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108
Posts: 2600
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Posted: Sun Nov 19, 2006 6:52 pm Post subject: i beat the new castlevania (and reviewed it) |
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before any of you even had the opportunity to buy it (unless you live in japan)
the music is fucking great! there's like a thick fucking permanent-marker-drawn black line between the stuff michiru yamane did and the stuff yuzo koshiro did
the koshiro stuff is sublime; maybe you've all heard it already
for extra fun, i used a line-out cable to plug the DS into my amp and turned the gain all the way up on a couple of pieces
now for the game:
man! it was pretty shockingly hard!
i mean, i died like a hundred times all over the place
there are points where you have like 200 HP and enemies will do 70 HP of damage just by touching you; it's pretty fucking nuts
the game, however, is very short; which i guess is okay
the "castle" itself is a joke -- i mean, it's really small
the "paintings" you enter in order to fight back the EVIL are reasonably well designed
as aderack described the middle half (yes) of dawn of sorrow, this game is entirely very much "monsters on shelves"; a mine cart very early in the game is the perfect example: you get on it, have your partner hit the lever to make it go, quickly switch to the partner on the cart, and then . . . . . . . it just speeds to the other end of the hall
and there are lots of rooms where you go in and there's just an axe knight throwing axes; kill him to proceed to another identical, long room with a zombie dragon
so yes -- wasted space
at least the enemies get more interesting, i guess -- in the egypt level, there are big sand-bodied pharoah-mask-headed beasts with killable segments. like, you can kill the hands before attacking the face
sometimes, they throw you for a loop by, say, stacking five to ten axe knights on top of one another so that there are just a hundred axes on the screen at any given time -- those are kind of fun
some bosses are kind of interesting, too -- like a blob in a pot you have to push left and right (using partner cooperation) so you can just fit behind his back and beat on him
within the "paintings", the level design starts to get way more "konami"-like -- the egypt painting, for example, has big long diagonal hallways with boulders rolling down them
the polygonal stuff in the backgrounds is pretty good -- the mansion in the "london" painting, for example
the two-player coop dynamic is a little wasted; in the beginning of the game, every damn thing you do nets you a new "ability" -- "call your partner with the A button" "call your partner in midair!" "call your partner while crouching to make them stay!" "call your partner while pushing something to push it together!"
and then you start to get abilities like "jump, and then press the jump button again, to jump on your partner's shoulders!" this serves as your double-jump . . . for a half an hour, when you get the proper double-jump -- then, every high place you have to reach requires you to jump on your partner's shoulders, then jump again in midair -- a kind of stunted triple jump
however, it's like the level designers fielded complaints from all the wrong people -- instead of packing the game with fun abilities that are really fun to use repetitively and master, they give you shit like this "make partner stay" ability, and then make you use it just once: make your partner stay, hit the lever on the minecart, quickly switch back to the player on the cart -- you'll never need to use that technique again, just as you won't need to use the "make partner stay on top of a statue while you push it and then switch to the partner so you can jump up to a high ledge" technique ever again
not that i'd WANT to use the techniques again! i mean, they're pretty shit-boring, is what they are!
i'd rather the game be packed with flipping aerial duels involving the super-high-jump skill, dodging spikes, tossing sub-weapons, whipping fucking bats, et cetera, in high-ceilinged and/or open-air environments -- roof of the castle, for example
though i guess, when you focus a game on a single play technique, you have to go all the way: you have to be treasure-y about it; you need love and devotion to concept and an attitude that the player is either going to like it enough to master it or they're a jackoff
so we got this experience system-like thing again
the sub-weapons work well, though; real honest; better than "souls": SOME enemies drop weapons; get a whole bunch of them to keep leveling that weapon up; also, you can buy sub-weapons at the shop, and then keep buying them to level them up; they get more expensive, however!!
i like the shuriken!! it has kind of a weird little downward-fading arc
i like how the sub-weapons are equipped via the equip screen; also, you can equip the girl with armor and weapons and stuff, though she's pretty weak until all the way near the end; on the upside, her magic spells take up very little MP, and you can make her use spells while you're controlling the dude -- and the spells level up! i really used this one wind spell a lot -- sends a green gust out forward really fast, which then turns around and sweeps the top half of the screen; it was nice to have her use that to clear whole rooms full of mummies, eventually
(oh yes, the game has plenty of zombie alternatives, which is nice -- you know, instead of just palette-swapping zombies for an excuse to make them take more hits, they have, like, mudmen and mummies and bloodmen and bummies and rockmen and stuff)
the downside to the girl's magic is that when she takes a hit (like from a fucking bat), it depletes your shared MP meter! this means you should send her away when things get hairy! at the risk of losing your awesome magic attacks! you can call in your partner to attack even when they're not out, just by pressing the R button, though there's a bit of delay (obviously they have to make some incentive for dealing with the risk of keeping her out there)
there are also team-up attacks (up + X (character select button)), though they're not as much fun as just running and whipping
my favorite monster: the invisible man, who throws off his trenchcoat and hat as you approach, and is then invisible -- you can only see his stomping footsteps; whip him enough and he SCREAMS and you see his outline DRENCHED IN BLOOD when he dies
man! the story is some ham-fisted, sausage-fingered, pork-chop-handed nonsense. OMG! the vampire in this castle isn't dracula! and he has DAUGHTERS!! and you have to go into paintings to kill everyone!! and WORLD WAR II is happening outside, and no one seems to notice!!
you have to sit through literally a hundred dialogue boxes before the game starts, and then a hundred more every time your character enters a dialogue-scene room
players new to the series, fear not! there are three save points in the first five minutes of the game! really!
also, there's a warp point RIGHT at the entrance of every painting stage, so you can warp from the boss area to the entrance of the painting -- and then, just outside the painting, back in the castle, there's a warp point and a save point, so you can exit the painting, heal up, and then warp back to the shop / base at the castle entrance!! there's also a "suspend" function, though who the hell needs it, eh!? we've got save points everywhere!!
the thing about the save point by the entrance of a painting and then there being a warp network inside each painting, designed to keep you like one hallway from a warp to the exit, is kind of chafing. i'd like one warp within each painting, and i'd like it to just be like a gate of light at the very end that drops me off back in the castle -- don't use fucking warp points that look exactly like the ones in the castle. it feels weird.
i really like some of the challenge -- the stacked axe armors, the insane clouds of ghosts -- though after a while, it starts to get to be too much. after you get knocked off enough platforms by enough bats, it's like, "shit!"
you got to be quick on that whip -- and even if you're not, there are swords being handed out from the second screen of the game
in closing, it's still "monsters on shelves" -- the shelves are better stocked this time, though they're still shelves; none of the "painting" stages feel "konami" enough for me; i want some more dynamic stuff -- they're just like little castles
like metroid fusion instead of super metroid or symphony of the night
IGA needs to go back and indulge his love of castlevania iii in a true, stage-based castlevania platformer, instead of this half-and-half shit
so yeah i rode a lot of trains this weekend
and that's the full report
two and a half stars out of four |
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discoalucard
Posts: 146
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Posted: Sun Nov 19, 2006 7:01 pm Post subject: |
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I concur.
Also what the hell was up with that Egyptian lady? It's not that hard to dodge her attacks but if she charms Jonathan, it seems like you're pretty much fucked, and there didn't seem to be a way to cure it. At that point in my game, Charlotte was dealing 1 damage and like two whips from him took her down. |
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108
Posts: 2600
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Posted: Sun Nov 19, 2006 7:03 pm Post subject: |
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discoalucard wrote:
I concur.
Also what the hell was up with that Egyptian lady? It's not that hard to dodge her attacks but if she charms Jonathan, it seems like you're pretty much fucked, and there didn't seem to be a way to cure it. At that point in my game, Charlotte was dealing 1 damage and like two whips from him took her down.
See, I just used the green wind magic. I really like that green wind magic. |
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Mister Toups
Posts: 4943
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Posted: Sun Nov 19, 2006 7:04 pm Post subject: |
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| so it's still worth it for the soundtrack CD. |
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James
Posts: 1735
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Posted: Sun Nov 19, 2006 7:22 pm Post subject: |
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| Castlevania has always had inane monster placement, dudes! |
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108
Posts: 2600
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Posted: Sun Nov 19, 2006 7:48 pm Post subject: |
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James wrote:
Castlevania has always had inane monster placement, dudes!
Well, duh. It's only in the "Sorrow" games that it was totally painfully fuckin obvious. And in this one it's even more obvious!
They could do a pretty good job if they tried! |
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dark steve
Posts: 3002
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Posted: Sun Nov 19, 2006 7:52 pm Post subject: |
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James wrote:
Castlevania has always had inane monster placement, dudes!
Bloodlines didn't! |
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Diplocephalus
Posts: 863
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Posted: Sun Nov 19, 2006 8:05 pm Post subject: |
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i will give the review a read once i finish the game myself!
here's hoping for greatness! |
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108
Posts: 2600
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Posted: Sun Nov 19, 2006 8:06 pm Post subject: |
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Diplocephalus wrote:
i will give the review a read once i finish the game myself!
here's hoping for greatness!
well, i don't SPOIL anything
seriously, though, the only thing to SPOIL would be the placement of the monsters or whatever |
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Red_venom
Posts: 338
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Posted: Sun Nov 19, 2006 9:44 pm Post subject: |
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| Had no idea Yuzo Koshiro was doing part of the soundtrack, gosh I wanna hear that shit. |
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James
Posts: 1735
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Posted: Sun Nov 19, 2006 9:46 pm Post subject: |
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dark steve wrote:
James wrote:
Castlevania has always had inane monster placement, dudes!
Bloodlines didn't!
Monsters come from the left and the right and you whip them, that's pretty inane.
Seriously, SotN and DoS more or less have similar monster placement. |
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ReroRero
Posts: 2148
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Posted: Sun Nov 19, 2006 9:49 pm Post subject: |
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James wrote:
Monsters come from the left and the right and you whip them, that's pretty inane.
The same could be said about any game where things enter the screen from left and right and you do attack them. |
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Diplocephalus
Posts: 863
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Posted: Sun Nov 19, 2006 9:54 pm Post subject: |
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James wrote:
Castlevania has always had inane monster placement, dudes!
the first had some pretty tight stuff in its 2nd, 3rd, and 4th levels. really.
belmont's revenge had interesting stuff, and so did bloodlines.
symphony...didn't have it in the traditional sense of the word, but the situating was full of character and complimentary aesthetic, at least. |
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Dark Age Iron Savior
Posts: 3148
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Posted: Sun Nov 19, 2006 10:18 pm Post subject: |
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| how are the extra modes sir |
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Levi
Posts: 41
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Posted: Sun Nov 19, 2006 10:27 pm Post subject: |
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The problem with filling a Castlevania with neat traps and interesting layout is that it gets in the way of monster farming, which is the only acceptable gameplay mechanic for a portable game.
I like Castlevania IV. |
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108
Posts: 2600
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Posted: Sun Nov 19, 2006 10:38 pm Post subject: |
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Red_venom wrote:
Had no idea Yuzo Koshiro was doing part of the soundtrack, gosh I wanna hear that shit.
Yeah. It sounds to me like he did most of it. Or, at least, he "helped" Yamane on the rest. I mean, man. The guy has a lot of talent, as you probably know already, though hell. He can turn this stuff out like diarrhea.
I'm sure some people will find something wrong with the music, though.
So yeah, it even has Yuzo Koshiro's name on the back of the box! They call him "あの伝説のコンポーザー" -- "that legendary composer".
Fuck yeah!! |
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108
Posts: 2600
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Posted: Sun Nov 19, 2006 10:46 pm Post subject: |
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discoalucard wrote:
I concur.
Also what the hell was up with that Egyptian lady? It's not that hard to dodge her attacks [though] if she charms Jonathan, it seems like you're pretty much fucked, and there didn't seem to be a way to cure it. At that point in my game, Charlotte was dealing 1 damage and like two whips from him took her down.
Wait are you still on her? Because if so do this:
Equip Charlotte with the pair skill "サウンドエッジ" and then turn Jonathon off. Now let some good distance open between Charlotte and Egypt lady and just use that skill maybe, uh, twice? You should be able to kill her without getting hit.
"Sound Edge" is the best pair skill on EARTH by the way!! It basically throws like 100 little knives, each doing about 15-20 damage, straight out in front of you.
I bet the boss on maybe level 12, I think. |
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internisus
Posts: 961
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Posted: Mon Nov 20, 2006 12:58 am Post subject: |
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| So, basically, Portrait of Ruin is just as mediocre as Dawn of Sorrow. |
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James
Posts: 1735
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Posted: Mon Nov 20, 2006 1:17 am Post subject: |
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internisus wrote:
So, basically, Portrait of Ruin is just as mediocre as Dawn of Sorrow.
Edit: never mind |
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Judge Ito
Posts: 284
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Posted: Mon Nov 20, 2006 1:21 am Post subject: |
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internisus wrote:
So, basically, Portrait of Ruin is just as mediocre as Dawn of Sorrow.
Except Music!+ |
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108
Posts: 2600
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Posted: Mon Nov 20, 2006 7:16 am Post subject: |
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Judge Ito wrote:
internisus wrote:
So, basically, Portrait of Ruin is just as mediocre as Dawn of Sorrow.
Except Music!+
yeah, thinking back on this game, and how i'm warping to the entrances to areas and listening to the music piece by piece on headphones, and/or plugging that DS into the amp and broadcasting it, i guess that means it's pretty fuckin solid. there's one particular yuzo koshiro piece that fuckin jumps up and starts punching the shit out of you it you find a calm place to stand and stop whipping stuff for a minute. it's in the cave-like area on the right side of the castle. man. what a videogame-musicky piece of videogame music. this is koshiro as we haven't seen him since Ys!! i mean, this is some fucking classy as shit stuff. this is some "the beat of terror" quality stuff. the old boy could be planning a revolution. who knows?
those of you who buy the american version, please do rip that soundtrack CD -- unless it's already online somewhere? |
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108
Posts: 2600
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Posted: Mon Nov 20, 2006 7:19 am Post subject: |
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internisus wrote:
So, basically, Portrait of Ruin is just as mediocre as Dawn of Sorrow.
and . . . no. it's actually a great deal better. though it's still not fixing the problems. in other words, TRYING to make the monsters and the shelves a tiny bit more interesting.
still, my opinion of dawn of sorrow was pretty low. or maybe i've just got too impeccably high, razor-sharp tastes (o^-^o) |
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discoalucard
Posts: 146
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Posted: Mon Nov 20, 2006 7:24 am Post subject: |
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108 wrote:
Wait are you still on her? Because if so do this:
Equip Charlotte with the pair skill "サウンドエッジ" and then turn Jonathon off. Now let some good distance open between Charlotte and Egypt lady and just use that skill maybe, uh, twice? You should be able to kill her without getting hit.
"Sound Edge" is the best pair skill on EARTH by the way!! It basically throws like 100 little knives, each doing about 15-20 damage, straight out in front of you.
I bet the boss on maybe level 12, I think.
Thanks, I had already beaten her, it just took longer than most of the others. I'll see if I found that skill and give it a whirl though. The problem is, I usually just tend to play as Johnny and forget completely about Charlotte, so I've obtained tons of skills I haven't bothered using, including the Twin Skill. I just discovered I had one which mysteriously summons a volcano.
In other news, using that one spell in the twins battle was a pain too. You know the one. Took me at least six tries.
Anyway, the CD coming with the American preorder is mostly just stuff from the older games, similar to the release that came with the Japanese Symphony of the Night, except with a different tracklist. There are a couple of arranged tracks from Portrait, but if they're the ones I'm thinking of, they're not that great. On the other hand, there are a few others arranged by Koshiro on the unofficial page, and those are fantastic. |
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dementia_
Posts: 82
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Posted: Mon Nov 20, 2006 8:36 am Post subject: |
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Here is the soundtrack for anyone that wants.
I didn't rip it myself.
Each track loops for 3 minutes than abruptly stops. Better than nothing I guess.
CPORNDS must be the best acronym ever. |
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klikbeep
Posts: 485
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Posted: Mon Nov 20, 2006 9:06 am Post subject: |
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| Um yes *cough* I thought that there were one or two minor issues with monster placement, and most of the people *cough* in the CastleFania forums seem to agree with me, because the monster placement is somewhat of an issue for many of us, as it the overall sprite width, and also I had *cough* some issues with the game's scope, owing to my personal *cough* issues with some of the timing, and also the special moves, and perhaps yes also the lack of open-air environments, but perhaps also the monster placement, I'm not sure which is hm the larger issue *cough* yes |
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discoalucard
Posts: 146
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Posted: Mon Nov 20, 2006 9:56 am Post subject: |
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dementia_ wrote:
Here is the soundtrack for anyone that wants.
I didn't rip it myself.
Each track loops for 3 minutes than abruptly stops. Better than nothing I guess.
Sounds like the leaked soundtrack that was out about a month ago. The person who ripped it had no idea what the "line in recording volume" was so it peaks constantly. I'm rerecording it now, should hopefully by done sometimes this week. |
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Intentionally Wrong
Posts: 673
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Posted: Mon Nov 20, 2006 10:26 am Post subject: |
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klikbeep wrote:
Um yes *cough* I thought that there were one or two minor issues with monster placement, and most of the people *cough* in the CastleFania forums seem to agree with me, because the monster placement is somewhat of an issue for many of us, as it the overall sprite width, and also I had *cough* some issues with the game's scope, owing to my personal *cough* issues with some of the timing, and also the special moves, and perhaps yes also the lack of open-air environments, but perhaps also the monster placement, I'm not sure which is hm the larger issue *cough* yes
Hey, are you gonna be okay? Do you need a drink of water?
--- (Man, I hope I don't catch whatever he's got.) |
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Diplocephalus
Posts: 863
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Posted: Mon Nov 20, 2006 10:29 am Post subject: |
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i look forward to the prospect of a 2d castlevania game after hod where i don't listen to other music when playing it
some "iron blue intention"-ish tunes would be very welcome |
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Moogs
Posts: 928
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Posted: Mon Nov 20, 2006 12:47 pm Post subject: |
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108 wrote:
those of you who buy the american version, please do rip that soundtrack CD
It's not the Portrait of Ruin soundtrack, though. |
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discoalucard
Posts: 146
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Posted: Mon Nov 20, 2006 2:45 pm Post subject: |
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Diplocephalus wrote:
some "iron blue intention"-ish tunes would be very welcome
Like Iron Blue Intention?
You will probably be pleased then. |
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Dark Age Iron Savior
Posts: 3148
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Posted: Mon Nov 20, 2006 5:42 pm Post subject: |
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| But no Prayer for a Tragic Queen :( |
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Pixelsan
Posts: 86
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Posted: Mon Nov 20, 2006 10:14 pm Post subject: Re: i beat the new castlevania (and reviewed it) |
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The whipping looked kind of odd from some recent movies on the net. It almost looked like the whip would "auto-aim" towards enemies resulting in some very weird shapes. I don't know why, but it really through me off and I don't exactly remember if this was the case from the build at E3. Is it maybe some kind of special whip? I know there are other weapons to equip but it's a small detail I'd like to be sure about.
108 wrote:
IGA needs to go back and indulge his love of castlevania iii in a true, stage-based castlevania platformer, instead of this half-and-half shit
I agree. Bring on Castlevania 1999 already. |
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108
Posts: 2600
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Posted: Mon Nov 20, 2006 10:53 pm Post subject: Re: i beat the new castlevania (and reviewed it) |
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Pixelsan wrote:
The whipping looked kind of odd from some recent movies on the net. It almost looked like the whip would "auto-aim" towards enemies resulting in some very weird shapes.
That is the fabulous and fantastic secret NEBULA whip!! The description is "邪悪に向かって伸びるムチ" "A whip that extends toward the evil"
I added the "the" and the emphasis into that translation myself, yeah
It's pretty fuckin' nuts!! |
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aderack
Posts: 5018
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Posted: Mon Nov 20, 2006 11:11 pm Post subject: |
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108 wrote:
[there's one particular yuzo koshiro piece that fuckin jumps up and starts punching the shit out of you it you find a calm place to stand and stop whipping stuff for a minute. it's in the cave-like area on the right side of the castle. man. what a videogame-musicky piece of videogame music. this is koshiro as we haven't seen him since Ys!! i mean, this is some fucking classy as shit stuff. this is some "the beat of terror" quality stuff. the old boy could be planning a revolution. who knows?
This is called "Jail of Jewels", as it turns out! |
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108
Posts: 2600
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Posted: Tue Nov 21, 2006 12:05 am Post subject: |
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aderack wrote:
108 wrote:
[there's one particular yuzo koshiro piece that fuckin jumps up and starts punching the shit out of you it you find a calm place to stand and stop whipping stuff for a minute. it's in the cave-like area on the right side of the castle. man. what a videogame-musicky piece of videogame music. this is koshiro as we haven't seen him since Ys!! i mean, this is some fucking classy as shit stuff. this is some "the beat of terror" quality stuff. the old boy could be planning a revolution. who knows?
This is called "Jail of Jewels", as it turns out!
Yes, and it is about 300 times more excellent than, well, anything maybe ever put into a videogame. |
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aderack
Posts: 5018
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Posted: Tue Nov 21, 2006 12:58 am Post subject: |
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This is maybe the first time I've seen someone approach "videogame music", by which I mean chip music from the late '80s and early '90s, the way Treasure approaches game design from that period.
Nobody composes videogame music the way it used to be composed -- and this is like that, remade, forged anew.
Some of the music in Harmony of Dissonance was kind of like this, though that sounded like NES music. This doesn't try to! It sounds like it was composed on a bank of synthesizers made out of various 16-bit consoles, in the general style of period Videogame Music, as proof of concept for the whole genre. Like an argument to bring it back again. |
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Deets
Posts: 605
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Posted: Tue Nov 21, 2006 1:45 am Post subject: |
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Nobody composes videogame music the way it used to be composed
Uh... huh? How was videogame music composed in the past that's so incredibly different from the way that people composing videogame music for similar hardware do it today? |
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aderack
Posts: 5018
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Posted: Tue Nov 21, 2006 2:59 am Post subject: |
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| Lots! |
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!=
Posts: 163
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Posted: Tue Nov 21, 2006 4:45 am Post subject: |
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At some point video game music was mostly dead white classical music composers. In 3 channels! Or rock bands, in the same 3 channels. The videogame guitar, I'm sure it irritates our local guitarists here.
Also at some point some kyoto based company came infatuated by hawaiian music. |
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James
Posts: 1735
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Posted: Tue Nov 21, 2006 7:33 am Post subject: |
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aderack wrote:
This is maybe the first time I've seen someone approach "videogame music", by which I mean chip music from the late '80s and early '90s, the way Treasure approaches game design from that period.
Nobody composes videogame music the way it used to be composed -- and this is like that, remade, forged anew.
Some of the music in Harmony of Dissonance was kind of like this, though that sounded like NES music. This doesn't try to! It sounds like it was composed on a bank of synthesizers made out of various 16-bit consoles, in the general style of period Videogame Music, as proof of concept for the whole genre. Like an argument to bring it back again.
Shin'en of Nanostray fame have a DS software Pulse Modulation/FM setup they sell as middleware, I believe - it saves ROM space and makes shit sound old-school. Nanostray had some pretty awesome tracks, and I really want to hear Nanostray 2. |
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Loolapaloozer
Posts: 209
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Posted: Tue Nov 21, 2006 9:04 am Post subject: |
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dementia_ wrote:
Here is the soundtrack for anyone that wants.
I didn't rip it myself.
Each track loops for 3 minutes than abruptly stops. Better than nothing I guess.
CPORNDS must be the best acronym ever.
"Sorry, the free service for your country is unavailable."
Damn.
Does anyone know if this is uploaded to rapidshare or something? |
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Deets
Posts: 605
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Posted: Tue Nov 21, 2006 1:39 pm Post subject: |
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I should have known! |
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luvcraft
Posts: 693
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Posted: Tue Nov 21, 2006 2:05 pm Post subject: |
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Finally, a game where I can fight bummies!!
aderack wrote:
This is called "Jail of Jewels", as it turns out!
Ah, OK, I already nabbed that one to my computer when someone posted it. It certainly is some of the best Castlevania music EVAR, which is saying a whole lot.
Also, I totally need to make a game entitled "Monsters on Shelves". Maybe I'll just rename Sketchy to that and be done with it. |
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sethsez
Posts: 1977
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Posted: Tue Nov 21, 2006 2:58 pm Post subject: |
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James wrote:
Shin'en of Nanostray fame have a DS software Pulse Modulation/FM setup they sell as middleware, I believe - it saves ROM space and makes shit sound old-school. Nanostray had some pretty awesome tracks, and I really want to hear Nanostray 2.
Yeah, their Iridion soundtrack is probably a better purchase than either of the actual games. They're one of the few companies still doing really good chiptune-style music. |
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Loolapaloozer
Posts: 209
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Posted: Thu Nov 23, 2006 10:23 pm Post subject: |
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guys
get langrisser V soundtrack
seriously[/url] |
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Boo
Posts: 47
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Posted: Fri Nov 24, 2006 1:06 am Post subject: |
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I always felt that the song playing at the entrance of Dracula's castle in Symphony Of The Night had a very, very nostalgic feel to it. It's track #6 on the OST you didn't buy.
Introducing the game with this song was kinda ambitious. I remember the first time I heard it. You kinda get intrigued by the no-shame-full-use of some of the cheapest keyboard sounds you ever heard. It has that old old cartoon superhero theme thing going on. Yet, it just works...
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| http://downloads.ffshrine.org/soundtracks/Castlevania_Symphony_of_the_Night/06_dracula's_castle.mp3 |
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