Artistic Discussion – The Good and Bad of Gaming Box Art: 10/2/2012

Good – Sonic the Hedgehog 3 (Genesis, Sega)

I’ve always liked Sonic 3′s box. It’s got a nice diversity of color, three of the four key characters prominently displayed (only Knuckles is missing, which was probably on purpose), and dammit, it’s attractively drawn. Good work, Sega.

Bad – In the Groove (PS2, ROXOR/redoctane)

Look, if you’re going to rip the shit off of something, do it a little more…covertly? It’s blatantly obvious that ROXOR swiped Konami’s Dance Dance Revolution premise for its own innovative take on the genre I’m sure, but this is the type of cover that I imagine would repulse most potential buyers away. It screams cheap knock-off. Maybe I put too much weight into individuality, but I would rather play DDR than an imitator that can’t do anything better than reusing the same symbolism DDR does as its key selling point. Uninspiring crap.

Song Highlights – Dreamcast 13th Anniversary Edition

It’s 9-9, so it’s clearly time for the annual “LVLs. Loves the Dreamcast” festivities. This year will be a little more subdued than the last couple due to school needs, but I’ve got plans to do this and an Artistic Discussion to properly remember Sega’s final console. Let’s showcase some musical memories!

Grandia II – Carbo (DC, UBI Soft/Gamearts, Noriyuki Iwadare)

I may have just removed this from my Top 100, but that doesn’t mean it’s a bad song! No, in fact it is an extraordinarily great village theme in a game loaded with solid music for its towns. This was a hard one to remove, that it was. I may have been disenchanted by my last replay of Grandia II and no longer own it, but I’m still digging its music.

Jet Grind Radio – Sweet Soul Brother (DC, Sega/Smilebit, Hideki Nagamura)

Jet Grind Radio has one of the more eclectic and fresh soundtracks in any game, and this is a solid representative of its Japanese-infused sound. Hyper yet chill at the same time, quite the feat.

The Last Blade II – Swordsmen (Select Screen, NeoGeo/Dreamcast, SNK/Agetec, Neo-Geo Music Performance Group)

While the Dremacast port suffers from a less dynamic soundtrack choice (it went with the original cart’s music over the grander CD tracks), the tension this song creates is still incredible. It sets the mood for The Last Blade so well that I think it could be the best Character Select screen music out there for a fighter.

Resident Evil: Code Veronica – The Code is Veronica (DC, Capcom, Takeshi Miura, Hijiri Anze, Sanae Kasahara)

I really like the mood of this one, although the context is long lost. XD It’s got a nice heroic touch to it.

Wildcat’s Top Ten Game Boy and GBA Games

I figured that I’d get the rest of my System Favorites selections done while I’m in school, as it’s nothing too intensive to write a paragraph or so on a game I like! I’ve decided to trim back to ten for these features, mainly because I’ve gotten rid of some games that were on the list, which sort of looks bad. XD To relaunch this series, let’s focus on the Game Boy and GBA games I dig.

Fire Emblem (Nintendo/Intelligent Systems)

I really, REALLY like this game. It remains my favorite Fire Emblem (and I recently decided it is my favorite GBA game, too!), thanks to its strong cast. It can be brutal (and at times just downright cruel), but I appreciate its hardness. It makes each map a reward to conquer, and strategically deciphering each one correctly feels damn good. Recommended for strategy fans!

Castlevania: Aria of Sorrow (Konami)

For quite a long time this was my favorite ‘Vania game, and despite Symphonia edging it out, it’s easily the second best. Aria does nearly everything right. Responsive controls, solid visuals, good music, a nice bestiary, and the best plot in the series thus far. Symphony may have better graphics, music and style, but these two are nearly even in their excellence.

Metroid Zero Mission (Nintendo)

Samus’ original adventure on the NES got the remake treatment here, and it does wonders to the gameplay. The experience is definitely worth some playtime, even though it overdoes the “hardcore expert!” angle of item collection and has a rather lackluster final boss. Personally, I like the Zero Suit stealth section, too.

Legend of Zelda: Link’s Awakening DX (Nintendo)

This is my second favorite 2D outing for Link. It’s whimsical, more distinctive with its look and feel, and takes some very creative liberties with its puzzles and plot. The DX version colorizes the world and adds in a few bonuses, so I’d recommend that one over the original.

River City Ransom EX (Atlus/Million)

I haven’t tried the NES RCR, but the GBA remake is worth its weight in quality, that’s for sure. Fun, fun, fun beat-em-up gameplay mixes up with a mild RPG development component to make for some good times. The localization keeps the goofy atmosphere intact from the NES game, even taking it a step further into a delightfully ludicrous direction. Really like this one.

Astro Boy: Omega Factor (Sega/Treasure)

Treasure’s Astro Boy action game channels their unique style beautifully. Oodles of sprites, epic battles and an amazingly engaging plot combine for some gameplay bliss. A surprising gem of a licensed title.

Donkey Kong (Nintendo)

Puzzle platforming at its finest, Donkey Kong pushes so many correct buttons for me it’s insane. It’s pretty tough in the upper levels, which I welcome! The controls are tight and do what you want when you want them to, a requirement for a game of this nature! In short, a rewarding little game.

Breath of Fire II (Capcom)

If only Capcom gave a rat’s ass about the localization of this game. If they did, it really could have been a truly legendary RPG. Despite the obtuse and confusing dialogue and menu trees, there is a very well-designed battle engine and some cool characters and monsters to interact with, not to mention the Fusion and Town Building components. I really wish it would be re-released with a competent translation…

Street Fighter Alpha 3 (Capcom/Crawfish)

I’ve spent so much time on this game it’s ridiculous. It’s not a perfect port, but it does the job amazingly well for a handheld with two face buttons and two shoulder buttons! It looks decent, plays fairly close to the original, and has bonus characters and the World Tour bonuses from the DC game to pad its shortcomings, which all unite to make a pretty great little port of a classic fighter. The arcade and DC revs are definitely better, but this is serviceable if you can get over its limitations.

Fire Emblem: Sacred Stones (Nintendo/Intelligent Systems)

Sacred Stones is a great game, but I have to compare it to its older cousin. This one is easier (which I personally didn’t care for so much). There’s ample opportunities to level up thanks to monster lairs and the “random” encounters on the map (I don’t like the map addition, either), but it sort of saps the challenge out of the game because they can be easily abused (or ignored, but then the game gets a little too hard). The cast isn’t as likable, either. It’s a well-made game that just happens to pale in comparison to its prequel in my book.

Contenders:

Metroid Fusion (Nintendo)

Legend of Zelda: Minish Cap (Nintendo/Capcom)

Kid Icarus: Of Myths and Monsters (Nintendo)

Kirby’s Dream Land (Nintendo/HAL Labs)

…I’ll be honest, that is all I’ve got.

Sonic & All-Stars Racing Transformed Announced; VYSE IS INCLUDED

IGN drops the word that Sega will announce a sequel to their Sonic and Sega All-Stars Racing, subtitled Transformed. Skies of Arcadia hero Vyse will be making his presence felt on the race track alongside Golden Axe’s Gilius Thunderhead (and Dr. Eggman and AiAi). It’s amazing what one character can do to spike interest in something. :p I’ll keep you informed on how much Skies of Arcadia love the game will feature once I know more. More info on gameplay at the link.

Update – Press Release from Sega doubly confirms Vyse’s appearance:

SONIC & ALL-STARS RACING TRANSFORMED™ CHANGES THE RULES OF RACING

LONDON & SAN FRANCISCO – 30th April 2012 – SEGA® Europe and SEGA® of America Inc. are excited to announce Sonic & All-Stars Racing Transformed™, a thrilling new racing experience featuring Sonic the Hedgehog and a fantastic cast of SEGA All-Stars competing across land, air and water in vehicles that fully transform from cars, to planes to boats. Sonic & All-Stars Racing Transformed will speed on to the Xbox 360® video game and entertainment system from Microsoft, PlayStation®3 computer entertainment system, PlayStation® Vita, Nintendo 3DS™ hand-held system and PC Digital Download late in 2012.

Following on from the huge success of Sonic & SEGA All-Star’s Racing™, the characters now have their own unique transforming vehicles designed to take advantage of the varying terrain. The line up on the Sonic & All-Stars Racing Transformed grid sees SEGA favourites – including Sonic the Hedgehog, Dr Eggman and AiAi – return to battle against newcomers that include Gilius Thunderhead of Golden Axe and Vyse of Skies of Arcadia. The brand new dynamic environments and tracks in Sonic & All-Stars Racing Transformed are once again inspired by SEGA’s illustrious gaming history. When the road falls away beneath you in Super Monkey Ball’s Temple Trouble track your car transforms into a boat and speeds down the rivers and rapids, whilst the Panzer Dragoon inspired track, Dragon Canyon, takes you into the sky in complete control of your plane, barrel rolling to out-manoeuvre rivals and obstacles before transforming back in to a car and racing to the finish line.

“Given the fantastic feedback we received from critics and consumers alike for the first game we really wanted to push the boundaries on our follow up game, Sonic & All-Stars Racing Transformed” commented David Corless, Global Sonic Brand Director. “Transforming vehicles allow us to do this – as well as drifting your car around the corners of a track, you get to fly your plane and pilot your boat against others all within one race. Add to this a grid full of star characters, retro IP, fun, fast race modes and cool tracks and racing fans of all ages are sure to love this one!”

Sonic & All-Stars Racing Transformed also sees the popular All-Star moves return with a brand new mechanic allowing your All-Star bar to power up faster if you race daringly and stylishly. An all new fair weapon system ensures that weapons fired at your vehicle can either be blocked or evaded once you have gained the skills to do so, making each race a unique and exhilarating experience whether it’s on water, in the air or on land. Old rivalries can be settled and new track records set in the enhanced online multiplayer mode, whilst the Grand Prix mode and competitive Battle Arenas will prove that Sonic & All-Stars Racing Transformed is certainly set to change the rules of the race.

Artistic Discussion – The Good and Bad of Gaming Box Art: 4/9/2012

Good – Ecco the Dolphin (Genesis, Sega)

Unlike our last visit with Boris Vallejo, this one is quite spectacular!  I’m curious about the oceanic world Ecco inhabits, why he has stars on his forehead, and am overall impressed with the ambiance of the piece.  This looks like a fun game (which it is, for the most part) from the cover, and I definitely would consider it as a purchase.  Well done, Sega!

Bad – Magic Sword (Super NES, Capcom)

And then there’s this.  The woman at the left is probably the best thing about this piece.  She looks appropriate and she isn’t marred by some hideous problem (her left thigh is a little odd, but not super noticeable).  The hero, however…what exactly is he staring at?  It’s not the villain!  His pecs are also a little lopsided, his arms don’t look like they were originally attached to him, and I don’t think most people would be successfully defending attacks holding a shield like that.  That and he just looks too…prissy to be out in the battlefield (well, our heroine as well looks a little too dolled up, considering the game’s context of her being locked up in a wizard’s tower for a few days minimum).  The antagonist looks like he’s laughing, is doing some great jazz hands magic, has a dorky costume, and his horns aren’t even.  And why is that dark gem randomly floating around?  I don’t recall any purple, cloudy sky in the game, either.  Nor mountains.  Doesn’t it take place in a TOWER? And the space to the right of the villain seems like a rather sudden shift of colors, from pink to dark purple with no transition whatsoever.  I’ve seen worse boxes, but this one has quite a few thorns, that it does.

Virtual Console No-Shows: Castle of Illusion Starring Mickey Mouse (Genesis)

99. Castle of Illusion Starring Mickey Mouse (Genesis, Sega)

Brief Synopsis – Minnie Mouse has been taken by the sinister witch Mizrabel, who plots to steal away Minnie’s youth for her own evil purposes.  Mickey vows to save her, and enters the Castle of Illusion to win her back.  It’s a fairly standard platforming affair, with Mickey bouncing off of foes to conquer them, but it is programmed spectacularly, and is considered one of the best examples of the genre on the system.

Why is it Missing? – Licensing has a lot to do with it.  Much like Capcom’s Disney titles, Sega would need to talk Disney to re-release this, or Disney themselves (who probably retain the rights to their characters no matter who does the work) would have to become Virtual Console supporters.  I’m hoping that Disney will jump on board someday, because with the announcement of Epic Mickey: Power of Illusion for the 3DS, Disney is continuing the storyline Sega began with Castle and World of Illusion, and it would be great to be able to revisit those classics without having to hunt down Genesis cartridges and hardware.

Other (Legal) Options – The aforementioned Genesis cartridge and hardware is the only way as of right now.

Next time is Game #100!  I’ll really have to think about what to spotlight!

Virtual Console No-Shows: Little Nemo the Dream Master (NES), Golden Axe Warrior (Master System)

With America taking a little break from the VC and Europe receiving the Game Boy Dr. Mario (already accessible on the Wii VC), I felt it was a good time to hit up a couple new titles missing from the service.

96. Little Nemo the Dream Master (NES, Capcom)

Brief Synopsis – As Little Nemo, a boy granted the ability to subdue monsters with candy and then take on some of their forms, you have to hunt down keys to progress deeper into Dream Land to rescue the entire kingdom from nightmares.  Another strong example of Capcom’s early licensing prowess.

Why is it Missing? – Capcom themselves have an answer for me this time.  Brelston, commenting on the game’s music on Capcom-unity, throws in this explanation:

The odd state of Little Nemo copyrights likely makes new content problematic, what with some content being public domain and other content belonging to various companies…

In short, licensing limbo is holding this back.

Other Legal Options -The NES cartridge is your only ticket.

97. Golden Axe Warrior (Master System, Sega)

Brief Synopsis – Since I haven’t played this, I’ll let Racketboy explain:

Golden Axe Warrior was a RPG spin-off of the popular Golden Axe arcade series that follows a young warrior who was trying to avenge the death of his parents by exploring nine caves and collecting missing diamonds. The infamous Death Adder, from Golden Axe, makes a cameo as the boss of the game.

Why is it Missing? – Sega’s backed off from releasing much for their own systems for the Wii Virtual Console as of late.  Barring Strider, they haven’t released anything on the service since April 2010.  Maybe with their involvement with emulating Game Gear games on the 3DS we’ll see some new stuff on the Wii VC, like this Zelda-esque adventure.

Other (Legal) Options – To my knowledge, this is a Master System exclusive.

Tunage – Norio Hanzawa

Norio Hanzawa

Image source: Giant Bomb

Norio Hanzawa (also credited as NON, Kazuo Hanzawa, Star Hanzawa, and Playback Hanzawa) is a video game music composer currently employed at Treasure Co. Ltd. He originally worked at Konami as a member of Konami Kukeiha Club where his first known credited game was Castlevania: The Adventure for the original Game Boy in 1989. In 1992, he was one of a handful of Konami employees who left the company to form Treasure, and is currently Treasure’s only full-time music composer.

How can it be that the soundtrack for Gunstar Heroes is notable enough to have its own page on Wikipedia (two, in fact!), yet the man who composed it is not? Norio Hanzawa’s musical scores are a perfect fit for Treasure’s classical sensibilities. They have a timelessness to them, capturing the essence of vintage video game music with their use of synth and catchy themes, yet still sounding right at home on modern consoles. Treasure’s games are known for their distinctive charm, but a large part of that charm would be missing without Hanzawa’s amazing compositions.

Discography

Castlevania: The Adventure (with S. Fukutake and H. Funauchi) (1989)
Quarth (1989)
RollerGames (1990)
The Simpsons (arcade version) (1991)
Bucky O’Hare (arcade version) (1992)
Gunstar Heroes (1993)
Dynamite Headdy (with Nazo Suzuki, Koji Yamada and Aki Hata) (1994)
Yū Yū Hakusho: Makyō Tōitsusen (with Nazo Suzuki and Aki Hata) (1994)
Alien Soldier (1995)
Guardian Heroes (1996)
Mischief Makers (1997)
Rakugaki Showtime (1999)
Bangai-O (Dreamcast version, with Aki Hata and Toshiya Yamanaka) (2000)
Silpheed: The Lost Planet (with Kass Satomari and Tomy Sonoda) (2000)
Stretch Panic (2001)
Tiny Toon Adventures: Buster’s Bad Dream (2002)
Wario World (with Minako Hamano) (2003)
Astro Boy: Omega Factor (with Tsuyoshi Kaneko) (2003)
Advance Guardian Heroes (2004)
Gunstar Super Heroes (2005)
Bleach: The Blade of Fate (2007)
Bangai-O Spirits (2008)
Sin & Punishment: Star Successor (2010)
Bangai-O HD: Missile Fury (2011)

Selected Samples

Castlevania: The Adventure

- Full soundtrack

The Simpsons (arcade)

“Downtown Springfield ~ Help Maggie”

- Full soundtrack

Gunstar Heroes

“Stage 1″

- Full soundtrack

Alien Soldier

“Side Limits ~Flashback~”

- Full soundtrack

Guardian Heroes

“Dear ‘Amadeus’”

- Full soundtrack

Mischief Makers

“Esperance 1″

- Full soundtrack

Wario World

- Full soundtrack

Gunstar Super Heroes

“Title”

- Full soundtrack

Bangai-O Spirits

“Title”

Sin & Punishment: Star Successor

“Successor”

- Full soundtrack

Sources

MobyGames – http://www.mobygames.com/developer/sheet/view/developerId,97690/
VGMdb – http://vgmdb.net/artist/1587
Giant Bomb – http://www.giantbomb.com/norio-hanzawa/72-58331/
Video Game Music Preservation Foundation – http://www.vgmpf.com/Composer.php?Id=NorioHanzawa

Additional Links

Artist page at Overclocked Remix

If there are any corrections or additions that need to be made to this article, please let us know in the comments!

Gamer’s Playlist – “Off Da Wall”

Gamer's Playlist Logo

For a blatant advertisement, Virgin Interactive’s Cool Spot was actually a surprisingly solid platform game. Not a masterpiece by any means, but certainly entertaining. Perhaps the best part, however, was the catchy music, composed by Tommy Tallarico of Video Games Live fame.

This is theme music that plays in “Off Da Wall,” which I believe was the third stage. The game was originally released on multiple platforms, so I’m including both the SNES and Genesis mixes for your preference and comparison.

Title: “Off Da Wall”
Composer: Tommy Tallarico

SNES:

Genesis:

Nester’s RPG Reflections, Part IV: But… the Future Refused to Change

Am I being a little hard on JRPGs, or am I simply misunderstanding them? Or perhaps their struggles in recent years reflect the feelings I had about them 10 years ago. I discuss my misgivings with Japanese RPGs, as well as my fallout with them, in the next part of my reflections:

However, I couldn’t shake the nagging feeling that it was a game I had played before. Random battles, turn-based combat, a rigid, linear story. I figured that a lot of the foundations of RPGs were born out of necessity for the limitations of home consoles, but technology was pretty good by this time, and it seemed to me that that should have freed things up a bit. Yet, aside from the updated graphics and sound, it still felt like an SNES game. I had skipped an entire generation of RPGs; shouldn’t they have progressed a little more than this?

Apologies to Wildcat, since he may not like everything I have to say in this one.

Check out the full article at my blog, Lark’s Island: RPG Reflections, Part IV: But… the Future Refused to Change

Follow

Get every new post delivered to your Inbox.

Join 137 other followers