<?xml version="1.0" encoding="UTF-8" ?>
<?xml-stylesheet type="text/xsl" href="http://www.nerve.com/CS/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>61 Frames Per Second : donkey kong country</title><link>http://www.nerve.com/CS/blogs/61fps/archive/tags/donkey+kong+country/default.aspx</link><description>Tags: donkey kong country</description><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 20910.1126)</generator><item><title>Criterion Collection + Videogames = Best GAF Thread Ever</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/04/09/criterion-collection-videogames-best-gaf-thread-ever.aspx</link><pubDate>Fri, 10 Apr 2009 00:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:194603</guid><dc:creator>Peter Smith</dc:creator><slash:comments>3</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=194603</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/04/09/criterion-collection-videogames-best-gaf-thread-ever.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/megaman1boxart.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/04/megaman1boxart.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt;Over the years, much has been made of &lt;i&gt;Mega Man&lt;/i&gt;&amp;#39;s hideous box art, and of the general pimplyness of game art&amp;#39;s 8-bit pubescence. But ere we hurl stones at an older era&amp;#39;s ugly glass houses, let us first look to our own, or something! 
&lt;br /&gt;&lt;br /&gt;
Like &lt;a href="http://www.nerve.com/CS/blogs/61fps/kameo.jpg"&gt;this&lt;/a&gt;, for example. Now that is some garish shit. Even the boxes for &lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/mp3box.jpg"&gt;major games like &lt;i&gt;Metroid Prime 3&lt;/i&gt;&lt;/a&gt; aren&amp;#39;t likely to win any design awards. Most of the time, they evoke summer-blockbuster viewing more than the subtler experiences their contents (hopefully) provide. They also tend to be stuffed full of colorful characters, when, more often, the unique experience of a game comes not from its characters but from the texture of its world. 
&lt;br /&gt;&lt;br /&gt;
Perhaps realizing this, some clever commenter over at NeoGAF started &lt;a href="http://www.neogaf.com/forum/showthread.php?t=357454"&gt;a thread&lt;/a&gt; soliciting game box art designed in the vein of Criterion Collection DVDs — playful, inventive, minimalistic, gorgeous. It is — ahem — the best thread ever. So much the best that even I, not much for Photoshop, spent a few hours mocking up some covers myself. Hit the jump for my efforts and my favorites from the thread. &lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/gaf_sm64.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/04/gaf_sm64.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;i&gt;Super Mario 64&lt;/i&gt; - McBacon&lt;br /&gt;
Very much in the Criterion mold, which some contributors didn&amp;#39;t quite catch.&lt;br /&gt;
&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/gafcollection_drmario.png"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/04/gafcollection_drmario.png" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;i&gt;Dr. Mario&lt;/i&gt; - somnific&lt;br /&gt;
Elegant, simple, instantly recognizable. Awesome work.&lt;br /&gt;
&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/gaf_bioshock.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/04/gaf_bioshock.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;i&gt;Bioshock &lt;/i&gt;- Bernbaum&lt;br /&gt;
This one&amp;#39;s ingenious, and (given its simplicity) remarkably eerie in its evocation of the lost city. &lt;br /&gt;
&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/gaf_mirrorsedge.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/04/gaf_mirrorsedge.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;i&gt;Mirror&amp;#39;s Edge&lt;/i&gt; - Jocchan&lt;br /&gt;
There are a bunch of &lt;i&gt;Mirror&amp;#39;s Edge&lt;/i&gt; pics in this thread, many of them very handsome, but this one makes a highbrow art reference in a non-arbitrary way.&lt;br /&gt;
&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/gaf_dkc.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/04/gaf_dkc.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;i&gt;
Donkey Kong Country&lt;/i&gt; - Jocchan&lt;br /&gt;
Really captures the playfulness and tactile quality of many Criterion covers in a way that also perfectly suits the game. &lt;br /&gt;
&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/sonic1.png"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/04/sonic1.png" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;i&gt;Sonic the Hedgehog&lt;/i&gt; - zaidr&lt;br /&gt;
Just a great idea, and it also emphasizes how Sonic &lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/sonic2.png"&gt;and&lt;/a&gt; &lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/sonic3.png"&gt;co&lt;/a&gt; (in their earliest, best form) are less characters than multicolored, shiny projectiles in a giant pinball machine.
&lt;br /&gt;&lt;br /&gt;
Okay — here are mine:
&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/zelda1.png"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/04/zelda1.png" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;
I&amp;#39;ve always loved that sunset/sunrise scene on &lt;i&gt;Zelda&lt;/i&gt;&amp;#39;s title screen; by hiding what&amp;#39;s on the other side, it implies mystery and adventure in a way unskippable owl monologues never will.&lt;br /&gt;
&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/zelda2.png"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/04/zelda2.png" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;
Another wonderful thing about &lt;i&gt;Zelda 1&lt;/i&gt; is the mystery of the ancient. I wanted this picture to look like the dusty cover of some &amp;#39;60s anthropology book, but I&amp;#39;m not good enough at Photoshop for that, so instead it looks like the poster for an IFC documentary about Bali.&lt;br /&gt;
&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/zelda4.png"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/04/zelda4.png" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;
Then there&amp;#39;s &lt;i&gt;Zelda&lt;/i&gt;&amp;#39;s sense of loneliness, which I thought was well-served by this Asher Durand painting. I picked that font cause it made me think of academic editions of 19th-century American classic novels (which often have Asher Durand paintings on the cover, as well). If I were really working for Criterion, I&amp;#39;d make sure to find a Durand painting with some hollow tree roots, to emphasize that sense in &lt;i&gt;Zelda&lt;/i&gt; that there are secrets (to everyone!) tucked away everywhere.&lt;br /&gt;
&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/metroid.png"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/04/metroid.png" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;
The original &lt;i&gt;Metroid&lt;/i&gt; is a scary game, largely because of the feeling of exploring a dead world. Those Chozo statues don&amp;#39;t have a comic-book back story; they&amp;#39;re just sitting there, creeping you the fuck out. Dead birds tell no tales, friends. (Until they get sequels, anyway.)&lt;br /&gt;
&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/finalfantasy1.png"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/04/finalfantasy1.png" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/finalfantasy2.png"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/04/finalfantasy2.png" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;Using game assets seems like something of a cheat on these covers, since part of the goal is to suggest a tactile quality that the games themselves leave to the imagination. But when the game art is as immortal as Yoshitaka Amano&amp;#39;s, it&amp;#39;s hard to say no.
(Sorry — that second one doesn&amp;#39;t scan so well on a white background.)&lt;br /&gt;&lt;br /&gt;
So there you have it. (Sadly, the word &amp;quot;Actraiser&amp;quot; superimposed on El Greco&amp;#39;s &amp;quot;Annunciation&amp;quot; wasn&amp;#39;t as awesome as I&amp;#39;d hoped.) Go check out &lt;a href="http://www.neogaf.com/forum/showthread.php?t=357454"&gt;the thread&lt;/a&gt;, then start demanding better from your favorite game publishers!&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=194603" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/peter+smith/default.aspx">peter smith</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/metroid/default.aspx">metroid</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bioshock/default.aspx">bioshock</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mirror_2700_s+edge/default.aspx">mirror's edge</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/actraiser/default.aspx">actraiser</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/neogaf/default.aspx">neogaf</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/the+legend+of+zelda/default.aspx">the legend of zelda</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/final+fantasy/default.aspx">final fantasy</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man/default.aspx">mega man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sonic+the+hedgehog/default.aspx">sonic the hedgehog</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+mario+64/default.aspx">super mario 64</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/donkey+kong+country/default.aspx">donkey kong country</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/metroid+prime+3/default.aspx">metroid prime 3</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/box+art/default.aspx">box art</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/design/default.aspx">design</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dr.+mario/default.aspx">dr. mario</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/el+greco/default.aspx">el greco</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/criterion+collection/default.aspx">criterion collection</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/kameo/default.aspx">kameo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/asher+durand/default.aspx">asher durand</category></item><item><title>Licensing Tragedies: The Donkey Kong Country Cartoon</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/03/16/licensing-tragedies-the-donkey-kong-country-cartoon.aspx</link><pubDate>Mon, 16 Mar 2009 23:39:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:186585</guid><dc:creator>Nadia Oxford</dc:creator><slash:comments>4</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=186585</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/03/16/licensing-tragedies-the-donkey-kong-country-cartoon.aspx#comments</comments><description>&lt;p&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/03/dkccartoon.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/03/dkccartoon.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt; &lt;font size="2"&gt;Nine out of ten platformer fans with two working eyes agree that the computer-rendered sprites used in &lt;i&gt;Donkey Kong Country&lt;/i&gt; were a bit more impressive fourteen years ago. Even so, &lt;i&gt;Donkey Kong Country&lt;/i&gt;&amp;#39;s visuals still succeed in its portrayal of certain key environments: lush (if flat) jungle foliage, colourful coral, &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/16/the-ten-greatest-ice-levels-in-gaming-history-part-3.aspx"&gt;atmospheric snowstorms&lt;/a&gt;, and rich orange-and-red sunsets. Additionally, the series&amp;#39; characters were likable until &lt;i&gt;Donkey Kong 64&lt;/i&gt; dragged each simian into monkey hell. 
&lt;br /&gt;&lt;br /&gt;
The Kong clan may have been slain by the &lt;a href="http://www.youtube.com/watch?v=RcP91tQ4ZSM"&gt;DK Rap&lt;/a&gt;, but I maintain that 1996&amp;#39;s French Canadian &lt;i&gt;Donkey Kong Country&lt;/i&gt; cartoon helped engineer the gallows. The two disasters are not necessarily connected, except by name, but both can be accused of bland presentation and a noticeable lack of humour and fun.
&lt;br /&gt;&lt;br /&gt;
I will admit that I am criticising a pile of alphabet blocks, here: the &lt;i&gt;Donkey Kong Country&lt;/i&gt; cartoon was meant for very young audiences, and it was the family-oriented showpiece for the launch of Teletoon, Canada&amp;#39;s animation channel. It was no surprise Nelvana saw fit to give Donkey Kong a vocabulary beyond “Ook ook grunt,” and a story beyond “Beat up reptiles for bananas.” Even so, the crew rarely did anything except thwart King K Rool&amp;#39;s attempts to grab Donkey&amp;#39;s, uh, “Crystal Coconut” episode after episode. Also, there was a prophecy about Donkey Kong ruling the island or something. Hooray, life under a gorilla regime.
&lt;br /&gt;&lt;br /&gt;
&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/zTGMS3jDxV0&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/zTGMS3jDxV0&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" height="344" width="425"&gt;&lt;/object&gt;
&lt;br /&gt;&lt;br /&gt;
The animation was kind of bad. Again, &lt;i&gt;Donkey Kong Country&lt;/i&gt; didn&amp;#39;t age well visually, but at least the level settings sometimes went far beyond the jungle. &lt;i&gt;Donkey Kong Country 2&lt;/i&gt; got particularly awesome with its beehives, amusement parks, and bramble mazes.
&lt;br /&gt;&lt;br /&gt;
The cartoon also had musical interludes. Oh boy, did it love its musical interludes. I hate and fear singing animals, but even I have to give a nod to some of &lt;i&gt;Donkey Kong Country&lt;/i&gt;&amp;#39;s songs. Here is an alligator pirate with breasts singing about treasure. He is A-OK.
&lt;br /&gt;&lt;br /&gt;
&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/LAkn0ORDxUc&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/LAkn0ORDxUc&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" height="344" width="425"&gt;&lt;/object&gt;
&lt;br /&gt;&lt;br /&gt;
Surprisingly, this show had a pretty big following in Japan. It&amp;#39;s kind of hilarious to imagine, because it was released around the time North American anime fans were especially obnoxious about the superiority of Japanese animation versus North America&amp;#39;s commercial slop.
&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Related Links:&lt;/b&gt;
&lt;br /&gt;&lt;br /&gt; 
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/11/27/licensing-tragedies-malibu-s-street-fighter-comic.aspx"&gt;Licensing Tragedies Malibu&amp;#39;s Street Fighter Comic&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/03/10/the-capcom-cartoon-crossover-you-never-knew-about.aspx"&gt;The Capcom Cartoon Crossover You Never Knew About&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/07/mega-man-is-a-dick.aspx"&gt;Mega Man is a Dick&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=186585" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/snes/default.aspx">snes</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/donkey+kong+country/default.aspx">donkey kong country</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+nintendo/default.aspx">super nintendo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/16-bit/default.aspx">16-bit</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/cartoon/default.aspx">cartoon</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/nadia+oxford/default.aspx">nadia oxford</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/donkey+kong+country+2/default.aspx">donkey kong country 2</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/licensing+tragedies/default.aspx">licensing tragedies</category></item><item><title>The Best of Wintry Video Game Music</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/19/the-best-of-wintry-video-game-music.aspx</link><pubDate>Mon, 19 Jan 2009 17:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:166144</guid><dc:creator>Bob Mackey</dc:creator><slash:comments>6</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=166144</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/19/the-best-of-wintry-video-game-music.aspx#comments</comments><description>&lt;p&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/01/vgsnow.png"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/01/vgsnow.png" align="right" border="0" alt="" /&gt;&lt;/a&gt;When you live in something called &amp;quot;the snow belt,&amp;quot; your tolerance for inclement weather wholly determines your sanity. We&amp;#39;ve gotten so much of the fluffy white stuff recently that traveling anywhere in my town now involves following a carved-out snow trench to its logical end, all while hoping you don&amp;#39;t end up in another state or the fabled Canadas. But even with nature trying to snuff me out under a thick pillow of precipitation, I&amp;#39;ve gone through most of my life without hating this time of the year; in fact, winter-themed video game levels have always been a favorite of mine, despite their irritating qualities. And for some reason, they always seem to have great music--which I&amp;#39;d like to share with you today.&lt;br /&gt;&lt;br /&gt;
The following are some of my favorite winter-themed video game tunes; they evoke the spirit of the season perfectly without such real-word drawbacks as windshield-scraping, frostbite, and heating bills which spiral out of control.&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;&lt;i&gt;Super Mario 64&lt;/i&gt; - Snow Mountain&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/W9ivGbEbcPc&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/W9ivGbEbcPc&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;
&amp;quot;Snow Mountain&amp;quot; is just a take on &lt;i&gt;Super Mario 64&amp;#39;s&lt;/i&gt; main theme--which itself is an odd inverse version of the original &lt;i&gt;Super Mario Bros.&lt;/i&gt; theme--but the bouncy accordian mixed with traditional tingly instruments makes the perfect soundtrack for bouncing through the snow. If city parks played this on a nonstop loop from December to March, I assume we&amp;#39;d have one more weapon in the fight against seasonal affective disorder.&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;&lt;i&gt;Donkey Kong Country&lt;/i&gt; - Nothern Hemispheres&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/YT-VJxozVZc&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/YT-VJxozVZc&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;
I don&amp;#39;t have many good memories of &lt;i&gt;Donkey Kong Country&lt;/i&gt; aside from the snow levels, and &amp;quot;Northern Hemispheres&amp;quot; is probably the reason why. Music in winter-themed video game levels is usually playful, but &lt;i&gt;Donkey Kong Country &lt;/i&gt;took a completely different route by including a song that evoked the feeling of aimlessly wandering through a vast, snowy wasteland. Very effective.&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;&lt;i&gt;Earthbound&lt;/i&gt; - &amp;quot;Winters&amp;quot;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/KiGfjOLF_j0&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/KiGfjOLF_j0&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;
All of the music in &lt;i&gt;Earthbound&lt;/i&gt; is amazing, and &amp;quot;Winters&amp;quot; is no exception. It has the same sort of bittersweet, nostalgic tint as the rest of the soundtrack, but the jingling bells and oddly trilling organ really make it a highlight of the game. The song has a strange, hopeful feeling that really matches both its location in the game and its specific point in the story.&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;&lt;i&gt;Final Fantasy VI&lt;/i&gt; - The Mines of Narshe&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/i2QNuQJGAHs&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/i2QNuQJGAHs&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;
&amp;quot;The Mines of Narshe&amp;quot; is one of the first songs you hear in &lt;i&gt;Final Fantasy VI&lt;/i&gt;, and it matches the somewhat-mournful tone of the game perfectly. From the tinkly piano to the breathy sound effect interspersed throughout the track, you get a sense of the gloomy atmosphere and an ominous feeling of what&amp;#39;s to come. It always annoyed me a little that the Narshe theme went away after the transition to the World of Ruin.&lt;br /&gt;&lt;br /&gt;
So, did I miss anything important? Let me know in the comments. Also, links to the songs would be nice if you could dig them up.&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Related Links:&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/14/ost-treasure-of-the-rudras.aspx" target="_blank"&gt;OST: Treasure of the Rudras&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/21/ost-rule-of-rose.aspx" target="_blank"&gt;OST: Rule of Rose&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/06/ost-ducktales.aspx" target="_blank"&gt;OST: DuckTales&lt;/a&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=166144" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ost/default.aspx">ost</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/music/default.aspx">music</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/final+fantasy+vi/default.aspx">final fantasy vi</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+mario+64/default.aspx">super mario 64</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/donkey+kong+country/default.aspx">donkey kong country</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/earthbound/default.aspx">earthbound</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bob+mackey/default.aspx">bob mackey</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/soundtrack/default.aspx">soundtrack</category></item><item><title>Donkey Kong Country: A Christmas Miracle</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/12/23/donkey-kong-country-a-christmas-miracle.aspx</link><pubDate>Tue, 23 Dec 2008 20:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:158961</guid><dc:creator>Cole Stryker</dc:creator><slash:comments>1</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=158961</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/12/23/donkey-kong-country-a-christmas-miracle.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/pFlcqWQVVuU&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/pFlcqWQVVuU&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/object&gt;&lt;br /&gt;There&amp;#39;s something special about spotting that familiar rectangular shape under the tree, which I&amp;#39;ve had the good fortune of looking forward to at every Christmas. Growing up, I usually got two games each year. One on my birthday and one on Christmas. Of course, I had a rich friend across the street (didn&amp;#39;t we all?) with two of every system and all the games I ever wanted to borrow.&lt;br /&gt;&lt;br /&gt;But for a moment each Christmas morning I would pore over the instruction booklet, jump around the room waiting for a game to install, or breathlessly set up a new console. For my last post before the holidays, I&amp;#39;ll relay a particularly heartwarming Christmas memory.&lt;br /&gt;&lt;br /&gt;It was the mid-nineties, and Rare had mailed me a promotional VHS tape.&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/gPxA-VlLhwM&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/gPxA-VlLhwM&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Epic, right? So, &lt;span style="font-style:italic;"&gt;Donkey Kong Country &lt;/span&gt;was very hard to get a hold of, and my parents assured me that they had done their best to find it, but not to be too disappointed if it didn&amp;#39;t work out. So, on Christmas morning I opened up a Donkey Kong Country T-shirt. My parents looked on solemnly and said it was all they could find. I was crushed, but grateful. Later that morning my parents surprised me with the game. Turns out the T-shirt was just a giveaway to early buyers.&lt;/font&gt;&lt;/p&gt;&lt;p&gt;Aww! Merry Christmas, everyone! &lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;span style="font-weight:bold;"&gt;Related Links:&amp;nbsp;&lt;/span&gt;&lt;/p&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/27/alternate-soundtrack-donkey-kong-94-vs-les-savy-fav.aspx"&gt;Alternate Soundtrack - Donkey Kong &amp;#39;94 vs. Les Savy Fav&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/26/no-alternate-soundtrack-donkey-kong-jungle-beat.aspx"&gt;No Alternate Soundtrack: Donkey Kong Jungle Beat&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/16/the-ten-greatest-ice-levels-in-gaming-history-part-3.aspx"&gt;The Ten Greatest Ice Levels in Gaming History, part 3&lt;/a&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=158961" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/rare/default.aspx">rare</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/cole+stryker/default.aspx">cole stryker</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/donkey+kong+country/default.aspx">donkey kong country</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/christmas/default.aspx">christmas</category></item><item><title>You Won't Agree With This: GameTrailers' Top Ten Video Game Themes Ever </title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/17/you-won-t-agree-with-this-gametrailers-top-ten-video-game-themes-ever.aspx</link><pubDate>Sat, 18 Oct 2008 00:12:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:137818</guid><dc:creator>Nadia Oxford</dc:creator><slash:comments>3</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=137818</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/17/you-won-t-agree-with-this-gametrailers-top-ten-video-game-themes-ever.aspx#comments</comments><description>&lt;p&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/10/16-22/gamemusicbox.png"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/10/16-22/gamemusicbox.png" align="right" border="0" alt="" /&gt;&lt;/a&gt; &lt;font size="2"&gt;Editors love Top Ten lists. There is so very little in this vast world that can be summed up with a Top Ten list, which is why readers go orangutan when writers try. And &amp;quot;readers going orangutan&amp;quot; is a proven traffic-booster. &lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font size="2"&gt;The thing is, nobody can resist the pull of these lists. We want to see our personal favourites up on the marquee; we want validation in an anonymous world. Lord knows that when GameTrailers/Screw Attack uploaded its list of the &lt;a href="http://www.gametrailers.com/player/41663.html"&gt;Top Ten Video Game Themes Ever&lt;/a&gt;, I loaded the hell out of the video just so I could sit back and yell at it.
&lt;br /&gt;&lt;br /&gt;
Not to say Screw Attack made bad choices. Most of them are pretty obvious. It&amp;#39;s just impossible to please everyone, least of all me.
&lt;br /&gt;&lt;br /&gt;
For instance, I&amp;#39;m not so sure about choosing the Prelude for the whole &lt;i&gt;Final Fantasy&lt;/i&gt; series (Screw Attack limited suggestions to one per franchise). The Prelude theme is very nice and it certainly represents the series as a whole, but there are other songs that are far more striking. The Opera from &lt;i&gt;Final Fantasy VI&lt;/i&gt;, for starters. Or the Redwings&amp;#39; anthem from &lt;i&gt;Final Fantasy IV.&lt;/i&gt; I can at least give Screw Attack credit for not choosing One Winged Angel from &lt;i&gt;Final Fantasy VII&lt;/i&gt;. I saw that performed as a jangling mess at Video Games Live, confirming a suspicion I&amp;#39;ve long held: the song is not particularly well-written.
&lt;br /&gt;&lt;br /&gt;
Our blue friend Mega Man is represented, of course, through &lt;i&gt;Mega Man 2&lt;/i&gt;&amp;#39;s first Wily stage. Good choice, though I personally would have recommended Storm Eagle&amp;#39;s rockin&amp;#39; rock from &lt;i&gt;Mega Man X.&lt;/i&gt; Hey, you know what the most underrated &lt;i&gt;Mega Man&lt;/i&gt; stage music is? &lt;a href="http://www.youtube.com/watch?v=SAVHhxRV5IU"&gt;Dust Man.&lt;/a&gt; Also, &lt;a href="http://www.youtube.com/watch?v=CSxzq6FWG-Y"&gt;Shade Man.&lt;/a&gt; &lt;i&gt;Also,&lt;/i&gt; &lt;a href="http://www.youtube.com/watch?v=UUNTtYXT59U"&gt;Dr Wily&amp;#39;s first stage in Mega Man 7.&lt;/a&gt;
&lt;br /&gt;&lt;br /&gt;
I&amp;#39;m a little disappointed to see that a song from &lt;i&gt;Donkey Kong Country&lt;/i&gt; was chosen over the ten million superiour songs from &lt;i&gt;Donkey Kong Country 2.&lt;/i&gt; DKC 2 offered some &lt;a href="http://www.youtube.com/watch?v=akIgv3_U0Sk"&gt;great remixes&lt;/a&gt; of DKC&amp;#39;s music--even K. Rool&amp;#39;s nautical battle theme.
&lt;br /&gt;&lt;br /&gt;
Ah, but if we all agreed on everything, what a dull place the world would be. A dull, peaceful place. I am, of course, very happy to see &lt;i&gt;Secret of Mana&lt;/i&gt;&amp;#39;s &amp;quot;Angel&amp;#39;s Fear&amp;quot; on the list. Any song that still compels me to sit all the way through it fifteen years later has aged well in my book.
&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Related Links:&lt;/b&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/06/ost-ducktales.aspx"&gt;OST: DuckTales&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/25/whatcha-listening-to-the-earthbound-soundtrack.aspx"&gt;Whatcha Listening To: The Earthbound Soundtrack&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/04/chiptune-friday-crystal-castles.aspx"&gt;Chiptune Friday: Crystal Castles&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=137818" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/screw+attack/default.aspx">screw attack</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man/default.aspx">mega man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/donkey+kong+country/default.aspx">donkey kong country</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/game+music/default.aspx">game music</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/controversy/default.aspx">controversy</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/nadia+oxford/default.aspx">nadia oxford</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/secret+of+mana/default.aspx">secret of mana</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/gametrailers/default.aspx">gametrailers</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/donkey+kong+country+2/default.aspx">donkey kong country 2</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/indecision/default.aspx">indecision</category></item><item><title>The Ten Greatest Ice Levels in Gaming History, part 3</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/16/the-ten-greatest-ice-levels-in-gaming-history-part-3.aspx</link><pubDate>Fri, 17 Oct 2008 00:10:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:137359</guid><dc:creator>John Constantine</dc:creator><slash:comments>3</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=137359</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/16/the-ten-greatest-ice-levels-in-gaming-history-part-3.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;b&gt;Donkey Kong Country – Snow Barrel Blast
&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/WUjoVqLBAP8&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/WUjoVqLBAP8&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/object&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;i&gt;Donkey Kong Country&lt;/i&gt; isn’t the most fondly remembered SNES game out there. It was marketed to hell and back in 1994, its pre-rendered characters shoved down millions of gamers’ gullets as a final grasp at technological relevance before the dawn of 3D gaming’s rule. At heart, it’s a simplistic and fun platformer whose visuals have aged poorly. But certain stages in &lt;i&gt;DKC &lt;/i&gt;still impress fourteen years later, thanks to a combination of inspired graphical presentation and deft sound arrangement. Snow Barrel Blast is the best &lt;i&gt;DKC &lt;/i&gt;has to offer. An ice level that seems simple enough when Donkey and Diddy Kong emerge from an igloo at the start but soars when the sky starts to darken and the level goes from sunny winter landscape to brooding driving snow storm. It’s purely aesthetic, not informing the game’s basic platforming at all. But its beauty makes it the one thing memorable about &lt;i&gt;DKC &lt;/i&gt;besides the hype. – &lt;span style="font-style:italic;"&gt;JC
&lt;/span&gt;&lt;br /&gt;&lt;b&gt;&lt;br /&gt;
Super Mario Bros. 2 – World 4
&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/7ox8veftvmQ&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/7ox8veftvmQ&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/object&gt;
&lt;br /&gt;&lt;br /&gt;
Traditionally speaking, ice is the bane of platforming. As soon as you see blue ground, slightly shaded to a reflective sheen, you know that the rules you’ve been operating under up to that point are going straight out the window. You will slip, you will slide, and, so, you will miss many, many jumps. World 4 in &lt;i&gt;Super Mario Bros. 2&lt;/i&gt; turns icy surfaces into an exercise in speed and timing, setting up a first level that’s less about jumping across tiered platforms than it is about running as fast as possible and expertly sliding beneath/over oncoming enemies. It’s the speediest stuff in any of the original &lt;i&gt;Mario &lt;/i&gt;trilogy. World 4 gets downright weird by the second stage: yeah, those are whales in between the ice-platforms and snowy outcroppings of rock. Why are there whales? Why not! Go spit some eggs, or something. – &lt;i&gt;JC
&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Super Ghouls ‘N Ghosts – Ice Forest
&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/cOP81pks45I&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/cOP81pks45I&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/object&gt;
&lt;br /&gt;&lt;br /&gt;
Though it came out at the same time as &lt;i&gt;Actraiser&lt;/i&gt;, as one of the first fantasy epics for the fledging SNES, &lt;i&gt;Super Ghouls &amp;#39;n&amp;#39; Ghosts&lt;/i&gt; could hardly be more different in tone. Where &lt;i&gt;Actraiser &lt;/i&gt;is an existential epic, &lt;i&gt;SG&amp;#39;n&amp;#39;G&lt;/i&gt; is a macabre romp; it plays as if Tim Burton and Danny Elfman designed a platformer and let the Marquis de Sade balance the difficulty. Stage 5, the Ice Forest, is a glimmering nightmare full of wolves, frozen ghost knights and spore-spitting snowdrops. In its lurid way, it&amp;#39;s awfully pretty, but if you stand around admiring the ambiance, you will soon find yourself without your pants. – &lt;i&gt;PS
&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Metroid Prime – Phendrana Drifts
&lt;br /&gt;&lt;/b&gt;&lt;br /&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/a5WSyakv1eo&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/a5WSyakv1eo&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/object&gt;
&lt;br /&gt;&lt;br /&gt;
Come on, you knew it was coming. Ice in &lt;i&gt;Metroid &lt;/i&gt;recalls Samus’ arsenal more immediately than the series’ sprawling environments, but it also defines the most evocative and beautiful space in &lt;i&gt;Prime&lt;/i&gt;’s Tallon IV. The Phendrana Drifts has a quality rare in Miss Aran’s adventures: it’s a tranquil place, almost soothing in its stillness. As the camera pans when you first arrive, and Kenji Yamamoto’s eerie, still score begins to play, the ice flows, icicle laden cliffs, and crumbling Chozo architecture come off as a place that’s safe to explore, free of bloodthirsty space jellyfish or insectoid pirates. It isn’t until Ridley’s shadow glides over Phendrana’s surface that you feel a literal chill and remember: Tallon IV isn’t a safe place. The frozen water kills and the ice blocks your way. Best to get bounty huntin’ before your suit freezes up. – &lt;i&gt;JC
&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/16/the-ten-greatest-ice-levels-in-gaming-history-part-1.aspx"&gt;Part 1&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/16/the-ten-greatest-ice-levels-in-gaming-history-part-2.aspx"&gt;Part 2&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Previous Top Tens:&lt;/b&gt; 
&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/12/ten-reasons-why-secret-of-mana-sucks.aspx"&gt;&lt;br /&gt;
Ten Reasons Why Secret of Mana Sucks&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/03/the-five-greatest-enhanced-remakes-and-five-that-weren-t-so-great-part-1.aspx"&gt;The Five Greatest Enhanced Remakes - And Five That Weren&amp;#39;t So Great&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/27/the-ten-greatest-classic-mega-man-levels-part-1.aspx"&gt;The Ten Greatest Classic Mega Man Levels&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/20/the-ten-videogames-that-should-have-been-controversial.aspx"&gt;The Ten Videogames That Should Have Been Controversial&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/12/the-ten-greatest-opening-levels-in-gaming-history-part-1.aspx"&gt;The Ten Greatest Opening Levels in Gaming History&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/05/the-ten-most-adventurous-sequels-in-gaming-history-part-1.aspx"&gt;The Ten Most Adventurous Sequels in Gaming History&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/29/the-ten-greatest-fire-levels-in-gaming-history-part-1.aspx"&gt;The Ten Greatest Fire Levels in Gaming History&lt;/a&gt;&lt;br /&gt;
&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=137359" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/actraiser/default.aspx">actraiser</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/metal+gear+solid/default.aspx">metal gear solid</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/top+ten/default.aspx">top ten</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dawn+of+sorrow/default.aspx">dawn of sorrow</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/castlevania/default.aspx">castlevania</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/list/default.aspx">list</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/donkey+kong/default.aspx">donkey kong</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/chrono+trigger/default.aspx">chrono trigger</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sonic+the+hedgehog/default.aspx">sonic the hedgehog</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/halo/default.aspx">halo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+mario+bros+2/default.aspx">super mario bros 2</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/donkey+kong+country/default.aspx">donkey kong country</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/metroid+prime/default.aspx">metroid prime</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/metal+gear+solid+4/default.aspx">metal gear solid 4</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/keiji+inafune/default.aspx">keiji inafune</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/lost+planet/default.aspx">lost planet</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/yuzo+kushiro/default.aspx">yuzo kushiro</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ice+levels/default.aspx">ice levels</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/tim+burton/default.aspx">tim burton</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/starship+troopers/default.aspx">starship troopers</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/marquis+de+sade/default.aspx">marquis de sade</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/shadow+moses/default.aspx">shadow moses</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/diddy+kong/default.aspx">diddy kong</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/soma+cruz/default.aspx">soma cruz</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/danny+elfman/default.aspx">danny elfman</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sonic+and+knuckles/default.aspx">sonic and knuckles</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ice+cap+zone/default.aspx">ice cap zone</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/phendrana+drifts/default.aspx">phendrana drifts</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+ghouls+_2700_n_2700_+ghosts/default.aspx">super ghouls 'n' ghosts</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/quintet/default.aspx">quintet</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/kenji+yamamoto/default.aspx">kenji yamamoto</category></item><item><title>The Ten Greatest Ice Levels in Gaming History, part 2</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/16/the-ten-greatest-ice-levels-in-gaming-history-part-2.aspx</link><pubDate>Fri, 17 Oct 2008 00:05:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:137356</guid><dc:creator>John Constantine</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=137356</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/16/the-ten-greatest-ice-levels-in-gaming-history-part-2.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;b&gt;Lost Planet – The Whole Game&lt;/b&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/DRBMjDLrWUY&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/DRBMjDLrWUY&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/object&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;i&gt;Lost Planet&lt;/i&gt;, Keiji Inafune’s attempt to make &lt;i&gt;Halo &lt;/i&gt;for Japan, is one of this console generation’s most underappreciated games. The shooting is tight, the levels are impeccably designed, the automated-grappling-hook platforming is neat, and the &lt;i&gt;Starship Troopers&lt;/i&gt;-bug baddies are some of the cooler looking HD threats out there. Sure, it has some clunky parts, but the good far outweighs the bad. What’s more, the entire game is all about snow and ice. The initial stages, wandering the frozen wastes of E.D.N. III, are still jaw dropping. It isn’t even the swirling snow or the ice-bound cities; it’s the sound, the crunch, of stomping through snow drifts. My teeth grit just thinking about it. The snowy setting is also behind &lt;i&gt;Lost Planet&lt;/i&gt;’s health system. Your health is constantly draining because of the cold, so you’re forced to constantly collect the body heat of felled foes. That is cooler than crawling inside a Taun-Taun. – &lt;i&gt;JC
&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Actraiser – Northwall&lt;/b&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/4ISDfaTL2-I&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/4ISDfaTL2-I&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/object&gt;
&lt;br /&gt;&lt;br /&gt;
Let other developers go the way of stock level design. Quintet was always too good for that, giving their levels in &lt;i&gt;Actraiser &lt;/i&gt;a pre-human quality that went far beyond the usual D&amp;amp;D boilerplate. That sense of a vast natural world haunted by gods and demons was perfectly captured in the two Acts that take place in the frozen land of Northwall. In the first, you enter a pristine wasteland to clear it for your subjects. Despite the substantial amount of combat that takes place therein, the austerity of the snowy background and the chilly beauty of Yuzo Koshiro&amp;#39;s score gives the whole scene a sense of peace. 
&lt;br /&gt;&lt;br /&gt;
Things are different in Act 2, which finds you scaling a collosal frozen tree to rid your now-colonized land of monsters. This climactic moment finds all the forces of the arctic landscape rallied against you, with Koshiro&amp;#39;s appropriately frantic music spurring you ever upward to destiny. – &lt;i&gt;Peter Smith

&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Castlevania: Dawn of Sorrow – The Lost Village
&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/yaRm0H5BhwM&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/yaRm0H5BhwM&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/object&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;i&gt;Castlevania &lt;/i&gt;is a series about place, but its range is often limited by the requirements of its title. Each game has its unique spaces, but they’re inevitably tied to Dracula’s castle and the Transylvanian countryside surrounding it, which is why franchise entries that mix things up are the most memorable. Of all the ‘&lt;i&gt;Vanias &lt;/i&gt;to release after &lt;i&gt;Symphony of the Nigh&lt;/i&gt;t’s complete genre realignment, the Soma Cruz adventures are the most distinct, their near-future setting lending much needed modernity to the usual gothic ramparts and libraries. And given Soma’s snowy appearance, it’s not surprising that his second outing, &lt;i&gt;Dawn of Sorrow,&lt;/i&gt; is home to one of gaming’s best ice levels. The first screen of The Lost Village plain makes you want to put on a coat. Snow falls lazily on a rickety wooden fence, dense forest obscures an enormous moon, and the only sound is wind. The real star is the central room, a multi-screen series of German-styled village buildings stacked on one another, frozen and abandoned. Unforgettable moment: landing a jump on a broken-down VW bus and seeing the snow slump off onto the ground. – &lt;i&gt;JC
&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/16/the-ten-greatest-ice-levels-in-gaming-history-part-1.aspx"&gt;Part 1&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/16/the-ten-greatest-ice-levels-in-gaming-history-part-3.aspx"&gt;Part 3&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Previous Top Tens:&lt;/b&gt; 
&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/12/ten-reasons-why-secret-of-mana-sucks.aspx"&gt;&lt;br /&gt;
Ten Reasons Why Secret of Mana Sucks&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/03/the-five-greatest-enhanced-remakes-and-five-that-weren-t-so-great-part-1.aspx"&gt;The Five Greatest Enhanced Remakes - And Five That Weren&amp;#39;t So Great&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/27/the-ten-greatest-classic-mega-man-levels-part-1.aspx"&gt;The Ten Greatest Classic Mega Man Levels&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/20/the-ten-videogames-that-should-have-been-controversial.aspx"&gt;The Ten Videogames That Should Have Been Controversial&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/12/the-ten-greatest-opening-levels-in-gaming-history-part-1.aspx"&gt;The Ten Greatest Opening Levels in Gaming History&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/05/the-ten-most-adventurous-sequels-in-gaming-history-part-1.aspx"&gt;The Ten Most Adventurous Sequels in Gaming History&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/29/the-ten-greatest-fire-levels-in-gaming-history-part-1.aspx"&gt;The Ten Greatest Fire Levels in Gaming History&lt;/a&gt;&lt;br /&gt;
&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=137356" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/actraiser/default.aspx">actraiser</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/metal+gear+solid/default.aspx">metal gear solid</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/top+ten/default.aspx">top ten</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dawn+of+sorrow/default.aspx">dawn of sorrow</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/castlevania/default.aspx">castlevania</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/list/default.aspx">list</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/donkey+kong/default.aspx">donkey kong</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/chrono+trigger/default.aspx">chrono trigger</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sonic+the+hedgehog/default.aspx">sonic the hedgehog</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/halo/default.aspx">halo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+mario+bros+2/default.aspx">super mario bros 2</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/donkey+kong+country/default.aspx">donkey kong country</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/metroid+prime/default.aspx">metroid prime</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/metal+gear+solid+4/default.aspx">metal gear solid 4</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/keiji+inafune/default.aspx">keiji inafune</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/lost+planet/default.aspx">lost planet</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/yuzo+kushiro/default.aspx">yuzo kushiro</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ice+levels/default.aspx">ice levels</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/tim+burton/default.aspx">tim burton</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/starship+troopers/default.aspx">starship troopers</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/marquis+de+sade/default.aspx">marquis de sade</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/shadow+moses/default.aspx">shadow moses</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/diddy+kong/default.aspx">diddy kong</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/soma+cruz/default.aspx">soma cruz</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/danny+elfman/default.aspx">danny elfman</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sonic+and+knuckles/default.aspx">sonic and knuckles</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ice+cap+zone/default.aspx">ice cap zone</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/phendrana+drifts/default.aspx">phendrana drifts</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+ghouls+_2700_n_2700_+ghosts/default.aspx">super ghouls 'n' ghosts</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/quintet/default.aspx">quintet</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/kenji+yamamoto/default.aspx">kenji yamamoto</category></item><item><title>The Ten Greatest Ice Levels in Gaming History, part 1</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/16/the-ten-greatest-ice-levels-in-gaming-history-part-1.aspx</link><pubDate>Fri, 17 Oct 2008 00:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:137353</guid><dc:creator>John Constantine</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=137353</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/16/the-ten-greatest-ice-levels-in-gaming-history-part-1.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
Autumn may only be a few weeks old, but, as it is with all seasons, you can feel its successor growing during the increasingly long nights. It’s getting cold and the chill has got us thinking about cool things, here at 61 Frames Per Second. As a result, we’re doing two things. One, we’re quoting&lt;i&gt; Batman and Robin&lt;/i&gt; far more than we should. Two, we’re thinking about ice levels. Ice levels, like fire levels, refers to a theme more than a specific element. An ice level is more than ice. It’s freezing water, driving snow, strong wind, and grey skies. It’s gaming that makes you want to wrap up in a giant bearskin rug. Naked. Or not, to each their own. Here, we present to you, the top ten greatest ice levels in gaming history.  – &lt;i&gt;John Constantine
&lt;/i&gt;&lt;br /&gt;&lt;b&gt;&lt;br /&gt;
Chrono Trigger – Death Peak&lt;/b&gt;
&lt;br /&gt;&lt;br /&gt;

&lt;i&gt;*Spoilers. Big Ones.*
&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/_15HZPCqXJY&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/_15HZPCqXJY&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/object&gt;
&lt;br /&gt;&lt;br /&gt;

The snow-capped peak is not an uncommon locale in role-playing games. You’ve been there before: there’s a giant monster, typically abominable, waiting for you at the summit, and the journey to him is guaranteed to entail solving an ice block puzzle or three. You are also guaranteed to find some convenient Ice Armor or even, if you’re lucky, a Fire Sword. &lt;i&gt;Chrono Trigger&lt;/i&gt;’s Death Peak, the lone natural environment in the Lavos-ruined 2300 AD, is different. It is, ostensibly, optional. Like everything else in &lt;i&gt;Trigger&lt;/i&gt;’s end game following the silent hero’s death, you can skip the mountain entirely, though ascending it is fundamental in reaching the plot’s true conclusion. Death Peak is the physical embodiment of everything at stake in &lt;i&gt;Trigger&lt;/i&gt;’s conflict, a frozen place inhabited by stray creatures, cold, and Lavos’ offspring, growing fat on decay, waiting to leave the dead planet to claim others as their own. Its challenge is both environmental and emblematic: your surviving heroes must push against snow and wind, against nature, to both save the world and also their fallen friend. No boss waits at the pinnacle, just a dreary sky and a chance to use the Chrono Trigger itself. When Crono is resurrected, the wind and snow cease, the sun emerges from the clouds and is eclipsed. If you choose to see it, it is the turning point in the game, the moment hope overcomes despair. – &lt;i&gt;JC&lt;/i&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Metal Gear Solid (1 and 4) – Shadow Moses
&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/w8eGuTQ0krU&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/w8eGuTQ0krU&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/object&gt;
&lt;br /&gt;&lt;br /&gt;
Most of the levels here made the list because they do two things: they are artful and the ice defines how you play through them. Shadow Moses, that forlorn little island north of Alaska where so many bad, &lt;i&gt;Metal Gear&lt;/i&gt;-y things happened, fulfills both those criteria and then goes a step farther. Shadow Moses, and the very first post-opening-credits play sequence in &lt;i&gt;MGS&lt;/i&gt;, defines the entire series. It sets the overdramatic tone, it bookends the franchise narrative, and it quickly establishes the stealth gameplay. It isn’t a real stunner now, but finding out that enemies would notice footprints left in the snow was exciting stuff in 1998. The return trip to Shadow Moses in &lt;i&gt;Metal Gear Solid 4 &lt;/i&gt;is less exciting for its gameplay – it comes in &lt;i&gt;MGS4&lt;/i&gt;’s limited-play back half – and more just artful. Approaching the base from outside, literally navigating through a white-out blizzard, provides a visually stunning moment in a game full of them. When I saw that giant bi-pedal robot lumbering through the snow, only barely visible through the torrent, I damn near threw my controller at the screen. – &lt;i&gt;JC
&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Sonic the Hedgehog 3 – Ice Cap Zone
&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/NhzwL18q38o&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/NhzwL18q38o&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/object&gt;
&lt;br /&gt;&lt;br /&gt;
Okay, okay. I&amp;#39;ve never much cared for &lt;i&gt;Sonic&lt;/i&gt;, but I will admit that its cartoony, distinctly &amp;#39;90s environment design is distinctive, and Ice Cap Zone probably deserves a place on this list. It&amp;#39;s cool how you snowboard in, and it&amp;#39;s cool how half the level breaks around you in big chaotic shards of crystal, even if the gameplay remains duller than toast. And the much-beloved music is pretty catchy, although it evokes a night of strip-mall dance clubbing more than an arctic wonderland... Okay, &lt;i&gt;Sonic &lt;/i&gt;fans? Okay? You win this round, you hear? Now stop sending me those horrible pictures! – &lt;i&gt;PS
&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/16/the-ten-greatest-ice-levels-in-gaming-history-part-2.aspx"&gt;Part 2&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/16/the-ten-greatest-ice-levels-in-gaming-history-part-3.aspx"&gt;Part 3&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Previous Top Tens:&lt;/b&gt; 
&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/12/ten-reasons-why-secret-of-mana-sucks.aspx"&gt;&lt;br /&gt;
Ten Reasons Why Secret of Mana Sucks&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/03/the-five-greatest-enhanced-remakes-and-five-that-weren-t-so-great-part-1.aspx"&gt;The Five Greatest Enhanced Remakes - And Five That Weren&amp;#39;t So Great&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/27/the-ten-greatest-classic-mega-man-levels-part-1.aspx"&gt;The Ten Greatest Classic Mega Man Levels&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/20/the-ten-videogames-that-should-have-been-controversial.aspx"&gt;The Ten Videogames That Should Have Been Controversial&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/12/the-ten-greatest-opening-levels-in-gaming-history-part-1.aspx"&gt;The Ten Greatest Opening Levels in Gaming History&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/05/the-ten-most-adventurous-sequels-in-gaming-history-part-1.aspx"&gt;The Ten Most Adventurous Sequels in Gaming History&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/29/the-ten-greatest-fire-levels-in-gaming-history-part-1.aspx"&gt;The Ten Greatest Fire Levels in Gaming History&lt;/a&gt;&lt;br /&gt;


&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=137353" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/actraiser/default.aspx">actraiser</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/metal+gear+solid/default.aspx">metal gear solid</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/top+ten/default.aspx">top ten</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dawn+of+sorrow/default.aspx">dawn of sorrow</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/castlevania/default.aspx">castlevania</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/list/default.aspx">list</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/donkey+kong/default.aspx">donkey kong</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/chrono+trigger/default.aspx">chrono trigger</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sonic+the+hedgehog/default.aspx">sonic the hedgehog</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/halo/default.aspx">halo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+mario+bros+2/default.aspx">super mario bros 2</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/donkey+kong+country/default.aspx">donkey kong country</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/metroid+prime/default.aspx">metroid prime</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/metal+gear+solid+4/default.aspx">metal gear solid 4</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/keiji+inafune/default.aspx">keiji inafune</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/lost+planet/default.aspx">lost planet</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/yuzo+kushiro/default.aspx">yuzo kushiro</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ice+levels/default.aspx">ice levels</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/tim+burton/default.aspx">tim burton</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/starship+troopers/default.aspx">starship troopers</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/marquis+de+sade/default.aspx">marquis de sade</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/shadow+moses/default.aspx">shadow moses</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/diddy+kong/default.aspx">diddy kong</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/soma+cruz/default.aspx">soma cruz</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/danny+elfman/default.aspx">danny elfman</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sonic+and+knuckles/default.aspx">sonic and knuckles</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ice+cap+zone/default.aspx">ice cap zone</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/phendrana+drifts/default.aspx">phendrana drifts</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+ghouls+_2700_n_2700_+ghosts/default.aspx">super ghouls 'n' ghosts</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/quintet/default.aspx">quintet</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/kenji+yamamoto/default.aspx">kenji yamamoto</category></item><item><title>Abominations of Technology: Pre-Rendered Graphics</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/09/08/abominations-of-technology-pre-rendered-graphics.aspx</link><pubDate>Mon, 08 Sep 2008 22:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:125416</guid><dc:creator>Bob Mackey</dc:creator><slash:comments>6</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=125416</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/09/08/abominations-of-technology-pre-rendered-graphics.aspx#comments</comments><description>&lt;p&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/dkong.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/dkong.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt;As a weird side-effect of technological anxiety and the transition from 2D to 3D games, pre-rendered graphics had their place.&amp;nbsp; In some cases, that was a very, very bad place, like where Big Bird said strangers couldn&amp;#39;t touch you; basically, any game with pre-rendered, animated sprites.&amp;nbsp; Though in the 32-bit era, it&amp;#39;s reasonable to say that some pre-rendered graphics were necessary--if a circa 1997 Square programming team tried to make a real-time Midgar, the result would be an abominable pile of warping polygons and broken dreams.&lt;br /&gt;&lt;br /&gt;
But so many years later, you&amp;#39;d think that we, as a people, could unite against pre-rendered graphics and say &amp;quot;No more.&amp;quot;&amp;nbsp; In what can only be considered an affront to the eyes and good taste of gamers everywhere, developers are still using pre-rendered graphics.&amp;nbsp; And it&amp;#39;s high time they stopped.&lt;br /&gt;&lt;br /&gt;
I&amp;#39;ve always thought that pre-rendered graphics--at least in their first few years--were a strange sort of technophilia in that they assured us that somewhere, very powerful computers exist; and these computers are hard at work, rendering things ahead of time so your puny hardware doesn&amp;#39;t have to.  Never mind that pre-rendered sprites always look muddy, fuzzy, and ill-defined when compared to their hand-drawn counterparts, &lt;i&gt;there are SGI workstations spending countless hours making Donkey Kong uglier and you will show them respect!&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
This kind of attitude made sense in the mid-to-late 90s, when there was a real tension between 2D and 3D gaming, and many 2D games were cast in the pre-rendered mold in order to make them &amp;quot;acceptable&amp;quot; to modern gamers--even great games like &lt;span style="font-style:italic;"&gt;Klonoa&lt;/span&gt; suffer from bloated, fuzzy sprites.  But why, in 2008, must we continue to suffer through the anxieties of hardware generations past?  &lt;span style="font-style:italic;"&gt;Fire Emblem&lt;/span&gt;, a series known for its beautiful, hand drawn sprites and character art, has now gone the pre-rendered route with its newest DS iteration, leaving a legion of fans scratching their heads and clawing out their eyeballs.  And this is by no means an isolated event; both updates to the phenomenal &lt;span style="font-style:italic;"&gt;Donkey Kong &amp;#39;94&lt;/span&gt; (seriously, &lt;a href="http://en.wikipedia.org/wiki/Donkey_Kong_%28Game_Boy%29" target="_blank"&gt;go play this game&lt;/a&gt;) have been zombified by the process of pre-rendering.&amp;nbsp; In the words of Nancy Kerrigan, &amp;quot;WHY WHY WHY WHY!?&amp;quot;&lt;br /&gt;&lt;br /&gt;
Does anyone still &lt;i&gt;like&lt;/i&gt; pre-rendering?  Has it ever improved a game?  These are questions which demand answers.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;
Related Links&lt;/span&gt;:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/27/alternate-soundtrack-donkey-kong-94-vs-les-savy-fav.aspx" target="_blank"&gt;
Alternate Soundtrack - Donkey Kong &amp;#39;94 vs. Les Savy Fav&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/27/where-is-shuichi-sakurazaki-creator-of-ninja-gaiden.aspx"&gt;
Where is Shuichi Sakurazaki, Creator of Ninja Gaiden?&lt;/a&gt;&lt;br /&gt; &lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=125416" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/donkey+kong/default.aspx">donkey kong</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/donkey+kong+country/default.aspx">donkey kong country</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/klonoa/default.aspx">klonoa</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bob+mackey/default.aspx">bob mackey</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/pre-rendered+graphics/default.aspx">pre-rendered graphics</category></item><item><title>The Super Street Fighter II Turbo HD Remix Soundtrack - An Inside Look</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/08/15/the-super-street-fighter-ii-turbo-hd-remix-soundtrack-an-inside-look.aspx</link><pubDate>Fri, 15 Aug 2008 17:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:117340</guid><dc:creator>Peter Smith</dc:creator><slash:comments>2</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=117340</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/08/15/the-super-street-fighter-ii-turbo-hd-remix-soundtrack-an-inside-look.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;i&gt;In this exclusive follow-up to our interview with Super Street Fighter II Turbo HD Remix soundtrack producers David &amp;quot;djpretzel&amp;quot; Lloyd and Larry &amp;quot;Liontamer&amp;quot; Oji, djpretzel himself gives us a breakdown of four tracks from the game:&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;E. Honda &amp;#39;Dosu-Koi&amp;#39; &lt;br /&gt;
  djpretzel &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/SF2HD%20honda%20stage.JPG"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/SF2HD%20honda%20stage.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
&amp;quot;This was the track that I set my sights on early in the process. McVaffe has had an excellent mix of this track on OCR for a long while, modeled after Madonna&amp;#39;s song &amp;#39;Music,&amp;#39; but Capcom weren&amp;#39;t feeling it for in-game usage, so I decided to take a shot.&amp;nbsp; My initial version was way too aggressive, and got the hundred-hand slapdown itself, but I went back to the drawing board and did something mellower, with more of an emphasis on Asian instrumentation.&amp;nbsp; There&amp;#39;s shamisen, koto, shakuhachi, AND taiko in there, so it&amp;#39;s got the &amp;#39;big four&amp;#39; of Japanese instruments (more or less) and is more appropriate to the sumo bath house setting.&amp;quot; &lt;br /&gt;&lt;br /&gt;
    &lt;b&gt;Guile &amp;#39;Combat and Service&amp;#39; &lt;br /&gt;
Big Giant Circles, Justin R. Coleman &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/SF2HD%20guile%20stage.JPG"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/SF2HD%20guile%20stage.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
&amp;quot;Jimmy Hinson, alias Big Giant Circles, put together a really kicking take on Guile&amp;#39;s theme, which is definitely one of the classics off the soundtrack. Capcom generally dug what he was doing, but were iffy on the lead synthesizer sound, and wanted something different. Jimmy got Justin to lay down an electric guitar lead that added some rock edge to the more electronic backdrop, achieving a good blend that Capcom gave the green light.&amp;quot; &lt;br /&gt;&lt;br /&gt;
    &lt;b&gt;Ken / Online Menu &amp;#39;Clamato Fever&amp;#39; &lt;br /&gt;
AE, Prozax &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/SF2HD%20Ken%20stage.JPG"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/SF2HD%20Ken%20stage.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
&amp;quot;While Sixto Sounds did the version of Ken&amp;#39;s stage that&amp;#39;s actually used in the game, Capcom wanted something special just for the online menus and the title screen, since users spend a good amount of time setting up matches, checking rankings, and tweaking options.&amp;nbsp; Alex Esquivel (AE) and Dan Orosz (Prozax) put together an alternate take on the Ken theme that works perfectly for this context. The first time I fired up the beta and heard it, I just smiled — they nailed it!&amp;nbsp; As an interesting side note, AE learned about the game through other channels and contacted Capcom directly, and was a little surprised to be redirected to Shael, Malcos and I to coordinate his involvement. Everything worked out, though, and I&amp;#39;m glad Alex and Dan were included in the long lineup of OC ReMix artists.&amp;quot; &lt;br /&gt;&lt;br /&gt;
    &lt;b&gt;Zangief &amp;#39;Red Cyclone&amp;#39; &lt;br /&gt;
The Grammar Club &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&amp;quot;Shael Riley&amp;#39;s been mixing humor, VGM, rock, and anything else he cares to throw in for a long time now, and his latest project is The Grammar Club, a band that&amp;#39;s been making waves with their album Bremelanotide.&amp;nbsp; The fellows put together a rock arrangement of Zangief&amp;#39;s theme that&amp;#39;s unique on the soundtrack for being a little less refined and more in-your-face, New York garage style.&amp;nbsp; When I think Zangief, I certainly don&amp;#39;t think &amp;#39;refined,&amp;#39; so this ballsier type of production worked really well.&amp;quot; &lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=117340" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/peter+smith/default.aspx">peter smith</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/battletoads/default.aspx">battletoads</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/capcom/default.aspx">capcom</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/taito/default.aspx">taito</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/double+dragon/default.aspx">double dragon</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+street+fighter+II+turbo+hd+remix/default.aspx">super street fighter II turbo hd remix</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/zelda/default.aspx">zelda</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/final+fantasy+vi/default.aspx">final fantasy vi</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ocarina+of+time/default.aspx">ocarina of time</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/chrono+trigger/default.aspx">chrono trigger</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sonic+the+hedgehog/default.aspx">sonic the hedgehog</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/tim+follin/default.aspx">tim follin</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/donkey+kong+country/default.aspx">donkey kong country</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/street+fighter+ii/default.aspx">street fighter ii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/lemmings/default.aspx">lemmings</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+ii/default.aspx">mega man ii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+mario+galaxy/default.aspx">super mario galaxy</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/xenogears/default.aspx">xenogears</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/yasunori+mitsuda/default.aspx">yasunori mitsuda</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/space+harrier/default.aspx">space harrier</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/streets+of+rage/default.aspx">streets of rage</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/alex+kidd/default.aspx">alex kidd</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/final+fantasy+vii/default.aspx">final fantasy vii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/lunar/default.aspx">lunar</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/david+lloyd/default.aspx">david lloyd</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/solstice/default.aspx">solstice</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/liontamer/default.aspx">liontamer</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+maroi+bros+3/default.aspx">super maroi bros 3</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/road+rash/default.aspx">road rash</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/shinobi/default.aspx">shinobi</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/yuzo+kushiro/default.aspx">yuzo kushiro</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+castlevania+iv/default.aspx">super castlevania iv</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/silver+surfer/default.aspx">silver surfer</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/zuntata/default.aspx">zuntata</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/alph+lyra/default.aspx">alph lyra</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dave+wise/default.aspx">dave wise</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ghouls+_2700_n+ghosts/default.aspx">ghouls 'n ghosts</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/masato+nakamura/default.aspx">masato nakamura</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/koji+kondo/default.aspx">koji kondo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/61fps+q_2600_amp_3B00_a/default.aspx">61fps q&amp;amp;a</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/tokuhiko+uwabo/default.aspx">tokuhiko uwabo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/revenge+of+shinobi/default.aspx">revenge of shinobi</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dream+house/default.aspx">dream house</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ecco+the+dolphin_3A00_+defender+of+the+future/default.aspx">ecco the dolphin: defender of the future</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/blood+on+the+asphalt/default.aspx">blood on the asphalt</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/djpretzel/default.aspx">djpretzel</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/yasuhira+watanabe/default.aspx">yasuhira watanabe</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/spy+hunter/default.aspx">spy hunter</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/spider-man+and+the+x-men_3A00_+arcade_2700_s+revenge/default.aspx">spider-man and the x-men: arcade's revenge</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/oc+remix/default.aspx">oc remix</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/smurfs/default.aspx">smurfs</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/larry+oji/default.aspx">larry oji</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/kazunaka+yamane/default.aspx">kazunaka yamane</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/jose+e.+felix/default.aspx">jose e. felix</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/big+giant+circles/default.aspx">big giant circles</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/the+grammar+club/default.aspx">the grammar club</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/jimmy+hinson/default.aspx">jimmy hinson</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/prozax/default.aspx">prozax</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/justin+r+coleman/default.aspx">justin r coleman</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ae/default.aspx">ae</category></item><item><title>61FPS Q&amp;A: David Lloyd and Larry Oji of OC ReMix on the Super Street Fighter II Turbo HD Remix Soundtrack (Part 2)</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/08/14/61fps-q-amp-a-david-lloyd-and-larry-oji-of-oc-remix-on-the-super-street-fighter-ii-turbo-hd-remix-soundtrack-part-2.aspx</link><pubDate>Thu, 14 Aug 2008 14:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:117334</guid><dc:creator>Peter Smith</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=117334</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/08/14/61fps-q-amp-a-david-lloyd-and-larry-oji-of-oc-remix-on-the-super-street-fighter-ii-turbo-hd-remix-soundtrack-part-2.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;b&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/sf2hd4.JPG"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/sf2hd4.JPG" align="right" border="0" alt="" /&gt;&lt;/a&gt;What are some of your favorite game soundtracks? Favorite composers? &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;djpretzel: &lt;/b&gt; Yuzo Koshiro, Dave Wise, Yasunori Mitsuda, Tokuhiko Uwabo, and Koji Kondo are all amazing... &lt;i&gt;Super Castlevania IV&lt;/i&gt;, &lt;i&gt;Revenge of Shinobi&lt;/i&gt;,&lt;i&gt; Lunar&lt;/i&gt; (Sega CD version!!),&lt;i&gt; Chrono Trigger&lt;/i&gt;,&lt;i&gt; Xenogears&lt;/i&gt;,&lt;i&gt; Final Fantasy VI &lt;/i&gt;,&lt;i&gt; Mega Man II&lt;/i&gt;, and &lt;i&gt;Super Mario Galaxy&lt;/i&gt; are my favorite game scores at the moment. &lt;br /&gt;
    &lt;b&gt;&lt;br /&gt;
  Larry Oji: &lt;/b&gt; Favorite soundtracks and composers tend to go hand in hand. I&amp;#39;m a big fan of Koji Kondo&amp;#39;s work on the &lt;i&gt;Super Mario&lt;/i&gt; series, Masato Nakamura&amp;#39;s on the &lt;i&gt;Sonic the Hedgehog&lt;/i&gt; series (&lt;i&gt;Sonic 3 &amp;amp; Knuckles&lt;/i&gt;, though not his, was excellent too), Alph Lyra for the &lt;i&gt;Street Fighter II&lt;/i&gt; series, David Wise for &lt;i&gt;Donkey Kong Country&lt;/i&gt; and &lt;i&gt;Battletoads&lt;/i&gt;, Kazunaka Yamane for the &lt;i&gt;Double Dragon&lt;/i&gt; series, and Yuzo Koshiro for the &lt;i&gt;Streets of Rage&lt;/i&gt; series. That covers a lot of the games I played as a kid. Since learning more about the history of game music, I love so much stuff now, I can&amp;#39;t even rattle it off. But my second-favorite composer,  little known in the States, is Yasuhisa &amp;quot;Yack&amp;quot; Watanabe. His stuff is a lot more known in Japan, including as a member of Taito&amp;#39;s Zuntata group, but almost no one tries to arrange his material; it&amp;#39;s pretty far out there, so I can understand why. Sometimes his stuff doesn&amp;#39;t resonate with me, but he&amp;#39;s put out some  incredible compositions. Then my personal favorite is British composer Tim Follin, whose nearly two-decade career composing for games was unparalleled, as far as what I&amp;#39;ve personally enjoyed. Check out his compositions for &lt;i&gt;Ghouls &amp;#39;n Ghosts&lt;/i&gt;, &lt;i&gt;Solstice&lt;/i&gt;, &lt;i&gt;Spider-Man and the X-Men: Arcade&amp;#39;s Revenge&lt;/i&gt; and &lt;i&gt;Silver Surfer&lt;/i&gt;. He always strove for creative techniques and cool textures with his chiptunes. Plus, his modern soundtracks like &lt;i&gt;Ecco the Dolphin: Defender of the Future&lt;/i&gt; and &lt;i&gt;Lemmings&lt;/i&gt; for the PSP were equally impressive. I&amp;#39;ve been slowly plugging away at a small OC ReMix album project paying tribute to his work, so before the end of this year, &lt;i&gt;Dirge for the Follin&lt;/i&gt; should finally be out there, lamenting the fact that he retired from the industry. &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;Do you prefer the old-school chiptune style, or are you more into the CD-audio present?  &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;djpretzel: &lt;/b&gt; I prefer the melodies and compositional approach of the 8-bit and 16-bit eras coupled with more modern production aesthetics; in other words, I like slick production, but only when it&amp;#39;s paired up with a great melody. Which is not to say that game composers of today aren&amp;#39;t writing great melodies, just that the limitations of earlier consoles meant that almost every piece needed to survive on compositional strength as opposed to production values. &lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Larry Oji: &lt;/b&gt; I&amp;#39;ve got no major preference. The only bias I have is that I grew up with chiptunes, so there&amp;#39;s going to be some nostalgia pushing me to those. But modern stuff holds up a lot better to active listening. Either way. [pauses] Was that a cop out? ... All right, let&amp;#39;s go with modern stuff. I actually prefer the melodies that were written in the chiptune days. But modern music has the potential for great writing as well,  combined with higher quality sounds. Some fans feel there&amp;#39;s an inherent compositional quality trade-off in newer videogame music compared to the older stuff, but I believe the best of the modern stuff is simply more elusive. Besides, people tend to gloss over the fact that not every chiptune was amazing back then either. &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;What do you think of the recent trend towards contextual music? In old &lt;i&gt;Zelda&lt;/i&gt;, you&amp;#39;d just have a melody looping for the whole time you were in a dungeon. Now, you often just have ambient effects and then an &amp;quot;action&amp;quot; motif when you approach an enemy. &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;djpretzel: &lt;/b&gt; Well, I think most good game music, even very old stuff, is still contextual on some level — it still makes sense for the environment. But more recently the focus/buzz has been on making that contextuality of a more real-time, responsive nature, as opposed to the loops you mention. In essence, this makes the experience more cinematic, with the score reacting to players&amp;#39; actions just like a well-cued Hollywood soundtrack would. For FMV sequences in games, obviously, this is nothing new and has been the standard for years. The challenge is in maintaining that very polished interactivity once a user&amp;#39;s actions become unpredictable. There are different ways of accomplishing this, including triggered motifs like you mention. I think it&amp;#39;s all very interesting and exciting, but I also think we need to take a step back once in awhile and remember that games are a different medium from movies, and that emulating them is an option, but not the only option. Who&amp;#39;s to say that looped melodies a la &lt;i&gt;Zelda&lt;/i&gt; and older 8-bit titles don&amp;#39;t make complete sense for certain games or genres? Game creators are creating interactive worlds... those worlds can resemble a film experience, and if that&amp;#39;s the goal, then responsive, interactive scores are perfect. But the true art of game creation, to me, is remembering that there aren&amp;#39;t any limits, that conventions of all other mediums can and should be bent or broken, and thus I think too much emphasis on targeting a cinematic experience could be dangerous. In essence, I think this trend is very positive, so long as it expands the arsenal of approaches to music in games, rather than narrows it. &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;How about the shift from short melodies to more expanded or moodier compositions? The difference between, y&amp;#39;know, &lt;i&gt;Zelda II&lt;/i&gt;&amp;#39;s Palace theme and &lt;i&gt;Ocarina&lt;/i&gt; &lt;i&gt;of Time&lt;/i&gt;&amp;#39;s Forest Temple theme? &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;djpretzel: &lt;/b&gt; This is totally natural; audio and music have progressed alongside graphics and other technical aspects of console hardware and gaming, and more ornate and varied compositions flow from those progressions. With &lt;i&gt;Ocarina&lt;/i&gt;, you&amp;#39;ve no longer got a limited palette of bright colors on screen, you&amp;#39;ve got a fully 3D world, and it&amp;#39;d be odd if the music didn&amp;#39;t match. This sometimes means the number of &amp;quot;hummable&amp;quot; tracks on a game soundtrack is reduced in favor of more ambient, atmospheric fare, but it&amp;#39;s usually right for the game, and composers like Koji Kondo in particular can almost always hit a balance between &amp;quot;song&amp;quot; or theme tracks and more environmental, BGM stuff. &lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;How did you meet up with Capcom on &lt;i&gt;Super Street Fighter II Turbo HD Remix&lt;/i&gt;? &lt;/b&gt;&lt;br /&gt;

&lt;b&gt;djpretzel: &lt;/b&gt; OCR is mostly about individual mixes, but every once in awhile we release album projects, where artists get together and focus on a specific game, composer, etc. We&amp;#39;ve released albums for &lt;i&gt;Chrono Trigger&lt;/i&gt;, &lt;i&gt;Donkey Kong Country&lt;/i&gt; and most notably &lt;i&gt;Final Fantasy VII&lt;/i&gt; with &lt;a href="http://ff7.ocremix.org"&gt;our &lt;i&gt;Voices of the Lifestream&lt;/i&gt; album&lt;/a&gt;  in 2007. Shael Riley and Stephen Malcom-Howell (a.k.a. Malcos), two veteran OC ReMixers, put together &lt;a href="http://sf2.ocremix.org"&gt;an album of &lt;i&gt;Super Street Fighter II Turbo&lt;/i&gt; mixes called &lt;i&gt;Blood on the Asphalt&lt;/i&gt;&lt;/a&gt; back in 2006. Capcom found the album online and contacted Shael, who in turn referred them to me. At first we were actually suspicious of being Punk&amp;#39;d or something, since it was such an amazing opportunity, but once we confirmed it was legit, we obviously jumped at the chance. &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;The &lt;i&gt;HD Remix&lt;/i&gt; soundtrack is based on &lt;i&gt;Blood on the Asphalt&lt;/i&gt;, but it&amp;#39;s not exactly the same. What are some of the changes? &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Larry Oji: &lt;/b&gt; Firstly, I definitely need to stress that the remixers didn&amp;#39;t do any mere drag-and-drop jobs on these. A lot of the pre-existing arrangements selected for inclusion on &lt;i&gt;HD Remix&lt;/i&gt; were full-on, four-to-five-minute arrangements with original sections, solos and so forth, which doesn&amp;#39;t fly in &lt;i&gt;Street Fighter II&lt;/i&gt;. So everything&amp;#39;s been edited down to a more standard sixty-to-ninety seconds and looped, focusing on the core of each theme to work like the old-school themes did. Dave had to handle relaying all of the desired modifications handed down by Capcom to the artists and got a variety of requests. This is where he gets music-nerdy! &lt;br /&gt;
    &lt;br /&gt;
    &lt;b&gt;djpretzel: &lt;/b&gt; In addition to length and formatting requirements, Capcom had some very specific feedback, and some comments that were more general in nature. In certain instances they wanted individual instruments changed out, tempo increased by a few beats per minute, or other modifications to production that were very easy for artists to implement. Other times, they were looking more for a different feel, or more subjective changes to texture, which were more challenging. We were blessed with a pretty long development cycle, so we had a lot of time to present different versions/permutations of each track and go through an iterative process. &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;Where are you getting the themes that aren&amp;#39;t originally from the album? Are these all new remixes? &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Larry Oji: &lt;/b&gt; Along with eight edits of mixes from &lt;i&gt;Blood on the Asphalt&lt;/i&gt;, three of the seventeen character themes are modified versions of other OC ReMixes. That left six themes with all-new takes, as well as nearly all new material for the fast versions of all the character themes, character endings and other assorted themes, with everything provided by our crew of remixers. Gotta give props to José E. Felix (a.k.a. José the Bronx Rican) for coming through in a big way with nearly every ending theme besides providing both the Dee Jay and Vega themes! &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;What&amp;#39;ve your production duties been like on the soundtrack?&lt;/b&gt;
&lt;br /&gt;
&lt;b&gt;Larry Oji: &lt;/b&gt; I&amp;#39;m a detail-oriented person, more behind the scenes. Dave functioned as the lead producer and director for the soundtrack, serving as the point of contact with game producer Rey Jimenez and Capcom to keep things streamlined on the communications side. He handled the legal stuff, as well as ensuring Capcom had all of the remixers&amp;#39; latest work as things progressed. I handled contacting remixers that were difficult to get a hold of in order to secure some pre-existing tracks, recruited and provided critique for some of the new music, and helped keep track of smaller details with all of our personnel. Even stuff like preparing our credits list for the game and getting new track titles for all of the remixed themes, I enjoy making sure the finer things are in place at the ground level, while Dave works with the big picture. If you had told me back when I played &lt;i&gt;Street Fighter II&lt;/i&gt; in my friend&amp;#39;s basement that I&amp;#39;d be in the credits of a game in the series nearly two decades later, I wouldn&amp;#39;t believe it. It&amp;#39;s an honor to help coordinate something that will always be a part of a historic franchise, especially &lt;i&gt;Street Fighter&lt;/i&gt;, the one that truly pulled me into game music beyond being a casual fan. &lt;br /&gt;
    &lt;br /&gt;
    &lt;b&gt;djpretzel: &lt;/b&gt; Working with Capcom was truly awesome. We brought our fandom — the way we express ourselves through mixing/arrangement — full circle, right back to a commercial product that is itself a remix of an absolutely classic game... it&amp;#39;s very meta, when you think about it. I think it&amp;#39;s something that could only have happened in a post-internet environment, with a company that was groovy enough to realize their fans could play a meaningful role. Mods, user-generated content, etc. have been around awhile, but I think there&amp;#39;s often an artificial wall — &amp;quot;this is the official content, this is the fan stuff&amp;quot; — that segregates things. This project tears down that wall, at least for game music, and integrates the two, without emphasizing the distinction. I think that&amp;#39;s a fantastic precedent to be setting, and I&amp;#39;m proud OverClocked ReMix was involved!&lt;br /&gt;&lt;br /&gt;
&lt;i&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/13/61fps-q-amp-a-david-lloyd-and-larry-oji-of-oc-remix-on-the-super-street-fighter-ii-turbo-hd-remix-soundtrack-part-1.aspx"&gt;Click here for Part 1!&lt;/a&gt; And check back tomorrow for a detailed look at the four all-new themes on the SSF2THD soundtrack!&lt;/i&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=117334" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/peter+smith/default.aspx">peter smith</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/battletoads/default.aspx">battletoads</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/capcom/default.aspx">capcom</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/taito/default.aspx">taito</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/double+dragon/default.aspx">double dragon</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+street+fighter+II+turbo+hd+remix/default.aspx">super street fighter II turbo hd remix</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/zelda/default.aspx">zelda</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/final+fantasy+vi/default.aspx">final fantasy vi</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ocarina+of+time/default.aspx">ocarina of time</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/chrono+trigger/default.aspx">chrono trigger</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sonic+the+hedgehog/default.aspx">sonic the hedgehog</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/tim+follin/default.aspx">tim follin</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/donkey+kong+country/default.aspx">donkey kong country</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/street+fighter+ii/default.aspx">street fighter ii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/lemmings/default.aspx">lemmings</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+ii/default.aspx">mega man ii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+mario+galaxy/default.aspx">super mario galaxy</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/xenogears/default.aspx">xenogears</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/yasunori+mitsuda/default.aspx">yasunori mitsuda</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/space+harrier/default.aspx">space harrier</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/streets+of+rage/default.aspx">streets of rage</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/alex+kidd/default.aspx">alex kidd</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/final+fantasy+vii/default.aspx">final fantasy vii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/lunar/default.aspx">lunar</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/david+lloyd/default.aspx">david lloyd</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/solstice/default.aspx">solstice</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/liontamer/default.aspx">liontamer</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+maroi+bros+3/default.aspx">super maroi bros 3</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/road+rash/default.aspx">road rash</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/shinobi/default.aspx">shinobi</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/yuzo+kushiro/default.aspx">yuzo kushiro</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+castlevania+iv/default.aspx">super castlevania iv</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/silver+surfer/default.aspx">silver surfer</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/zuntata/default.aspx">zuntata</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/alph+lyra/default.aspx">alph lyra</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dave+wise/default.aspx">dave wise</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ghouls+_2700_n+ghosts/default.aspx">ghouls 'n ghosts</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/masato+nakamura/default.aspx">masato nakamura</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/koji+kondo/default.aspx">koji kondo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/61fps+q_2600_amp_3B00_a/default.aspx">61fps q&amp;amp;a</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/tokuhiko+uwabo/default.aspx">tokuhiko uwabo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/revenge+of+shinobi/default.aspx">revenge of shinobi</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dream+house/default.aspx">dream house</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ecco+the+dolphin_3A00_+defender+of+the+future/default.aspx">ecco the dolphin: defender of the future</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/blood+on+the+asphalt/default.aspx">blood on the asphalt</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/djpretzel/default.aspx">djpretzel</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/yasuhira+watanabe/default.aspx">yasuhira watanabe</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/spy+hunter/default.aspx">spy hunter</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/spider-man+and+the+x-men_3A00_+arcade_2700_s+revenge/default.aspx">spider-man and the x-men: arcade's revenge</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/oc+remix/default.aspx">oc remix</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/smurfs/default.aspx">smurfs</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/larry+oji/default.aspx">larry oji</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/kazunaka+yamane/default.aspx">kazunaka yamane</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/jose+e.+felix/default.aspx">jose e. felix</category></item><item><title>61FPS Q&amp;A: David Lloyd and Larry Oji of OC ReMix on the Super Street Fighter II Turbo HD Remix Soundtrack (Part 1)</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/08/13/61fps-q-amp-a-david-lloyd-and-larry-oji-of-oc-remix-on-the-super-street-fighter-ii-turbo-hd-remix-soundtrack-part-1.aspx</link><pubDate>Wed, 13 Aug 2008 14:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:117327</guid><dc:creator>Peter Smith</dc:creator><slash:comments>2</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=117327</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/08/13/61fps-q-amp-a-david-lloyd-and-larry-oji-of-oc-remix-on-the-super-street-fighter-ii-turbo-hd-remix-soundtrack-part-1.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;i&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/sf2hd3.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/sf2hd3.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt;Here at 61FPS, we couldn&amp;#39;t be more excited about the upcoming&lt;/i&gt; Super Street Fighter II Turbo HD Remix&lt;i&gt;. So it&amp;#39;s with great pleasure that we present our in-depth Q&amp;amp;A with David &amp;quot;djpretzel&amp;quot; Lloyd and Larry &amp;quot;Liontamer&amp;quot; Oji, of the definitive game-music remix site, &lt;a href="http://www.ocremix.org"&gt;OC ReMix&lt;/a&gt;. In a deliciously fan-friendly turn of events, OC ReMix was tapped to produce the music for &lt;/i&gt;SSF2THD&lt;i&gt; —&lt;/i&gt; &lt;i&gt;and we&amp;#39;ve got the inside scoop on this glorious reimagining of one of the greatest game soundtracks ever. &lt;/i&gt;&lt;i&gt;We also took the opportunity to chat with these  gurus on a wide range of game-music-related topics. Enjoy! &lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;&lt;b&gt;David, can you tell us about founding OC ReMix? &lt;/b&gt;&lt;br /&gt;

&lt;b&gt;David W. Lloyd (djpretzel): &lt;/b&gt; Way back in 1999, I was making a 3D comic strip dedicated to the emulation scene called &amp;quot;OverClocked&amp;quot; — a few episodes were actually pretty funny, and it played a part in popularizing the whole &amp;quot;All Your Base Are Belong To Us&amp;quot; craze, but it was also a way for me to get better at Photoshop and 3D Studio MAX. I wanted something I could work on for music as well, to get better at composing, arranging and producing; I had this idea to do videogame arrangements of my own, but also to open it up to others. At the time, there were sites which were specific to Commodore 64 games, and which focused on techno mixes, but nothing that was more open-ended. I wanted a website that encouraged jazz, classical, rap, rock and anything else, in addition to electronica genres, and which allowed arrangements from computer games, console games, handheld games and arcade games alike. There was nothing like that in existence, so I figured I&amp;#39;d start something myself. &amp;quot;OverClocked ReMix&amp;quot; started as a side-project to &amp;quot;OverClocked&amp;quot; the comic strip, but eventually became a hundred times bigger. In the early days, I was like a door-to-door salesman, emailing people asking for their permission to post their mixes on the site, but once it grew large enough, people started sending us stuff. Eventually there were so many submissions that we needed to create a judges panel and more official guidelines/standards, which really helped clarify what we&amp;#39;re all about — interpretive arrangements, not just the original with drum loops on top. The rest, as they say, is history! &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;Larry, how did you get involved with the OC ReMix community? &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Larry Oji (Liontamer): &lt;/b&gt; I love hearing stories on how people have found the site, and I share mine when I can in order to encourage people to check out everything OCR has. I did college radio at Emory University &amp;#39;s WMRE in Atlanta, where I loved playing video game music on my shows alongside mainstream music, mostly Britpop stuff. A friend of mind as well as a casual gamer and fellow DJ, Matt Kertz, saw that I played videogame music and recommended that I check out what was then remix.overclocked.org in early 2002. That was my first exposure to the site. The site was only two years old at the time and had more than 500 mixes by that point; I downloaded about thirty, sticking only with the few games I grew up with, and was extremely happy. But I didn&amp;#39;t follow the site closely or try anything from games I had no history with, which was a huge mistake. &lt;br /&gt;
    &lt;br /&gt;
  Luckily for me, I told my best friend Joe Mauri about the site and he downloaded everything OC ReMix had. If he hadn&amp;#39;t done that, I wouldn&amp;#39;t be where I am today. That summer, I sat down at his computer, listened to all the free remixes one by one over three days, and was simply amazed at how creative everything was. Even the games I wasn&amp;#39;t familiar with had some amazing themes that were being remixed, and I ended up doing the research and downloading chiptunes of the original tracks to better understand what inspired the remixes. So it was a great crash course in the history of videogame music, and from that point on I was hooked. I shifted my radio show&amp;#39;s format to videogame music exclusively, and volunteered for the site by filling in the database with info on remixers, composers and songs. I also grew as a music critic to the point where I was invited to join the site&amp;#39;s judges panel in July 2004, where I help evaluate submitted material. Listening to music and spreading the word on OCR is one of the most enjoyable jobs I can think of. &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;Let&amp;#39;s talk about game music in general. What got you into game music? &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;djpretzel: &lt;/b&gt; My earliest VGM memory would be the happy little tunes in &lt;i&gt;Smurfs&lt;/i&gt; for the Colecovision and &lt;i&gt;Dream House&lt;/i&gt; for the C64. The use of the Peter Gunn theme  in &lt;i&gt;Spy Hunter&lt;/i&gt;, also for the C64, was pretty classic as well. But it was really the Sega Master System that got me hooked — I loved the music from &lt;i&gt;Alex Kidd&lt;/i&gt;, &lt;i&gt;Shinobi&lt;/i&gt; and &lt;i&gt;Space Harrier&lt;/i&gt; so much that I recorded the output of the console to tape and, sadly, did my own lame seven-year-old&amp;#39;s version of DJing between tracks. To the best of my knowledge, those tapes are long gone, which I&amp;#39;m more than okay with from a human-dignity perspective, but they nevertheless represented my first steps into actually interacting with VGM. &lt;br /&gt;
    &lt;b&gt;&lt;br /&gt;
  Larry Oji: &lt;/b&gt; My earliest days of gaming were with the NES with a tiny bit of Master System. The SNES and Sega Genesis came a little later, so all of those systems planted the seeds. I didn&amp;#39;t own too many titles, but I loved a lot of the soundtracks I heard. &lt;i&gt;Super Mario Bros. 3&lt;/i&gt; was the epitome of an excellent game and Koji Kondo&amp;#39;s music from it was no exception. The first &lt;i&gt;Donkey Kong Country&lt;/i&gt; on the SNES was amazing to me as well, and I loved the &lt;i&gt;Streets of Rage&lt;/i&gt; and &lt;i&gt;Sonic the Hedgehog&lt;/i&gt; series on the Genesis side. I can&amp;#39;t forget &lt;i&gt;Street Fighter II&lt;/i&gt; either. That was first in a long line of &lt;i&gt;Street Fighter&lt;/i&gt; games that stuck with me, even when I didn&amp;#39;t realize how immersed in game music I&amp;#39;d be down the line. It goes without saying, but the best games truly have a synergy going on between the gameplay and soundtrack that provides the total package. &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;What do you love about game music?  &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Larry Oji: &lt;/b&gt; The music from the games I grew up with had some of the best melodies and hooks imaginable. And the tunes had such range in terms of genres. As a kid, I obviously didn&amp;#39;t think about it on a scholarly level, but I subconsciously latched onto the depth that videogame music possessed. Think about the range when you compare the soundtracks of &lt;i&gt;Super Mario Bros.&lt;/i&gt; to &lt;i&gt;Double Dragon&lt;/i&gt; to &lt;i&gt;Road Rash&lt;/i&gt;. The 16-bit era, especially the SNES, was a big step up in realizing game music&amp;#39;s potential, thanks to the wider array of sounds and more complex textures. The best composers really didn&amp;#39;t put those extra resources to waste. The thing I love most is that game music is a medium and not a genre; game music can, and often does, involve any and all genres, so you get a flavor for all sorts of styles if you keep your ears and mind open. The fact that many game themes are malleable and can be reinterpreted makes me love game music that much more. Every time I hear an OC ReMixer take a theme and transform it into something fresh that I wouldn&amp;#39;t expect, it validates being a fan of the medium. &lt;br /&gt;
    &lt;br /&gt;
    &lt;b&gt;djpretzel: &lt;/b&gt;...what he said. It&amp;#39;s worth mentioning that I&amp;#39;m a big fan of soundtracks in general — film, television, anime, etc. — and that contextual music that&amp;#39;s part of a larger work always has a certain appeal for me. With almost all other mediums, though, it&amp;#39;s a linear, non-interactive experience, so you only hear certain themes once or twice. With game music, because it&amp;#39;s interactive, and because you can end up hearing the same piece ad infinitum, I think there&amp;#39;s a much stronger mental association between the music and what it represents. A classic example for me would be the first town theme from &lt;i&gt;Lunar&lt;/i&gt; for the Sega CD — every time I hear it, I can envision the town layout in great detail and feel like I&amp;#39;m there. You can get that type of strong association with film scores and even non-soundtrack material, sure, but I find it happens more often with VGM. This of course requires that you&amp;#39;ve actually played the game the music is from, though, which isn&amp;#39;t necessary &lt;i&gt;at all&lt;/i&gt; just to enjoy the music at face value!
&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/14/61fps-q-amp-a-david-lloyd-and-larry-oji-of-oc-remix-on-the-super-street-fighter-ii-turbo-hd-remix-soundtrack-part-2.aspx"&gt;&lt;i&gt;
Click here for Part 2!&lt;/i&gt;&lt;/a&gt;&lt;/b&gt; &lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=117327" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/peter+smith/default.aspx">peter smith</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/battletoads/default.aspx">battletoads</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/capcom/default.aspx">capcom</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/taito/default.aspx">taito</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/double+dragon/default.aspx">double dragon</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+street+fighter+II+turbo+hd+remix/default.aspx">super street fighter II turbo hd remix</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/zelda/default.aspx">zelda</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/final+fantasy+vi/default.aspx">final fantasy vi</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ocarina+of+time/default.aspx">ocarina of time</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/chrono+trigger/default.aspx">chrono trigger</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sonic+the+hedgehog/default.aspx">sonic the hedgehog</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/tim+follin/default.aspx">tim follin</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/donkey+kong+country/default.aspx">donkey kong country</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/street+fighter+ii/default.aspx">street fighter ii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/lemmings/default.aspx">lemmings</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+ii/default.aspx">mega man ii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+mario+galaxy/default.aspx">super mario galaxy</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/xenogears/default.aspx">xenogears</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/yasunori+mitsuda/default.aspx">yasunori mitsuda</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/space+harrier/default.aspx">space harrier</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/streets+of+rage/default.aspx">streets of rage</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/alex+kidd/default.aspx">alex kidd</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/final+fantasy+vii/default.aspx">final fantasy vii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/lunar/default.aspx">lunar</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/david+lloyd/default.aspx">david lloyd</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/solstice/default.aspx">solstice</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/liontamer/default.aspx">liontamer</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/jose+e+felix/default.aspx">jose e felix</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+maroi+bros+3/default.aspx">super maroi bros 3</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/road+rash/default.aspx">road rash</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/shinobi/default.aspx">shinobi</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/yuzo+kushiro/default.aspx">yuzo kushiro</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+castlevania+iv/default.aspx">super castlevania iv</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/silver+surfer/default.aspx">silver surfer</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/zuntata/default.aspx">zuntata</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/alph+lyra/default.aspx">alph lyra</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dave+wise/default.aspx">dave wise</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ghouls+_2700_n+ghosts/default.aspx">ghouls 'n ghosts</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/masato+nakamura/default.aspx">masato nakamura</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/koji+kondo/default.aspx">koji kondo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/61fps+q_2600_amp_3B00_a/default.aspx">61fps q&amp;amp;a</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/tokuhiko+uwabo/default.aspx">tokuhiko uwabo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/revenge+of+shinobi/default.aspx">revenge of shinobi</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dream+house/default.aspx">dream house</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ecco+the+dolphin_3A00_+defender+of+the+future/default.aspx">ecco the dolphin: defender of the future</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/blood+on+the+asphalt/default.aspx">blood on the asphalt</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/djpretzel/default.aspx">djpretzel</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/yasuhira+watanabe/default.aspx">yasuhira watanabe</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/spy+hunter/default.aspx">spy hunter</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/spider-man+and+the+x-men_3A00_+arcade_2700_s+revenge/default.aspx">spider-man and the x-men: arcade's revenge</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/oc+remix/default.aspx">oc remix</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/smurfs/default.aspx">smurfs</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/larry+oji/default.aspx">larry oji</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/kazunaka+yamane/default.aspx">kazunaka yamane</category></item><item><title>The Ten Most Adventurous Sequels in Gaming History, Part 3</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/05/the-ten-most-adventurous-sequels-in-gaming-history-part-3.aspx</link><pubDate>Fri, 06 Jun 2008 00:32:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:99183</guid><dc:creator>Peter Smith</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=99183</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/05/the-ten-most-adventurous-sequels-in-gaming-history-part-3.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;strong&gt;&lt;em&gt;Jak II &lt;/em&gt;&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;
&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/alumOD6WHLQ&amp;amp;hl=en"&gt;
&lt;embed src="http://www.youtube.com/v/alumOD6WHLQ&amp;amp;hl=en" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;As &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/05/character-case-study-when-good-caracters-get-bad-attitudes.aspx"&gt;Amber recently mentioned&lt;/a&gt;, Jak&amp;#39;s personality changed between &lt;em&gt;Jak &amp;amp; Daxter&lt;/em&gt; and &lt;em&gt;Jak II&lt;/em&gt;. This wasn&amp;#39;t an, &amp;quot;Oh look, he&amp;#39;s got a new hat!&amp;quot; sort of change either. Jak went from being an unassuming, Pixar-styled young-and-plucky hero to a gun-toting, tortured prisoner of war in the span of two credits sequences. But Naughty Dog&amp;#39;s decision to frame the sequel around a loss of innocence isn&amp;#39;t what&amp;#39;s adventurous about &lt;em&gt;Jak II&lt;/em&gt;. In &lt;em&gt;Jak &amp;amp; Daxter&lt;/em&gt;, Jak is mute, but following his fall from grace at the beginning of &lt;em&gt;II&lt;/em&gt;, he chats up a storm. As significant as the shift from a silent vessel for the player to inhabit to a defined personality driving story are the changes made to Naughty Dog&amp;#39;s original play design. &lt;em&gt;Jak &amp;amp; Daxter&lt;/em&gt; was a hub-based platformer in the vein of &lt;em&gt;Super Mario 64&lt;/em&gt; (albeit more linear) that featured basic melee combat. &lt;em&gt;Jak II&lt;/em&gt; has more in common with &lt;em&gt;Grand Theft Auto&lt;/em&gt; than &lt;em&gt;Spyro the Dragon&lt;/em&gt;, eschewing platforming arenas and challenges for a mission based structure and vehicle play with more gun combat than melee. Naughty Dog have established themselves as one of gaming&amp;#39;s most reliable developers, but few of their titles have the sheer balls of &lt;em&gt;Jak II&lt;/em&gt;. — &lt;em&gt;JC&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;em&gt;Star Fox 2&lt;/em&gt;&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;
&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/vOQfSJMQiJw&amp;amp;hl=en"&gt;
&lt;embed src="http://www.youtube.com/v/vOQfSJMQiJw&amp;amp;hl=en" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&amp;quot;&lt;em&gt;Star Fox&lt;/em&gt;...&lt;em&gt; 2&lt;/em&gt;?&amp;quot; you ask incredulously. (Or maybe you don&amp;#39;t, because you are a gamer with an internet connection, and you probably know more about &lt;em&gt;Star Fox 2&lt;/em&gt; than we do.) In any case — yeah, there was a &lt;em&gt;Star Fox 2&lt;/em&gt;, and weirdly enough, at the time it was cancelled it was just about finished. &lt;em&gt;Star Fox 64&lt;/em&gt; became &lt;em&gt;Star Fox&lt;/em&gt;&amp;#39;s first released sequel, and it&amp;#39;s a lot closer to the original &lt;em&gt;Star Fox&lt;/em&gt; than its miscarried older brother. &lt;em&gt;Star Fox 2&lt;/em&gt; was an innovative oddball, with multiple distinct characters and (most notably) a lot of gameplay on a non-linear map where the player&amp;#39;s team can intercept enemy forces before they reach Fox&amp;#39;s home planet. It&amp;#39;s sort of like a &lt;em&gt;Command &amp;amp; Conquer&lt;/em&gt;-style strategy game where traditional &lt;em&gt;Star Fox&lt;/em&gt; action kicks in once opposing characters engage. Some of these concepts were reused in the 2006 Nintendo DS title &lt;em&gt;Star Fox Command&lt;/em&gt;. But if your heart belongs to the 16-bit era, &lt;em&gt;Star Fox 2&lt;/em&gt; is a real lost gem, and a truly ambitious sequel. — &lt;em&gt;PS&lt;/em&gt; &lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;em&gt;Resident Evil 4 &lt;/em&gt;&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;
&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/kOTb7mEsjqI&amp;amp;hl=en"&gt;
&lt;embed src="http://www.youtube.com/v/kOTb7mEsjqI&amp;amp;hl=en" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;In all fairness, &lt;em&gt;Resident Evil 4&lt;/em&gt; plays almost identically to &lt;em&gt;Resident Evil&lt;/em&gt;: Leon Kennedy moves like a tank, turning with none of the grace or precision a trained US Secret Service agent should have (though he becomes downright acrobatic when prompted to jump off a building.) Items are collected and, technically speaking, zombies are shot. But, oh, the difference a shift in perspective can make. Bringing the player’s viewpoint behind Leon’s shoulder as opposed to the dramatic but fixed camera angles of early &lt;em&gt;Resident Evil&lt;/em&gt;s not only made for more dynamic gunplay but changed the entire tone of the series, making for a more claustrophobic and less generally ominous atmosphere. &lt;em&gt;Resident Evil 4&lt;/em&gt; also made survival horror more about fight than flight, providing copious amounts of ammunition but even more dire odds in its hordes of glaring enemies. More than any other game on this list, &lt;em&gt;Resident Evil 4&lt;/em&gt; could not be more different than its predecessors at the same time as being undeniably rooted in the series. It is the essential adventurous sequel: everything’s different but feels like home. — &lt;em&gt;JC&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;em&gt;Super Mario World 2: Yoshi&amp;#39;s Island &lt;/em&gt;&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;
&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/44mRM4kylSE&amp;amp;hl=en"&gt;
&lt;embed src="http://www.youtube.com/v/44mRM4kylSE&amp;amp;hl=en" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;There&amp;#39;s a probably-apocryphal internet story about the development of the 1995 masterpiece &lt;em&gt;Super Mario World 2: Yoshi&amp;#39;s Island&lt;/em&gt;. Asked by Nintendo management to develop a Mario title with pre-rendered graphics (in vogue at the time due to the success of the otherwise generic &lt;em&gt;Donkey Kong Country&lt;/em&gt;), the ever-contrary Shigeru Miyamoto instead moved the visuals in a radically different direction, ordering up the lush crayon world that eventually became &lt;em&gt;Yoshi&amp;#39;s Island&lt;/em&gt;. Whatever the truth of the story, I remember being thrilled at the time because a) I thought &lt;em&gt;Donkey Kong Country&lt;/em&gt; was overhyped bullshit, and b) I thought designers were getting obsessed with graphic &amp;quot;realism&amp;quot; when it really wasn&amp;#39;t appropriate to their games. (The latter complaint was borne out by the subsequent half-decade of gaming.) Besides being visually stylized to a degree that games have only recently re-approached, &lt;em&gt;Yoshi&amp;#39;s Island&lt;/em&gt; also brought in Miyamoto&amp;#39;s usual boatload of gameplay innovations, from the protect -a-shrieking-baby mechanic to the unique projectile system. &lt;em&gt;Super Mario World&lt;/em&gt; was essentially a tarted-up &lt;em&gt;Super Mario Bros. 3&lt;/em&gt;, but &lt;em&gt;Yoshi&amp;#39;s Island&lt;/em&gt; was a strange and wonderful beast. — &lt;em&gt;PS&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;&lt;em&gt;&lt;a class="" href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/05/the-ten-most-adventurous-sequels-in-gaming-history-part-1.aspx"&gt;Click here for Part 1.&lt;/a&gt;&lt;br /&gt;&lt;a class="" href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/05/the-ten-most-adventurous-sequels-in-gaming-history-part-2.aspx"&gt;Click here for Part 2.&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;What did we miss? Tell us in the comments!&lt;/em&gt; &lt;/font&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;font size="2"&gt;Previous Top Tens: &lt;br /&gt;&lt;/font&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/29/the-ten-greatest-fire-levels-in-gaming-history-part-1.aspx"&gt;The Ten Greatest Fire Levels in Gaming History&lt;/a&gt;&lt;/font&gt;&lt;/strong&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=99183" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/peter+smith/default.aspx">peter smith</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+mario+bros+3/default.aspx">super mario bros 3</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/top+ten/default.aspx">top ten</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/list/default.aspx">list</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/jak+and+daxter/default.aspx">jak and daxter</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/the+ten+most+adventurous+sequels+in+gaming+history/default.aspx">the ten most adventurous sequels in gaming history</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+mario+64/default.aspx">super mario 64</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/star+fox+2/default.aspx">star fox 2</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/grand+theft+auto/default.aspx">grand theft auto</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/naughty+dog/default.aspx">naughty dog</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/spyro+the+dragon/default.aspx">spyro the dragon</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+mario+world+2/default.aspx">super mario world 2</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/jak+ii/default.aspx">jak ii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/resident+evil+4/default.aspx">resident evil 4</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/star+fox+command/default.aspx">star fox command</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/donkey+kong+country/default.aspx">donkey kong country</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/yoshi_2700_s+island/default.aspx">yoshi's island</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/command+_2600_amp_3B00_+conquer/default.aspx">command &amp;amp; conquer</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/star+fox+64/default.aspx">star fox 64</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+mario+world/default.aspx">super mario world</category></item></channel></rss>