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<?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 : mega man ii</title><link>http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+ii/default.aspx</link><description>Tags: mega man ii</description><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 20910.1126)</generator><item><title>Games We Will Never Get to Play: Mega Man Mania AKA Game Boy Anniversary Collection </title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/11/07/games-we-will-never-get-to-play-mega-man-mania-aka-game-boy-anniversary-collection.aspx</link><pubDate>Fri, 07 Nov 2008 19:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:144442</guid><dc:creator>John Constantine</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=144442</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/11/07/games-we-will-never-get-to-play-mega-man-mania-aka-game-boy-anniversary-collection.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2008/11/01-07/megamanmania.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/11/01-07/megamanmania.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt;Now, technically speaking, it is very possible that we will one day get to play this game, or rather, games. We could go to Ebay and drop the $100+ on all of the original carts and fire ‘em up on whatever hardware we may have available to play original Game Boy games (Super Game Boy, Game Boy Player, Game Boy Advance, hell, why not Gunpei Yokoi’s glorious grey brick from 1989 if we’re feeling especially devoted to an authentic experience.) We could download one of them fancy emulators and five ROMs. We could just go ahead and wait for the inevitable, when the DS Ware store gets a little Capcom love and we all drop fifteen dollars on all five games. But we will never, ever get to pop a Game Boy Advance cart into a machine, hit power, and play the aborted &lt;i&gt;Mega Man Anniversary Collection&lt;/i&gt;. 
&lt;br /&gt; &lt;br /&gt;
Planned to release shortly after its older console brethren in late 2004, the GBA &lt;i&gt;Anniversary Collection&lt;/i&gt; compiled the five Game Boy &lt;i&gt;Rockman World&lt;/i&gt; games, known as &lt;i&gt;Mega Man: Dr. Wily’s Revenge&lt;/i&gt; and &lt;i&gt;Mega Man II&lt;/i&gt; through&lt;i&gt; V &lt;/i&gt;here in the States. When it comes to old fashioned &lt;i&gt;Mega Man&lt;/i&gt;-ning, these games are far from essential.&lt;i&gt; I&lt;/i&gt; through &lt;i&gt;IV&lt;/i&gt; are amalgamations of NES&lt;i&gt; I&lt;/i&gt; through &lt;i&gt;V&lt;/i&gt;, with the respective robot master levels being slightly remixed. They did sport a handful of additions, each game starring a brand new boss (Mega Man Killers) that gave up a unique weapon, and all of them culminating in a new Dr. Wily fortress. Like most Game Boy games, the &lt;i&gt;Rockman World&lt;/i&gt; adventures were cramped affairs, with too-big sprites and levels that never properly emulated the big, open hallways of console Mega Mans. &lt;i&gt;Anniversary Collection&lt;/i&gt; was delayed for eighteen months before getting officially cancelled in January 2006. &lt;a href="http://nerve.com/CS/blogs/61fps/2008/11/01-07/mmmania01.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/11/01-07/mmmania01.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt;The real loss here is that more people didn’t get a chance to play &lt;i&gt;Rockman World V&lt;/i&gt;, a cart rare when it was first released and that’s fetched a high price on the collector’s market for a long time. The only totally original game of the series, it’s also Mega Man’s most unique outing: instead of fighting eight worker robot “Mans”, you take on nine (nine!) robots based on the planets in our solar system. Mega Man also got a robot kitty and his Mega Buster charge shot was replaced by the Mega Arm.
&lt;br /&gt; &lt;br /&gt;
Hopefully, we’ll get easy access to this lost relic of the Blue Bomber’s history at some point in the future. In the mean time, enjoy this hilariously narrated play through of &lt;i&gt;V&lt;/i&gt;.
&lt;br /&gt; &lt;br /&gt;
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&lt;br /&gt; &lt;b&gt;&lt;br /&gt;
Related links:
&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/11/06/game-compilations-the-good-the-bad-and-the-fugly.aspx"&gt;Game Compilations: The Good, the Bad, and the Fugly &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/15/what-i-m-playing-this-weekend-mega-man-anniversary-collection.aspx"&gt;What I&amp;#39;m Playing This Weekend: Mega Man Anniversary Collection &lt;/a&gt; &lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/08/20/games-we-will-never-get-to-play-river-city-ransom-online.aspx"&gt;Games We Will Never Get to Play: River City Ransom Online &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/08/28/games-we-will-never-get-to-play-kenji-eno-s-d2-for-m2.aspx"&gt;Games We Will Never Get to Play: Kenji Eno’s D2 for M2
&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=144442" 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/nintendo+ds/default.aspx">nintendo ds</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/game+boy/default.aspx">game boy</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/mega+man+iii/default.aspx">mega man iii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+iv/default.aspx">mega man iv</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/mega+man+v/default.aspx">mega man v</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+anniversary+collection/default.aspx">mega man anniversary collection</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/game+boy+advance/default.aspx">game boy advance</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/games+we+will+never+get+to+play/default.aspx">games we will never get to play</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+I/default.aspx">mega man I</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dr+wily_1920_s+revenge/default.aspx">dr wily’s revenge</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+game+boy/default.aspx">super game boy</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/game+boy+player/default.aspx">game boy player</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/rockman+world/default.aspx">rockman world</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 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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;
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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 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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>OST: DuckTales</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/08/06/ost-ducktales.aspx</link><pubDate>Wed, 06 Aug 2008 22:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:115500</guid><dc:creator>Peter Smith</dc:creator><slash:comments>5</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=115500</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/08/06/ost-ducktales.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/08/01-07/ducktalesmoon.JPG"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/08/01-07/ducktalesmoon.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;/font&gt;&lt;font size="2"&gt;&lt;br /&gt;&lt;/font&gt;&lt;font size="2"&gt;&lt;br /&gt;&lt;/font&gt;&lt;font size="2"&gt;Licensed games have never really worked for me. Somehow having an explicit tie to another medium damages the game&amp;#39;s claim to its own reality; the sense of place that makes a game unique is diminished if you know it&amp;#39;s just a digital recreation of a film set. Games even seem to lose something when I find out they&amp;#39;re based on some obscure manga, even if I&amp;#39;ll never read it. This may make me crazy — it&amp;#39;s been said before. But in any case, adaptations from the NES era could occasionally circumvent this effect. Maybe it&amp;#39;s because the technology of the time had a naturally abstracting effect. You could at least count on a game, whatever the source, to have more architecture than plot — which was good, because if you&amp;#39;d wanted plot, you would&amp;#39;ve just watched or read whatever the game was based on in the first place.
&lt;br /&gt;&lt;br /&gt;
Moreover, since pulling music from the source usually wasn&amp;#39;t an option, you sometimes (if you were lucky) got a delicious batch of tunes, which always helped give the game a feel of its own. Here I&amp;#39;m thinking of Yoshihiro Sakaguchi&amp;#39;s score for &lt;i&gt;DuckTales&lt;/i&gt;, probably the best of Capcom&amp;#39;s late-&amp;#39;80s Disney adaptations. With the exception of the &lt;i&gt;DuckTales&lt;/i&gt; theme — which plays only over the title screen and the ending — the &lt;i&gt;DuckTales&lt;/i&gt; score is completely original. And with all due respect to the beloved cartoon, the game soundtrack does a better job suggesting globetrotting adventure and exploration. (Not surprising, since Sakaguchi also worked on the soundtrack for &lt;i&gt;Mega Man II&lt;/i&gt;, probably the most revered NES soundtrack of all.) Start with &lt;a href="http://www.youtube.com/watch?v=luGMRPIpECg"&gt;the stage-select music&lt;/a&gt;. Clocking in at three seconds, it&amp;#39;s about as simple as you can get, but it immediately sets a mysterious tone with its pizzicato melody and arpeggiating bassline. From there, head to &lt;a href="http://www.youtube.com/watch?v=_B7SI-jsJok"&gt;Transylvania&lt;/a&gt;, where a spooky minor-key tune builds to a quick descending series of syncopated chords. I may be imagining things here, but somehow even the basic square waves that comprise this track (and every track on the NES) seem to be tweaked for a ghostly shimmering effect. Listen closely to the chorus section, from 0:30 to 0:41 or so, to hear what I mean. (Interestingly, the beta version of &lt;i&gt;DuckTales&lt;/i&gt; had &lt;a href="http://www.youtube.com/watch?v=MkU6x5M6tLU"&gt;a completely different track&lt;/a&gt; for Transylvania; it&amp;#39;s got a less-melodic hook, but it&amp;#39;s pretty cool on its own right, and features the same spoooooky square waves.)
&lt;br /&gt;&lt;br /&gt;
But of course, the highlight of the &lt;i&gt;DuckTales&lt;/i&gt; soundtrack and one of the greatest tracks on the NES is &lt;a href="http://www.youtube.com/watch?v=MPkhhLC1tf8"&gt;the theme from the Moon level&lt;/a&gt;. Evoking the bittersweet melodicism of Yasunori Mitsuda (think &lt;a href="http://www.youtube.com/watch?v=aSgKzZor7k0"&gt;&amp;quot;To Far Away Times,&amp;quot;&lt;/a&gt; the wistful track that concludes &lt;i&gt;Chrono Trigger&lt;/i&gt;), this theme loops a celestial sixteenth-note pattern under a melody that stays just on the sweet side of cloying via a perfectly considered key change at 0:36. In its mixture of triumph and yearning, this classic song captures the spirit of wanderlust in a way its source material never could.&lt;/font&gt;&lt;font size="2"&gt;&lt;br /&gt;&lt;/font&gt;&lt;font size="2"&gt;&lt;br /&gt;&lt;b&gt;
Previous OSTs:&lt;/b&gt;&lt;/font&gt;&lt;font size="2"&gt;&lt;br /&gt;&lt;b&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/02/ost-chrono-cross.aspx"&gt;Chrono Cross&lt;/a&gt;&lt;/b&gt;&lt;/font&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/02/ost-chrono-cross.aspx"&gt;&lt;font size="2"&gt;&lt;br /&gt;&lt;/font&gt;&lt;/a&gt;&lt;font size="2"&gt; &lt;/font&gt;&lt;font size="2"&gt;&lt;b&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/04/ost-soul-blazer.aspx"&gt;Soul 
Blazer&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/28/ost-everyday-shooter.aspx"&gt;Everyday Shooter&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"&gt;Rule of 
Rose&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/14/ost-treasure-of-the-rudras.aspx"&gt;Treasure of the Rudras&lt;/a&gt;&lt;/b&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=115500" 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/capcom/default.aspx">capcom</category><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/chrono+trigger/default.aspx">chrono trigger</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/yasunori+mitsuda/default.aspx">yasunori mitsuda</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/yoshihiro+sakaguchi/default.aspx">yoshihiro sakaguchi</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ducktales/default.aspx">ducktales</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/to+far+away+times/default.aspx">to far away times</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/duck+tales/default.aspx">duck tales</category></item><item><title>Rebuttal Rebuttal – I Stand With Metroid</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/07/09/rebuttal-rebuttal-i-stand-with-metroid.aspx</link><pubDate>Wed, 09 Jul 2008 20:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:108046</guid><dc:creator>Peter Smith</dc:creator><slash:comments>7</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=108046</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/07/09/rebuttal-rebuttal-i-stand-with-metroid.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/07/08-15/chozostatue.JPG"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/07/08-15/chozostatue.JPG" align="right" border="0" alt="" /&gt;&lt;/a&gt;

So, I recently &lt;a href="http://www.neogaf.com/forum/showthread.php?t=325953"&gt;incited the wrath of seemingly thousands of NeoGAF readers&lt;/a&gt; by &lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/07/03/the-five-greatest-enhanced-remakes-and-five-that-weren-t-so-great-part-3.aspx"&gt;defaming the good standing of &lt;i&gt;Metroid: Zero Mission&lt;/i&gt;&lt;/a&gt;. One of them even said &lt;a href="http://www.neogaf.com/forum/showpost.php?p=11862418&amp;amp;postcount=171"&gt;he hated me as much as he hated Amy Winehouse&lt;/a&gt;, which was so left-field I almost took it personally. Let me further establish that I am totally batshit, tastewise, by giving you my list of favorite games in the &lt;i&gt;Metroid&lt;/i&gt; series: 
&lt;br /&gt;
&lt;br /&gt;
1) &lt;i&gt;Metroid&lt;/i&gt;&lt;br /&gt;
2) &lt;i&gt;Metroid Prime&lt;/i&gt;&lt;br /&gt;
3) &lt;i&gt;Metroid II: Return of Samus&lt;/i&gt;&lt;br /&gt;
4) &lt;i&gt;Metroid Fusion&lt;/i&gt;&lt;br /&gt;
5) &lt;i&gt;Metroid Prime 2: Echoes&lt;/i&gt;&lt;br /&gt;
6) &lt;i&gt;Super Metroid&lt;/i&gt;&lt;br /&gt;
7) &lt;i&gt;Metroid: Zero Mission&lt;/i&gt;&lt;br /&gt;
8) &lt;i&gt;Metroid Prime 3: Corruption&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
See? I&amp;#39;m fuckin&amp;#39; nuts. I&amp;#39;m a madman. I&amp;#39;d slit my momma&amp;#39;s throat for a nickel. Granted, I still think all of those games are pretty swell, but please feel free to completely disregard my opinions on &lt;i&gt;Metroid&lt;/i&gt;, videogames in general, fluffy bunnies, etc. That said, since &lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/07/08/rebuttal-say-what-about-metroid-zero-mission.aspx"&gt;my fellow blogger Amber mounted a thoughtful and cogent defense of &lt;i&gt;Zero Mission&lt;/i&gt; yesterday&lt;/a&gt;, I feel obliged to clarify my thoughts. 
&lt;br /&gt;&lt;br /&gt;
First of all, despite Amber&amp;#39;s objections, I can&amp;#39;t really attribute my preference for the original &lt;i&gt;Metroid&lt;/i&gt; over &lt;i&gt;Zero Mission&lt;/i&gt; to nostalgia, because I&amp;#39;d never played the original &lt;i&gt;Metroid&lt;/i&gt; until the late &amp;#39;90s, when I was already a cantankerous teenager. I&amp;#39;d played &lt;i&gt;Super Metroid&lt;/i&gt; well before that, and it never stuck with me as much. 
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As far as the  popular notion that the original &lt;i&gt;Metroid&lt;/i&gt; is unplayable — I think contemporary gamers have in some ways been spoiled by easier games and smoother controls. No doubt &lt;i&gt;Zero Mission&lt;/i&gt; controls better than its source game, and no doubt &lt;i&gt;Metroid&lt;/i&gt; is hard, but it&amp;#39;s far from the hardest thing on the NES. I wouldn&amp;#39;t call it unplayable, but one thing I would call it is &amp;quot;hostile.&amp;quot; Which actually fits its themes pretty well. 
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One thing that games did by default back in the day was leave a lot to the imagination. There weren&amp;#39;t a lot of system resources for story, comic-art interludes, etc. You could argue that the designers would&amp;#39;ve put that stuff in if they could have — ie, &amp;quot;It&amp;#39;s only that way because it&amp;#39;s on the NES.&amp;quot; But that gets into the good ol&amp;#39; intentional fallacy. Once &lt;i&gt;Metroid &lt;/i&gt;is out in the world, it doesn&amp;#39;t matter what Gumpei Yokoi would&amp;#39;ve done if he&amp;#39;d had the resources. What matters is what&amp;#39;s on the cart and how it affects us when we play. By leaving a lot to the imagination, &lt;i&gt;Metroid&lt;/i&gt; invites you more openly into its world. This is one of the virtues of simplicity. It&amp;#39;s the same reason I prefer &lt;i&gt;The Legend of Zelda&lt;/i&gt; to &lt;i&gt;A Link to the Past&lt;/i&gt; (a game for which I have far more nostalgic feelings), or &lt;i&gt;Mega Man II &lt;/i&gt;to &lt;i&gt;Mega Man VI&lt;/i&gt;, even though the later games are clearly more polished and planned. For me, &lt;i&gt;Metroid&lt;/i&gt; lost something once it started explaining about Space Pirates and Chozo and so forth. Once those strange, ancient bird statues had a name, they went from the realm of the uncanny and dreamlike to just elements of a standard-issue space opera — one that happens to be very well done, but familiar material none-the-less. 
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I should also address my allegation that &lt;i&gt;Zero Mission&lt;/i&gt; is full of hand-holding. As many people quite rightly pointed out, &lt;i&gt;Zero Mission&lt;/i&gt; actually allows you to sequence break pretty substantially. This is definitely cool, I agree. (Actually, &lt;a href="http://www.gamefaqs.com/portable/gbadvance/file/914982/28959"&gt;here&amp;#39;s a remarkable chart of possible sequence breaks&lt;/a&gt;, which makes clear how malleable &lt;i&gt;Zero Mission&lt;/i&gt; really can be.) So &amp;quot;hand-holding&amp;quot; may not be the right charge. Let me be more precise. For me, the distinction between &lt;i&gt;Metroid&lt;/i&gt; and its sequels, and also between &lt;i&gt;Zelda&lt;/i&gt; and its sequels, comes down to (bear with me) the difference between a godless world and a created world. The world of &lt;i&gt;Metroid&lt;/i&gt; is truly alien. It&amp;#39;s full of repetitions, corridors that go nowhere, areas with no apparent human purpose. (Memory limitations, I know — see &amp;quot;intentional fallacy&amp;quot; above.) In &amp;quot;modern gaming&amp;quot; terms, this means that it&amp;#39;s, in some ways, less fun to run around in. That also means that it feels disorienting, atmospheric, organic, &amp;quot;real.&amp;quot; (And on a side note, I&amp;#39;m not sure &amp;quot;fun&amp;quot; should be the ultimate determinant of a great videogame — if we want games to be art, great art is not always &amp;quot;fun&amp;quot; per se. . . a tangent you&amp;#39;ll probably thank me for not following further.) Again, think of the space jockey in &lt;i&gt;Alien&lt;/i&gt;. There&amp;#39;s no explanation for it. It&amp;#39;s just there. 
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In contrast — yes, there is no verbal explanation for a lot of stuff in &lt;i&gt;Zero Mission&lt;/i&gt;. But let&amp;#39;s look at the subtextual implications of the gameplay. Let&amp;#39;s say you go into a room where you acquire the Ice Beam. Once you get it, you have to &lt;i&gt;use&lt;/i&gt; the Ice Beam in a puzzle to get back out of the room. By establishing a logical construction like that, &lt;i&gt;Zero Mission&lt;/i&gt; (like most other &lt;i&gt;Metroid&lt;/i&gt; games) implies intelligent creation. There is a cause/effect structure, thereby tipping the hand of the creator. In &lt;i&gt;Zero Mission&lt;/i&gt;, Zebes isn&amp;#39;t an incomprehensible alien world. It&amp;#39;s an intricately constructed puzzle box — a very well-made one, but a human artifact all the same, in the same way that the half-decayed ancient ruins Link wanders in &lt;i&gt;Zelda&lt;/i&gt; become clever videogame constructions in &lt;i&gt;Zelda III&lt;/i&gt;. I realize this is a subtle distinction, but to me, it makes a huge difference in the experience of playing the games. I&amp;#39;m an atheist, and that cold, atheistic &lt;i&gt;Metroid&lt;/i&gt; just hits me where it hurts. No disrespect to &lt;i&gt;Zero Mission&lt;/i&gt;, really. It&amp;#39;s a great game. &lt;i&gt;Metroid&lt;/i&gt; is a place.&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/07/08-15/zebesmap.JPG"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/07/08-15/zebesmap.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;
Related:&lt;/span&gt;&lt;br style="font-weight:bold;" /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/07/08/rebuttal-say-what-about-metroid-zero-mission.aspx" style="font-weight:bold;"&gt;Rebuttal: Say What About Metroid: Zero Mission&lt;/a&gt;&lt;br style="font-weight:bold;" /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/07/03/the-five-greatest-enhanced-remakes-and-five-that-weren-t-so-great-part-3.aspx" style="font-weight:bold;"&gt;The Five Greatest Enhanced Remakes, and Five That Weren&amp;#39;t So Great, Part 3&lt;/a&gt;&lt;br style="font-weight:bold;" /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/12/for-love-of-the-game-metroid-ii-remakes.aspx" style="font-weight:bold;"&gt;For Love of the Game: Metroid II Remakes&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=108046" 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/super+metroid/default.aspx">super metroid</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/metroid+fusion/default.aspx">metroid fusion</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/amber+ahlborn/default.aspx">amber ahlborn</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/metroid+ii/default.aspx">metroid ii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+vi/default.aspx">mega man vi</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/chozo/default.aspx">chozo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/alien/default.aspx">alien</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/atheism/default.aspx">atheism</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/return+of+samus/default.aspx">return of samus</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/metroid+prime+2/default.aspx">metroid prime 2</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/gumpei+yokoi/default.aspx">gumpei yokoi</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/a+link+to+the+past/default.aspx">a link to the past</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/space+pirates/default.aspx">space pirates</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/zero+mission/default.aspx">zero mission</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ice+beam/default.aspx">ice beam</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/best+of+2008/default.aspx">best of 2008</category></item><item><title>The Ten Greatest Classic Mega Man Levels, Part 3</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/27/the-ten-greatest-classic-mega-man-levels-part-3.aspx</link><pubDate>Fri, 27 Jun 2008 17:32:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:105171</guid><dc:creator>Peter Smith</dc:creator><slash:comments>5</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=105171</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/27/the-ten-greatest-classic-mega-man-levels-part-3.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;b&gt;Shadow Man &lt;/b&gt;&lt;br /&gt;
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    As Pete said, &lt;i&gt;Mega Man III &lt;/i&gt; started to strain the series&amp;#39; robot-masters-as-industrial-tool conceit. Silly as Top Man is, I have even more trouble getting my head around Shadow Man and his lair sitting at the bottom of a waterfall of lava. What was the civic-planning meeting like for this one? &amp;quot;Finally, we have used the remaining funds in 200X&amp;#39;s robot-master budget to build a crazy-sweet ninja robot who lives in a rad fortress at the bottom of a lava flow. He will be protected by robot frogs and parachuting heads.&amp;quot; &amp;quot;Madness! Why would you do such a thing?&amp;quot; &amp;quot;Because, sir. It is awesome.&amp;quot; Know what? &lt;i&gt;He&amp;#39;s right&lt;/i&gt;. — &lt;i&gt;JC&lt;/i&gt;&lt;br /&gt;
    &lt;br /&gt;
    &lt;b&gt;Bubble Man&lt;/b&gt;&lt;br /&gt;
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  A big part of the classicness of any given &lt;i&gt;Mega Man&lt;/i&gt; stage is the music. Bubble Man&amp;#39;s got one of the greatest tunes in the series, an unforgettable bit of melodic pop that builds quickly to a dazzling chorus of harmonized square waves and Van-Halen-esque arpeggios, all over an appropriately watery triangle-wave bassline. But let&amp;#39;s not forget the stage itself, which follows our hero from a huge waterfall, down into a cramped subaquatic tunnel (some kind of refinery?) stuffed with giant robot lantern fish, then back out into the open air for a showdown with the local kingpin. As in so many classic &lt;i&gt;Mega Man&lt;/i&gt; levels, there&amp;#39;s a beautiful sense of the elemental here — the breeze, the cold metal, the spray of the sea. — &lt;i&gt;PS&lt;/i&gt;&lt;br /&gt;
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  &lt;b&gt;Crystal Man&lt;/b&gt;&lt;br /&gt;
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  You&amp;#39;d think Capcom&amp;#39;s increasing ability to push the NES hardware would&amp;#39;ve made stages in the later &lt;i&gt;Mega Man&lt;/i&gt; games even more memorable than their simpler precursors. Unfortunately, this usually wasn&amp;#39;t the case. Many levels in &lt;i&gt;Mega Man II&lt;/i&gt; and &lt;i&gt;III&lt;/i&gt; gave you just enough detail to fire your imagination, and not enough to stifle it; the increased detail of &lt;i&gt;IV&lt;/i&gt; through &lt;i&gt;VI&lt;/i&gt; actually made the stages seem less like real places and more like digital constructions. Sometimes the most evocative background of all is just a sinister and inviting black. Still, the fancier graphics of later games did allow the occasional surrealist delight, like Crystal Man&amp;#39;s stage, a jagged landscape of shimmering gems and glass-tube-enclosed machinery. For a brief and gorgeous section, the blue background switches to glowing hot pink like an animated bar sign.&lt;i&gt; — &lt;i&gt;PS&lt;/i&gt;&lt;/i&gt;&lt;br /&gt;
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  &lt;b&gt;Dr. Wily&amp;#39;s Castle, Part 1&lt;/b&gt;&lt;br /&gt;
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    This is the finest stage in the entire &lt;i&gt;Mega Man&lt;/i&gt; franchise, spin-offs included. &lt;i&gt;Mega Man II&lt;/i&gt; has four scenes of explicit narrative, and outside of the introduction&amp;#39;s brief narration, they are wordless, used only to provide spatial context. What is remarkable about the first stage of Wily&amp;#39;s castle is how it conveys scale and design independent of the cutscene that precedes it, how its propulsive music perfectly illustrates exhaustion, finality, and resolve. It is an assault, the scaling of a mountain using literally every tool at your disposal. The level concludes with actually breaching the fortress&amp;#39; walls and finding a chasm, the crossing of which requires precisely timed jumps across miniscule platforms. The castle&amp;#39;s guardian, a screen-filling robotic dragon, destroys your footing in its pursuit. The stage, the music, the opponents reveal everything about this world and its stakes: you are fighting a madman on his terms and survival is not guaranteed. Remarkable. — &lt;i&gt;JC&lt;/i&gt; &lt;/font&gt;&lt;font size="2"&gt;&lt;br /&gt;&lt;br /&gt;&lt;i&gt;&lt;b&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;
Click here for Part 1.&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-2.aspx"&gt;
Click here for Part 2.&lt;/a&gt;&lt;br /&gt;
&lt;/b&gt;&lt;/i&gt;&lt;/font&gt;&lt;font size="2"&gt;&lt;br /&gt;
    &lt;i&gt;What&amp;#39;d we miss? Tell us in the comments. For the record, we like Flame Man&amp;#39;s arabesque oil well and Tomahawk Man&amp;#39;s cod-western badlands too, but nothing from &lt;/i&gt;MMVI&lt;i&gt; makes the top ten in fairness. &lt;/i&gt;MMVII &lt;i&gt;and &lt;/i&gt;MMVIII &lt;i&gt;are beneath discussion. &lt;/i&gt;&lt;/font&gt;&lt;/p&gt;
&lt;font size="2"&gt;&lt;b&gt;Previous Top Tens: &lt;/b&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/20/the-ten-videogames-that-should-have-been-controversial.aspx"&gt;&lt;b&gt;The Ten Videogames That Should Have Been Controversial&lt;/b&gt;&lt;/a&gt;&lt;br /&gt;
  &lt;b&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;/b&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;&lt;b&gt;The Ten Most Adventurous Sequels &lt;/b&gt;&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;&lt;b&gt;The Ten Greatest Fire Levels &lt;/b&gt;&lt;/a&gt;  &lt;/font&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=105171" 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/street+fighter/default.aspx">street fighter</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/top+ten/default.aspx">top ten</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/commando+3/default.aspx">commando 3</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bionic+commando/default.aspx">bionic commando</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/mega+man/default.aspx">mega man</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/mega+man+9/default.aspx">mega man 9</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/1942+joint+strike/default.aspx">1942 joint strike</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/top+man/default.aspx">top man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/flame+man/default.aspx">flame man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/shadow+man/default.aspx">shadow man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/toad+man/default.aspx">toad man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/elec+man/default.aspx">elec man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/metal+man/default.aspx">metal man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+iii/default.aspx">mega man iii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+vi/default.aspx">mega man vi</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/gemini+man/default.aspx">gemini man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/spark+man/default.aspx">spark man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bubble+man/default.aspx">bubble man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/crystal+man/default.aspx">crystal man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dr+wily/default.aspx">dr wily</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/street+fighter+iv/default.aspx">street fighter iv</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+iv/default.aspx">mega man iv</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/street+fighter+hd+remix/default.aspx">street fighter hd remix</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/tomahawk+man/default.aspx">tomahawk man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+v/default.aspx">mega man v</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/the+ten+greatest+classic+mega+man+levels/default.aspx">the ten greatest classic mega man levels</category></item><item><title>The Ten Greatest Classic Mega Man Levels, Part 2</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/27/the-ten-greatest-classic-mega-man-levels-part-2.aspx</link><pubDate>Fri, 27 Jun 2008 17:31:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:105170</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=105170</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/27/the-ten-greatest-classic-mega-man-levels-part-2.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;    &lt;b&gt;Metal Man&lt;/b&gt;&lt;br /&gt;
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  More than your average &lt;i&gt;Mega Man&lt;/i&gt; stage, Metal Man&amp;#39;s feels collosal. Who knows why — maybe it&amp;#39;s the giant screws and gears in the foreground, or the dense, heavily animated background (technically quite impressive) of pistons and cogs. Or maybe it&amp;#39;s that Metal Man&amp;#39;s stage actually has somewhat less variety than most of &lt;i&gt;Mega Man II&lt;/i&gt;&amp;#39;s stages, thereby suggesting a larger size. Whatever the reason, the scope seems massive. The stage itself is relatively short, but it feels like just a small part of a vast, rusted-out fortress of industry. — &lt;i&gt;PS&lt;/i&gt;&lt;br /&gt;
  &lt;br /&gt;
  &lt;b&gt;Toad Man &lt;/b&gt;&lt;br /&gt;
      &lt;br /&gt;
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      &lt;br /&gt;
      &lt;br /&gt;
    For all of &lt;i&gt;Mega Man IV &lt;/i&gt;&amp;#39;s missteps (downgraded music, overemphasized story, increasingly nonsensical characters), it&amp;#39;s not without its highlights. Toad Man&amp;#39;s stage bombards you with intimidating elements from the start, buffeting seemingly easy jumps with heavy wind and pouring rain. As you descend deeper into the sewers of 200X, waterfalls crush, overflows lead to bottomless pits, and robotic vermin (rats, slugs, snails) take full advantage of your decreased mobility. The stage is emblematic of the series&amp;#39; descent into comic absurdity, but it&amp;#39;s flawlessly laid out and challenging. — &lt;i&gt;JC&lt;/i&gt;&lt;br /&gt;
    &lt;br /&gt;
    &lt;b&gt;Spark Man Revisited&lt;/b&gt;&lt;br /&gt;
  &lt;br /&gt;
  
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    &lt;i&gt;Mega Man II&lt;/i&gt; is an undisputed classic, but for a NES game, it&amp;#39;s pretty damn easy, a fault that &lt;i&gt;Mega Man III&lt;/i&gt; hastens to correct. By the time you get around to the &amp;quot;dark&amp;quot; versions of conquered stages, &lt;i&gt;III&lt;/i&gt; is offering you no quarter. When you walk into Spark Man&amp;#39;s second stage, you&amp;#39;re at the bottom of a room with no ladder to the top; as you go to summon Rush Coil, just imagine Keiji Inafune giving you the finger. Spark Man 2 is also a long haul, with some truly nasty spike placement and two bosses to tackle; for an added touch of creepiness, it&amp;#39;s also got a damaged background texture that suggests the whole place has been bombed out. Ominous stuff. — &lt;i&gt;PS&lt;/i&gt;&lt;/font&gt;&lt;font size="2"&gt;&lt;br /&gt;&lt;br /&gt;&lt;i&gt;&lt;b&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;
Click here for Part 1.&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-3.aspx"&gt;Click here for Part 3.&lt;/a&gt;&lt;/b&gt;&lt;/i&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=105170" 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/street+fighter/default.aspx">street fighter</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/top+ten/default.aspx">top ten</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/commando+3/default.aspx">commando 3</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bionic+commando/default.aspx">bionic commando</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/mega+man/default.aspx">mega man</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/mega+man+9/default.aspx">mega man 9</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/1942+joint+strike/default.aspx">1942 joint strike</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/top+man/default.aspx">top man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/flame+man/default.aspx">flame man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/shadow+man/default.aspx">shadow man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/toad+man/default.aspx">toad man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/elec+man/default.aspx">elec man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/metal+man/default.aspx">metal man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+iii/default.aspx">mega man iii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+vi/default.aspx">mega man vi</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/gemini+man/default.aspx">gemini man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/spark+man/default.aspx">spark man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bubble+man/default.aspx">bubble man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/crystal+man/default.aspx">crystal man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dr+wily/default.aspx">dr wily</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/street+fighter+iv/default.aspx">street fighter iv</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+iv/default.aspx">mega man iv</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/street+fighter+hd+remix/default.aspx">street fighter hd remix</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/tomahawk+man/default.aspx">tomahawk man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+v/default.aspx">mega man v</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/the+ten+greatest+classic+mega+man+levels/default.aspx">the ten greatest classic mega man levels</category></item><item><title>The Ten Greatest Classic Mega Man Levels, Part 1</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/27/the-ten-greatest-classic-mega-man-levels-part-1.aspx</link><pubDate>Fri, 27 Jun 2008 17:30:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:105169</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=105169</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/27/the-ten-greatest-classic-mega-man-levels-part-1.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;Capcom, I don&amp;#39;t really know how to say this. It&amp;#39;s a little awkward, but damn it, it&amp;#39;s the truth. We&amp;#39;ve known each other a long time, and you&amp;#39;ve always been a good friend to me, but this year, things have gotten more serious. With &lt;i&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/02/trailer-review-street-fighter-4.aspx"&gt;Street Fighter IV&lt;/a&gt;&lt;/i&gt;, &lt;i&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/12/street-fighter-hd-makes-me-freak-out.aspx"&gt;HD Remix&lt;/a&gt;&lt;/i&gt;, &lt;i&gt;Commando 3&lt;/i&gt;, &lt;i&gt;1942: Joint Strike&lt;/i&gt; and two versions of &lt;i&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/12/gone-vertical-hands-on-bionic-commando.aspx"&gt;Bionic Commando&lt;/a&gt;&lt;/i&gt;, it&amp;#39;s like you&amp;#39;ve gone out of your way lately to show me what I mean to you, and now that you&amp;#39;ve announced &lt;i&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/26/mega-man-9-goes-back-to-your-roots-way-back.aspx"&gt;Mega Man 9&lt;/a&gt;&lt;/i&gt;, it&amp;#39;s time for me to return the favor. Capcom, I. . . I love you.&lt;br /&gt;
  &lt;br /&gt;
  Jesus, I don&amp;#39;t know what came over me there. But with &lt;i&gt;Mega Man 9&lt;/i&gt; just unveiled in all its eight-bit glory, my old-school-gaming glands are all swollen and red, and I think it&amp;#39;s squeezing out the blood flow to my brain. The early &lt;i&gt;Mega Man&lt;/i&gt; games are masterpieces of their era, and they feature some of the most unforgettable stages on the NES — a series of giant constructions that, high-tech though they may be, maintain a playground-like innocence. World-building obsessives that we are, we couldn&amp;#39;t let this glorious day go by without commemorating the ten greatest classic &lt;i&gt;Mega Man&lt;/i&gt; levels of all time. — &lt;i&gt;Peter Smith&lt;/i&gt;&lt;br /&gt;
  &lt;br /&gt;
  &lt;b&gt;Elec Man
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    Keiji Inafune&amp;#39;s first attempt at &lt;i&gt;Mega Man&lt;/i&gt; was promising but ultimately half-baked. The play was there but the world itself was still confused, its six core stages shuffling back and forth between &amp;quot;gamey&amp;quot; abstraction and eerie pastoral. Elec Man&amp;#39;s tower was one of the series&amp;#39; first real successes, an ascent that felt like a true structure and not a background for a sprite to jump about, a dangerous place pulsing with energy that could obliterate our diminutive hero using the very power that fueled his mechanical innards. — &lt;i&gt;John Constantine&lt;/i&gt;&lt;br /&gt;
    &lt;br /&gt;
    &lt;b&gt;Top Man&lt;/b&gt;&lt;br /&gt;
  &lt;br /&gt;
  
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  The whole premise of &lt;i&gt;Mega Man&lt;/i&gt; was that each of the Robot Masters you were fighting had been conceived for an industrial purpose and therefore ruled over an area appropriate to his capabilities. (Guts Man is a construction robot, right, so he&amp;#39;s in this construction zone... or something.) This whole idea kind of fell apart as the robots got weirder. By all rights, Top Man should probably have been in a giant robot toy store or something, and God knows that&amp;#39;s how the series&amp;#39; increasingly corny later installments would&amp;#39;ve played it. Luckily, Inafune and co. were still capable of a curveball or two when &lt;i&gt;Mega Man III&lt;/i&gt; came out, which must be why Top Man&amp;#39;s stage isn&amp;#39;t a toy store at all, but some kind of bizarre jungle/greenhouse/space station. With giant robot cats. Most fans would agree it&amp;#39;s better that way. — &lt;i&gt;PS&lt;/i&gt;&lt;br /&gt;
  &lt;br /&gt;
  &lt;b&gt;Gemini Man &lt;/b&gt;&lt;br /&gt;
    &lt;br /&gt;
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    &lt;br /&gt;
    As important as the future metropolises of classic&lt;i&gt; Mega Man&lt;/i&gt; are the natural landscapes. Gemini Man&amp;#39;s stage shows a world where even the harshest environments have been hollowed out, bent to the will of humanity, and overrun with intelligent machines that can work and survive where our fragile bodies can&amp;#39;t last. Enemy placement is logical, functional in this arctic wasteland; drones spill fire digging into the frozen surface, giant penguins produce an adapted work force, robotic-tadpole pods shifting to maintain delicate structural integrity deep in the ice. The whole place is cold and sharp, beautiful and forbidden. I&amp;#39;d never survive there, but Mega Man can. — &lt;i&gt;JC&lt;/i&gt;
&lt;br /&gt;&lt;br /&gt;&lt;i&gt;&lt;b&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/27/the-ten-greatest-classic-mega-man-levels-part-2.aspx"&gt;Click here for Part 2.&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-3.aspx"&gt;
Click here for Part 3.&lt;/a&gt;&lt;/b&gt;&lt;/i&gt;&lt;br /&gt;
&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=105169" 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/street+fighter/default.aspx">street fighter</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/top+ten/default.aspx">top ten</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/commando+3/default.aspx">commando 3</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bionic+commando/default.aspx">bionic commando</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/mega+man/default.aspx">mega man</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/mega+man+9/default.aspx">mega man 9</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/1942+joint+strike/default.aspx">1942 joint strike</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/top+man/default.aspx">top man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/flame+man/default.aspx">flame man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/shadow+man/default.aspx">shadow man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/toad+man/default.aspx">toad man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/elec+man/default.aspx">elec man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/metal+man/default.aspx">metal man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+iii/default.aspx">mega man iii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+vi/default.aspx">mega man vi</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/gemini+man/default.aspx">gemini man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/spark+man/default.aspx">spark man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bubble+man/default.aspx">bubble man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/crystal+man/default.aspx">crystal man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dr+wily/default.aspx">dr wily</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/street+fighter+iv/default.aspx">street fighter iv</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+iv/default.aspx">mega man iv</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/street+fighter+hd+remix/default.aspx">street fighter hd remix</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/tomahawk+man/default.aspx">tomahawk man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+v/default.aspx">mega man v</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/the+ten+greatest+classic+mega+man+levels/default.aspx">the ten greatest classic mega man levels</category></item></channel></rss>