to say how this piece of music relates to the island as a whole, though. [...]  To me, it seems this is just a really solid piece of music written by someone who really knew what they were doing" (source).  And sometimes, that's just enough for me too.


~JWfW/JDub/The Faceplantman/Jaconian
Instrumental

Wednesday, December 4, 2024

MIDI Week Singles: "Snow" - Mario Kart 64 (N64)

 


"Snow" from Mario Kart 64 on the Nintendo 64 (1996)
Composer: Kenta Nagata
Label: Nintendo 64 Sound Series/ Pony Canyon
Publisher: Nintendo
Developer: Nintendo EAD


"Snow" is the music that plays in the two wintry stages, Frappe Snowland and Sherbet Land. If I had to choose a favorite, it'd probably be Frappe Snowland simply because there aren't the annoying penguins skirting around and there are fewer caves to deal with.

As for how this theme, in particular, is offering wintry vibes, for me it's not so much the melody as it is the jingly bells/tamborine that start off the song.  The higher pitch of the melody though is pretty typical for themes that involve ice and/or snow, but apart from that, there really isn't much else about this song that screams, "Watch out how you skid on the ice so you don't fall into the frozen lake all the while avoiding those damnable penguins!"  Although, likely because I put so many hours into Mario Kart 64 back in the late 90s playing time trials over and over, that this song automatically sounds like it belongs in the middle of a snowy setting with bopping snowmen that are thankfully more forgiving than those in Slalom.


~JWfW/JDub/The Faceplantman/Jaconian
Instrumental

Wednesday, October 23, 2024

MIDI Week Singles: "Name Entry 2K2" - Castlevania: Harmony of Dissonance (GBA)

 


"Name Entry 2K2" from Castlevania: Harmony of Dissonance on the Game Boy Advance (2002)
Composer: Soshiro Hokkai
Album: Castlevania: Circle of the Moon & Castlevania: Concerto of Midnight Sun Original Soundtrack
Label: Konami Music Entertainment, Inc.
Publisher: Konami
Developer: Konami Computer Entertainment Tokyo


"Name Entry 2K2" is possibly one of the most early-2000's name for a song in a Castlevania game ever.  Something about the early 2000s lent itself to naming every other thing with "2K" and that works here too.

Interestingly, "Name Entry 2K2" was originally titled "Underground" and was first used in the Famicom Disk System version of Castlevania during the name entry screen and was omitted entirely from other releases of the game.  This is a slightly beefier version of "Underground" but the song is essentially all here and then additional themes were written by Soshiro Hokkai, building off of what Konami Kukeiha Club had previously written.  The song itself is quite dramatic* and foreboding for an opening menu and name entry screen, but again, because it's Castlevania, overtly dramatic fits well here.  It was 2002 after all.


~JWfW/JDub/The Faceplantman/Jaconian
Instrumental


* P.S.  Although can it really be any more dramatic than having someone sing "Lord have mercy" before you start a game?

Wednesday, September 18, 2024

MIDI Week Singles: "Yoshi's Story" - Yoshi's Story (N64)

 


"Yoshi's Story" from Yoshi's Story on the Nintendo 64 (1997)
Composer: Kazumi Totaka
Album: Yoshi's Story Game Soundtrack: Music to Ground Pound To, & Yoshi's Story Original Soundtrack
Label: Nintendo of America, & Nintendo Sound Series/Pony Canyon
Publisher: Nintendo
Developer: Nintendo EAD


Over the last weekend, The Squire has really gotten into Yoshi's Story on the Switch Online N64 app.  He's already known who Yoshi is for several years from Mario Kar 8 Deluxe, the Yoshi's Crafted World launch trailer, the Super Mario Bros. chess set I got him (it was cheaper than buying individual figures), the little Yellow Yoshi LEGO set, a Blue Yoshi that my in-laws got him, and a Green Yoshi that my parents got him a few years ago.  So he knows Yoshi, but I don't think he's ever played a Yoshi game before.  So this last weekend, he decided that he was tired of playing F-ZERO X and watching Conklederp and I bumble around in Super Mario 64 and decided to take up Yoshi's Story.  Kind of.

Keep in mind that The Squire is still only four years old so he's missing some of the finer points in this semi-puzzle-laden platforming game.  He'll either run through enemies or jump on them.  He'll ignore most of the fruit in the game, and he still needs help doing the ground pound and maneuvering around Pak E. Derm.  And will only play the first level, which is where this song is from.  So Conklederp and I have been listening to this stage one song, "Yoshi's Story" for a couple of days at this point, occasionally singing the first couple of seconds out loud to each other at random times.  I don't know what any of the other songs in the game sound like, because The Squire will get frustrated with the game, then exit out of the game/app and start up either Super Mario World or the demo for Yoshi's Crafted World.

On its own, this song is exactly what I would expect out of a game where you play a depiction of Yoshi as they jump their way through an arts and craft-riddled storybook.  After a while, the squeaky-horn can get a little grating, but that's where the rest of the in-game sound effects come in to help soften some of that harshness.  But you can't really get too upset about a melody that you envision is being played by a small trio of Yoshis.


~JWfW/JDub/The Faceplantman/Jaconian
One Day I'll Face You All Alone

Wednesday, September 4, 2024

MIDI Week Singles: "A Peaceful Town" - Ultima: Exodus (NES)

 


"A Peaceful Town" from Ultima: Exodus on the Nintendo Entertainment System (1987)
Composer: Tsugutoshi Goto
Album: No Official Release
Publisher: FCI/Pony Canyon
Developer: Origin Systems


Taking into account the series of articles we're releasing this week, I specifically wanted to choose a song with a significantly lighter tone, so "A Peaceful Town" from the NES port of Ultima: Exodus felt like the perfect reprieve.  I don't have much about this song, other than it's a great village theme, and it's not often that you hear triplets like that in an NES song.  I feel like that just classes up the entire song and bugger all to anyone who says that video game music isn't real music because there aren't real musicians playing; I don't know if that's an actual opinion these days, but it was one that I grew up hearing from various corners of life.

The point is, Tsugutoshi Goto wrote a beautiful piece of music for the NES port of Ultima: Exodus which was his first composition for a video game and last composed music for Pro Mahjong Kiwame GB II 25 years ago.  And sometimes, we just need a calming 37-year-old song to sit with for a while.


~JWfW/JDub/The Faceplantman/Jaconian
The Wind Was Whistling

Wednesday, July 10, 2024

MIDI Week Singles: "Wicked Child" - Castlevania/Akumajo Dracula (NES/FC)

 


"Wicked Child" from Castlevania / Akumajō Dracula on the Nintendo Entertainment System / Family Computer Disk System & various rereleases and ports (1986 - 2005)
Composer: Kinuyo Yamashita (James Banana)
Album: Demon Castle Dracula Best
Label: Konami
Developer: Konami

What I love about "Wicked Child" is that I have such fond memories of this song despite the fact that this stage is usually where I really start dying a lot and either end my run in Castlevania or have to continue more than once.  Something about that driving drum beat when the level starts and you find yourself outside of the castle with a brighter color palette from the previous stage just makes for a great start to the level.  Then you get jumped by a Hunchback and all hopes of making it to the parapets without taking damage is just as quickly dashed.  And then to say nothing of the crows that blend in with the statuary then swoop in to knock you back into the bottomless void while trying to jump a gap.  Despite all of the annoyances in the stage, to say nothing of the Mummy fight when you don't have the Holy Water equipped, I love this track.


~JWfW/JDub/The Faceplantman/Jaconian
Spread Their Creed of Dread Around

Wednesday, July 3, 2024

MIDI Week Singles: "Beginner Mode - White Moon (Winning)" - Game Boy Wars 3 (DMG)

 


"Beginner Mode - White Moon (Winning)" from Game Boy Wars 3 on the Game Boy Color (2001)
Album: No Official Release
Publisher: Hudson Soft
Developer: Hudson Soft


I haven't played any of the games in the Game Boy Wars series, but from what I have seen, it appears to be similar to other Conflict-type war games.  Maybe a little more dynamic in the music department as it seems that different background tracks play based on whatever in-game metric there is to determine if you are in fact winning or not.  What I like about this song is that despite the snare drum-esque percussion line, there isn't a whole lot here that makes me immediately conjure images of a military campaign.  Yes, it's cheery and bouncy and does bring up a feeling that things are going well, but this could fit just as well in another non-aggressive setting.

The B-section I find really interesting in that I'm not actually as interested as I am during the rest of the song.  This part sounds like it could be from a Kirby or Bubble Bobble game, something with verticality.  And I don't know why I feel that way either.  But that section only lasts about 15 seconds before we return to the main theme.


~JWfW/JDub/The Faceplantman/Jaconian
Ever Lay There Half Asleep All Hours of the Night

Friday, May 24, 2024

Game EXP: The Legend of Zelda: Tears of the Kingdom (NS)

 


Systems: Nintendo Switch
Release Date: May 12, 2023
Publisher: Nintendo
Developer: Nintendo EPD
Time Spent: 355 Hours 

Jesus where do I start.  This game came out literally over a year ago and I spent around 355 hours playing in my own little way with my own little self-imposed rules that changed a bit over time.  I wasn't trying to collect one of every item.  I wasn't trying to complete any part of the compendium.  I wasn't trying to find all of the wells.  I wasn't trying to find all of Aticus' locations.  I wasn't trying to collect all of the Korok poops/seeds.  I wasn't trying to find all of the caves and all of the Bubbulfrogs; yes, I knew about using cherry trees to find cave locations in a given area.  
So what was I doing this whole time?

My article from December 2023 goes into depth about how I played a lot of the game as far as my fast travel philosophy if you can call it that.  Over the last year, mainly during Monthly Update articles, I talked about my progress, usually thinking that I was near the end of the game, which was not the case.  Since I have already covered how I played most of the game, let's break down the order in which I completed the main quest, because that could be hypothetically interesting.

I know the game directs you towards Rito Village in the early game with a lot of dialogue from NPCs talking about the dire situation that the Rito find themselves in.  However, I decided on a different order and I can't specifically pinpoint where I got the information that informed my choice.  It might have been an episode of The Besties (Part 1, Part 2), or an article somewhere, but the information I gathered was that the item/ability gained after completing each temple allowed Link to better explore Hyrule in a specific way.  There was something about Yonobu's ability being beneficial both in exploring caves and during battles, so I decided to head to Death Mountain to help out the Gorons with whatever trouble they had gotten themselves into.  I also liked this direction since in Breath of the Wild, I had completed the temples in the following order: Water, Fire, Air, Lightning.

Next, I visited Rito Village, and by "next," I mean that after completing the Fire Temple and Yonobu's quest, I probably spent 50 or so hours exploring Hyrule and doing side quests.  I mean, I spent 55 hours before I even visited Kakariko Village, and I did that before even arriving at Death Mountain.  I completed the Wind Temple and gained Tulin's sage ability.  It was after beating Colgara that I realized that the two big temple boss battles had been a little challenging, but mostly a lot of fun.  Using each of the sage's mechanics to defeat their respective boss felt like something other than a gimmick in the ways that older Zelda games might have, especially Skyward Sword.  The whole experience felt like a spectacle set piece designed to make the player feel accomplished without feeling like you were totally overpowered.

Insert a lot more time doing side quests, and exploring the Depths a lot while discovering as many of the large Zonai mine locations only after I unlocked the Auto Build function on the Ultra Hand.  I used Tulin's sage ability a lot as exploring the sky islands became more attainable.  On one day, I decided to see what was going on with the large thunderstorm over the Faron region.  I launched off of the Great Sky Island on some kind of contraption that along with Tulin's ability was able to get me to Thunderhead Isles, except I didn't know that it was called Thunderhead Isles.  I ended up landing on Dragonhead Island and the Shrine Finder immediately started going off.  I eventually found my way down to the shrine which ended up activating and starting the Spirit Shrine quest to awaken Mineru's construct.

It was after the Spirit Temple that I went up against my first Gleeok, specifically the Flame Gleeok.  I had 22 hearts, a maxed-out stamina wheel, and a fully upgraded Hylian Armor, while wearing the Vah Rudania Divine Helm since I never bought the Flamebreaker Helm (too expensive).  I figured if the first battle didn't go well, I would avoid the Gleeoks for a while longer as you kind of have to aggro them into battle on purpose.  The battle went surprisingly well, so I sought out the other two varieties of Gleeoks (I didn't learn about King Gleeok until later) and was able to kill them all with varying degrees of success; the Thunder Gleeok giving me the most trouble, even while wearing a partially upgraded Rubber Armor Set (immune to lightning).

Once again, after doing a lot of side and shrine quests, I realized that I hadn't spent much time in the Gerudo Desert and since I did that quest last in Breath of the Wild, I would do the Lightning Temple next and save the Water Temple for last since I did that one first in BotW.  I actually didn't do a whole lot of the side quests in the Gerudo Desert before tackling the Lightning Temple and only really came back to the Desert towards the end of my run.  But I did do most of the quests in and around Gerudo Town because I was there, and there was still the sandstorm that made exploring the desert rather difficult.  Once again, I loved the main quest here, including finding and helping Riju, defending Gerudo Town, the Gibdos, the reveal and exploration of the Lightning Temple, and the fights against Queen Gibdo.  Just about everything to do with this quest, I loved.

I don't remember the specifics, but it was after beating the Lightning Temple that I went exploring around the Lost Woods, thinking I would be able to find something to do with the Master Sword.  This sent me back to the Gerudo Desert, or at least I thought since that's where the quest location marker was.  However, since I was playing in "Pro Mode" which meant that there was virtually no HUD, and since I wasn't frequently checking back to the map, I didn't notice that the quest location marker had moved and was actively moving.  I eventually made the connection as to how and why the sword was moving and long story short, I collected the Master Sword.

It was at this time that I started to really dig into the rest of the quests (apart from the main quest to explore the regional phenomena, being the Water Temple).  I finished the Tears of the Dragon quest shortly after acquiring the Master Sword, which was probably a little out of order, but I had found all of the other Tears before I finished the Spirit Temple so I was holding off on this one for a while.  I also completed the "Messages from an Ancient Era" quest, after looking up where the pillars were located because I was only looking for them on the ground not realizing that they were located on the star-shaped sky islands.  So with most of my quests completed (most, not all), I headed to Zora's Domain to proceed through with all of the quests I could find and to make a go at the Water Temple.

I had previously been to Zora's Domain thinking that I was going to start it before I went Master Sword hunting, but then I got distracted at Mipha's Court and Shatterback Point then did more side quests.  Before attempting the Water Temple, I had kind of forgotten all of the previous trauma caused by this elemental temple, but halfway through it dawned on me that I was in the Water Temple, fitting with the theme of the game, that temple was up in the sky.  Maybe that made the idea of the temple easier to handle, but I also think it was because it was well throughout to not require as much backtracking and head-scratching as previous iterations.  Before I attempted the Water Temple, I had heard from somewhere that the final boss battle against the Muckterock was an amazing set piece, but for me, it was the weakest of the temple boss battles in terms of spectacle.  The design was decent, but I think I would have liked the Muckterock to have been massive and not this slightly larger than normal-sized Octerock. 

After completing the Water Temple, I felt that there was not much left in terms of the main quest.  I had completed the Lucky Clover Gazette quests revealing to the greater public that all of the Zelda sightings had been imposters the whole time, which left the sighting of Zelda at Hyrule Castle, which, suprise to apparently everyone, it was again an imposter.  But it also led to a battle with a whole lot of Phantom Ganon's throughout Hyrule Castle.  This was probably meant to be a way for the player to explore the castle, but I had been through most of the castle already when I found a tunnel leading from the central living area at Lookout Landing into the prisons under the castle.  This led to a conversation where Purna layed out the next steps such as locating the Spirit Shrine and the Master Sword, which I had already completed, to which I was happy that there was already dialogue in place for her to be surprised that there wasn't much left to do.

The only other quests I actively tried to complete between the Water Temple and taking on Ganon, was to find as many of the shrines as possible to build up my Heart Containers.  During this time I also finished upgrading the Zonai battery charges, finding all of the lightroots in the Depths, receiving whatever the Dispelling Darkness Medal was supposed to be apart from a trinket to show off to no one.  I also found all of the shrines on the land and in the sky.  I admit that I did look up where to find two shrines since my shrine-detector kept going off and I knew their general location based on where the lightroot was located, but I couldn't for the life of me locate the cave entrance (because it had to be a cave).  So let it be known that I was unable to find either the Sepapa or the Tenmaten shrines on my own and resorted to using a guide.  My shame is cleansed.  What I was not expecting upon completing the last shrine was acquiring the Ancient Hero's Aspect in the Temple of Time after being directed there.  By this point in the game, I might have said that most of the mysteries had been nearly solved, but this armor and its appearance opened up a whole new bucket of questions that I don't have time to get into.  But seriously though, what's their deal, this Zonai/Hylian hybrid?

Then after a little more running around doing I don't remember what, it was time to enter the gloom below Hyrule Castle and take on Ganon.  What I liked about this final dungeon was that it felt organic in a way that final dungeons don't often do.  This was a gaping hole in the ground with passages containing what looked like both Zonai architecture and Hylian structures.  There was the revisiting of the mural chamber from the beginning of the game that felt a lot smaller than when I first visited.  There were the battles with Ganon's army including all five of the sages (and me forgetting to equip Mineru's construct with anything substantion besides its flailing arms).  And then the moment when all four of the main bosses show up and the sages essentially kick you out of the room to follow Ganon and Link likely having flashbacks (and me having played Age of Calamity) to when the four Champions from 107+ years ago were all killed by the Ganon Blights.  

The battle against Ganon was about what i was expecting, and sadly, I had heard something a few months before this encounter about Ganon turning into a dragon so that was a little less impactful than it could have been.  And while that whole fight sequence was incredibly cool*, I did feel that Ganon swallowing his secret stone was a little eye-rolly; I guess everyone's doing secret stones these days.**  I did appreciate that the Light Dragon was programmed to scoop up Link if he falls past Ganon-dragon, and I am very thankful that I had the full set of Glider armor set upgraded to level 3 (I didn't have enough Gleeok wings to upgrade the whole set to max), because being able to direct my flight/falling was immensely helpful.

That ending though, with Link skydiving towards Zelda, recreating their last time together at the beginning of the game, and the mid/end credits scene with the sages and Zelda at the Temple of Time, it was a nice conclusion to this trilogy (yes, trilogy), and thanks to the Ancient Hero's Aspect, I now want another prequel to show what that was all about.  I do really love this game, and while I have no immediate desire to replay the whole game all over again, I think when I do, I might attempt it in the order semi-suggested by the game:
  • Wind Temple
  • Fire Temple
  • Water Temple
  • Lightning Temple
  • Zelda in Hyrule Castle
  • Spirit Temple
  • Master Sword
  • Ganon
If only just to see how the quests are doled out to Link and how the story could progress that way.  Maybe also not seeking out all of the Skyview Towers and Dragon Tears all at once and try to come across and seek them out more organically, rather than purposefully trying to find them before doing much else.  I still very much love the way I played in regards to roleplaying Link with him sleeping when near stables, limiting fast travel, and overall just taking my time enjoying the game and taking in as much of the world as I could.  Even if it meant taking nearly three times as long as a main+extra run is supposed to take, or even an additional 117 hours past a completionists run without actually completing everything.

I love this game, possibly my favorite game on the Switch.  I don't know if it's my favorite Legend of Zelda game, but it is definitely up there.  I think it's hard to think about that compared to having replayed the original Legend of Zelda or A Link to the Past multiple times and knowing those games inside and out because they were smaller in scope and shorter overall.  I don't know how many hours I've spent playing the original Legend of Zelda and if it would total 355 hours.  The feeling of exploring areas in this game though, all in part thanks to the Hero's Path feature something unparalleled that I have ever experienced.  Might be chasing that feeling for a while.



~JWfW/JDub/The Faceplantman/Jaconian
I Shall Call Upon the Dragon

*I think the only thing I would change about the final Ganon battle is to cut away to people on the ground, Impa, Purna, Archeologist Hardbody (aka Tauro), or other people looking up and seeing the battle in the sky.  Maybe use some of those cool zoom-in camera tricks circa 2002-2003 a la Firefly and Battlestar Galactica. I think it would help tie the fate of the rest of the world to this cataclysmic battle in the sky.  Or even have Ganon break off from the battle to start wrecking havoc on the rest of the world.  Maybe have the battle go into the Depths or above the ground that's not quite the sky but at a height that would make it feasible for the Light Dragon to still scoop up Link if he misses Ganon-dragon.  Just spitballing here.

** It does make you wonder then about the other three dragons.  Like, were they Hylians or Zonai too and became dragons by swallowing secret stones?  What's their story?  Mineru knows about the process to "become an immortal dragon" so at least one person must have gone through the process before Zelda.  

P.S.  Also a bragging point of pride, that I never used any of the item duplication tricks to level up the battery.

P.P.S.  I also love that you literally see Zelda as the Light Dragon after emerging from the cave on the Great Sky Island for the first time.  Like, she's right there, but you don't know it yet.  Love it!!



P.P.P.S.  I had to force myself to stop this article and stick to the main quest points and the order I did them in.  It easily could have gotten more out of hand than it currently has.  My original plan was to keep this article short, but it then ballooned into what it is now.  I have no regrets other than not talking more about other aspects that I loved (caves, dungeons, shrine quest design, voice acting, music, world design, more side quests).  There's so much.

P.P.P.S.  Okay, last thing because this deserves mentioning.  I loved the small makeshift armies that you could meet up with to assault enemy strongholds in the "Bring Peace to [region name]".  I love the ragtag nature of the groups and I love how the other Hylians actually would actually take out enemies and it wasn't only Link the whole time.  Sure, they likely would have failed if Link hadn't been there, but the fact that there were other peole out in the world and not just Link trying to restore some semblance of peace made the world feel more alive and lived in than previous LoZ games.  



 And now I'm wondering if the make up of the army builds as you clear the different temples as it does at Lookout Landing.  Would you eventually end up with an army comprised of Hylians, Gorons, Gerudo, Rito, and Zora?  Only way to find out is to replay the game I guess.

P.P.P.P.S.  I just fucking love this game!


Friday, February 9, 2024

Game EXP: Poochy & Yoshi's Wooly World (3DS)

Systems: Nintendo 3DS*
Release Date: January 19, 2017
Publisher: Nintendo
Developer: Good-Feel
Time Spent: 25 Hours, 10 Minutes

Oh my god.  I absolutely loved the visual aesthetic and how the Yoshi series has taken on a children's arts and crafts approach through a lot of the entries in this franchise, but holy shit this game felt like a chore to get through.

The actual mechanics I was perfectly fine with and I did like a lot of what was in the game as far as content goes, but the level design, I think is just something that I'm going to have to come to terms with, in that I am not a fan.  I already talked a lot about this in my First Impressions of the game back in July of last year, and most of what I said still holds true now that I've finished the game.  And by "finished" I mean that I defeated Bowser Jr. and Kamek in level 6-8 King Bowser's Castle, not that I finished all of the optional side quests like the Poochy Gold Rush stages, the optional Smiley Flower stages (by collecting all of the Smiley Flowers from every level in each world), or collecting all of the Wonder Wool in each stage.  Oh, or collecting all of the optional sticker sheets to, I think, customize the colors and patterns on your customizable Yoshi.

As I previously mentioned back in July, my biggest problem with this game was that the levels felt too long.  Sometimes spending just under 20 minutes on an initial run, only to finish with two Smiley Flowers missing, two Wonder Wool missing, five Pencil Patches missing, and having 5/20 hearts.  Sure it could only take you just under five minutes if you already know where everything is.  I know about the "See Hidden Items" badge and I will get to badges later, but even with that badge equipped, it only shows items hidden on screen, not items hidden in non-visible locations, so it's helpful, but not a 'show everything, everywhere" function.  So the thought of replaying each level multiple times while focusing on one or two of the four different collectibles in each stage was not at all enticing.  Yes, some stages were legitimately fun to play through and I did replay a couple of stages, but more often than not, once I finished a stage, that was the last time I played it.  By the time I reached the end of a stage, I was ready to be done and didn't want to play anymore; which is probably why I picked up the game on 37 different occasions to play through 49 individual levels (not including Poochy Gold Rush stages and including only the first Smiley Flower stage).

I have a handful of other gripes such as the frequency and location of checkpoints or what felt like the over-sensitivity on the 3DS joystick with its predilection to have Yoshi do a ground pound at the joystick's slightest downward turn, usually while I was hovering over a pit.  But I'm sure that a lot of that could have been corrected if I played more frequently than for 20 minutes a time every couple of days for every couple of weeks.  Git gud Yoshi!

I also loved the optional badges that you could use to augment/modify how you played the level.  Badges were earned as you went through the game and used gems (in-game currency) to buy for use in a single stage.  There were times when the game would announce that all badges would be free.  When they first became available, I didn't want to use them on my first run-through of a stage, instead wanting to play through without any sort of help because of pride or something.  By about halfway through Level 2-6 ("Lava Scarves and Red-Hot Blarggs"), I decided that I was going to use whatever badges I felt would be most beneficial.  For this stage in particular, I obviously chose the "Immunity to fire and lava!" because if I was going to play through a level full of flowing lava scarves one time, it was going to be with an immunity to anything knitted in red and orange woolly yarn.  Once it became available, I usually used the "See hidden items!" badge, again because I didn't want to have to replay stages over and over again looking for Patches/Wool/Flowers.  I don't recall ever using most of the other patches like "Grab items with Yoshi's tongue" or any of the "All you can eat" watermelons, and I never used the badge to completely bypass a level, because what was the point?

One other thing that impressed me about the game was the music.  There was a lot of music in this game that was only used in one stage, such as "A Little Light Snowfall" which is a heck of a piece to have been used as a one-off; granted in two games though.  But the quality of the music throughout the game was full of cheerful and appropriately themed songs for their respective stages.  Don't be surprised if we end up featuring more music from this game in the future.

Even though I didn't play a lot of them to their fullest extent, the mini-games.  I think I just like how many there were, the different types there were (including the stop-motion shorts), and that they were completely optional.  It really felt that Good-Feel developed a game that a parent could give their kid to play for months and not just be done within an afternoon.  Even the Scrapbook Theater which includes 31 Yoshi Theater videos and an observational quiz that can only be unlocked once every 24 hours, an animated bestiary, and a list of all of the songs you've heard in the game; of the 65 available songs, I apparently am missing nine songs from somewhere.  I love that there's a Mellow Mode, which adds wings to Yoshi and that essentially keeps him hovering at the same height as long as you hold down the jump button.  It also adds the use of Poochy's pups that double as throwable yarn balls, point-out collectibles (both visible and hidden), and will attack enemies for you. It's an optional accessibility option for less experienced players and while I never used it, I love that it's an option.

That being said, I did take it as the game being very condescending when it would ask if I wanted to play in Mellow Mode after I died three times in a stage.

On the harder side of things, I did collect all of the Smiley Flowers in the first world to find out what the stage was that required you to find all of the Smiley Flowers in an entire world.  What I was greeted with was a punishing and difficult stage without any checkpoints that just dared the joystick to make the slightest hint of a downward motion.  I did finish the stage, but decided that I didn't want to have to deal with any additional stages in a similar vein, no matter how potentially accomplished I might have felt afterward.

As you have likely gathered by now, I have mixed feelings about Poochy & Yoshi's Woolly World.  Had the stages been half as long as they were, I would probably enjoy this game a lot more and I would definitely be more driven to try and find more of the collectibles on subsequent attempts.  As it stands, with very few exceptions, I find that I'm a one-and-done when it comes to these levels.  I may revisit this title if the 3DS is still functioning when The Squire is old enough to play, so maybe in three years?  Until then, it'll join the rest of my physical 3DS games collection.



~JWfW/JDub/The Faceplantman/Jaconian
May I Inquire Discreetly

Wednesday, January 3, 2024

MIDI Week Singles: "Beware the Forest's Mushrooms" - Super Mario RPG (SNES)

 


"Beware the Forest's Mushrooms" from Super Mario RPG on the Super Nintendo Entertainment System (1996)
Composer: Yoko Shimomura
Album: Super Mario RPG Original Sound Version
Label: NTT Publishing, POLYSTAR
Publisher: Nintendo
Developer: Square


It's been what, 17 years since I last played Super Mario RPG and while watching a lot of trailers with The Squire for the new remake, I thought, "Yeah, this song is awesome" although I don't 100% recall where it is specifically in the game although the song crops up before Mario and Co. enter Rose Town.  Regardless of where this song plays, it's a chill foresty-tune that has elements of mystery, adventure and exploration in a way that is not often accomplished in the Super Mario franchise (or at least wasn't up until this point in the mid 1990s).

Maybe with the release of the Super Mario RPG remake and her recent work on Mario + Rabbids: Sparks of Hope, there might be some additional work offered to Yoko Shimomura because I often love the music she's composed over the years, regardless of the franchise.

Also, don't even ask me to guess what the instrumentation is supposed to be because all I here is warm feelings.



~JWfW/JDub/The Faceplantman/Jaconian

Wednesday, December 20, 2023

MIDI Week Singles: "A Little Light Snowfall" - Yoshi's Woolly World / Poochy & Yoshi's Woolly World (Wii U/3DS)

 


"A Little Light Snowfall" from Yoshi's Wooly World on the Wii U Poochy & Yoshi's Woolly World on the 3DS (2015/2017)
Composer: Tomoya Tomita, Misaki Asada, Kazumi Totaka
Album: No Official Release
Publisher: Nintendo
Developer: Good-Feel

If ever there was a stage theme that encapsulated a winter stage, a Hallmark movie, and consuming knitted enemies and shooting out balls of yarn at puffy cotton ball clouds to form additional stepping stones.  Maybe this track is a little too on the nose as I could easily imagine it as the title music to some romantic-comedy Christmas-themed movie on Netflix about a royal Christmas wedding or a wonderful retelling of "The Prince and the Pauper" all set behind the backdrop of Christmas.

All of that aside, this is a great track for stage 5-5 in Poochy & Yoshi's Woolly World on the 3DS, and maybe my view of this song is clouded by the fact that I really enjoyed stage 5-5 as it was fun with just the right amount of challenge to not feel like it was a game for babies.  All of the wintry elements are here too, from the jingle bells, the xylophone, the flutes, the strings, and for whatever reason, even the French horns seem to have a wintry feel.


Great song from the game and for this time of year.


~JWfW/JDub/The Faceplantman/Jaconian

Wednesday, December 6, 2023

MIDI Week Singles: "Sherbet's Stage" / "Glacial Stage" - Panel de Pon & Tetris Attack (SFC/SNES)

 



"Sherbet's Stage" from Panel de Pon on the Super Famicom and "Glacial Stage" from Tetris Attack on the Super Nintendo Entertainment System (1995)
Composer: Masaya Kuzume
Album: No Official Release
Publisher: Nintendo



I am a little biased and I cannot say for certain if this song gives off wintry vibes on its own without any in-game context.  When I hear this song, I immediately think of soft hills of snow and sledding, while a kick-ass bass player just kills it at the top of some random hillock with the drummer while the flutist casually careens down between the hills on a traditional wooden sled. 

So yeah, that flute is just everything about this song.  And just when you think that this song couldn't get any better, 0:58 happens and you're just floored by all the parts of this song coming together and nailing it.  Yes, digitally programmed instruments are allowed to nail songs because this song is just that awesome; a "banger" as the hep kids like to say these days.

The only way it could be more snow/cold/icy, is if there had been a jingly bell somewhere in the beginning or end, but then why would you want to try to mess with perfection?



~JWfW/JDub/The Faceplantman/Jaconian

Monday, December 4, 2023

Thoughts on The Legend of Zelda Live-Action Movie

When it was first announced last month that Nintendo was planning on a live-action Legend of Zelda movie, I knew that I wanted to write/talk about it, but at the same time, I felt like I needed to wait for the dust to settle.  So here we are.  

I don't know how to feel about a live-action adaptation of The Legend of Zelda.  I mean, I'm partly excited, but "cautiously optimistic" is an understatement.  Plus, by "live action," does Nintendo mean it in the same way that the 2019 The Lion King was advertised as "live action?"  Is it going to be an adaptation of an existing Legend of Zelda game, or is it going to be an entirely new story where Ganon captures Princess Zelda and Chris Pratt as Link rescues her with the help of Link's brother Tingle as played by Danny Devito?  And who the hell is Machine Gun Kelly and what's with his entitlement?

I know there's a lot of online talk about which actor should portray Link and they all are over 17-18, which is the oldest that Link has ever been in any game (not taking into account the 100-year time jump in Breath of the Wild), whereas in the original LoZ and the beginning of Ocarina of Time, he's only 10.  I also don't see Nintendo going with either the grunting protagonist that he's been since Ocarina of Time, or in the complete other direction as the smarmy teenager in the animated series.  I feel that regardless of what Nintendo and director Wes Ball and/or financier Sony decide to do regarding the direction to take Link or really any of the characters, there are going to be a lot of vocally pissed-off people for any given number of reasons:

  • [Insert actor's name here] is all wrong to play [Insert character's name here.]
  • [Insert actor's name here] is too young to play [Insert character's name here.]
  • [Insert an actor of a particular ethnicity that offends you] shouldn't be playing [Insert character]
    • I debated whether or not to put one this serious in a list of attempted comedy, but unfortunately, if they cast anyone who is not white passing in any role that is not Gannon, a Gruedo, a Goron, or a Zora (if they go with the friendly Zora species), there is going to be the same racist outcry you heard when Idris Elba was cast as Heimdall, or Halle Bailey as Ariel.
  • [Insert actor's name here] is too old to play [Insert character's name here.]
  • They made Link talk! Link shouldn't talk!
  • They made Link silent!  Link should talk!
  • They didn't base the story off of Ocarina of Time.
  • They based the story off of Ocarina of Time.
  • They based the story off of [Insert least favorite/most hated Legend of Zelda game]
  • They didn't include the Master Sword.
  • The Master Sword doesn't look like the Master Sword from the games.
  • The Master Sword looks fake because it looks like the Master Sword from the games.
  • [Insert actor's name here] is too ugly to play Zelda and I'm not attracted to her.
  • They made Impa too old.
  • They made Impa too young.
  • Why didn't they include Impa!?
  • They used too much CGI and everything looks fake!
  • They should have used CGI to make the setting look more like Hyrule from the games!
  • The movie lacks the emotional depth I feel when I play the games.
  • They made a movie for kids and I'm not a kid!
  • They made a movie for teenagers and it's inappropriate for kids.
  • The movie is too violent.
  • The movie isn't violent enough.
  • They didn't use any of the music from the games!?
  • Nicolas Cage was too distracting.
  • Why did they decide to adapt Spirit Tracks of all games!?  (Is that just me?)

There are so many ways this movie could go wrong, and not only someone else's definition of "wrong," but my own as well.  I don't know if Link being silent the whole time would work in a live-action movie, but I don't know what Link should sound like, which is the same question that's been posed since it was first announced that Link would have a voice in Ocarina of Time.  Or they could take The Legend of Neil approach and have a person get sucked into a copy of The Legend of Zelda, which I think would be an exceedingly bad idea (which I already discussed when the Warcraft movie was first announced).  Maybe I'll just go a rewatch The Legend of Niel, now there's a live-action Legend of Zelda movie.



~JWfW/JDub/The Faceplantman/Jaconian
Once Undone, There Is Only Smoke