Thursday, November 17, 2016

How Nintendo Should Implement "My Nintendo" to the Switch

Nintendo's new console that was revealed just a little bit ago has excited quite a lot of people, hardcore gamers and consumers alike. There are so many possibilities with the Switch, whether it is gameplay possibilities, online possibilities, portable possibilities, and so forth.

My Nintendo is a rewards service from Nintendo that is incorporated into Miitomo, the company's very first mobile app. My Nintendo has yet to get a lot of use as many players of Miitomo have moved on, though some are coming back thanks to the big November update. Regardless, there is so much potential in My Nintendo not just for Nintendo's mobile apps but for the Switch as well. It made me ponder how Nintendo could implement the service to its newest console.

Thinking about it, the approach could be very similar to how Nintendo has My Nintendo embedded into Miitomo.In Miitomo, you get My Nintendo platinum coins for completing static (one-time) and daily missions. These missions are just like achievements and trophies are on PlayStation and Xbox platforms. You get a one-time platinum coin reward for performing tasks like linking your Miitomo account to various social media platforms, and you get daily rewards by doing things like answering the daily question, posting your Mii's outfit to Miitomo's new Style Central, or sending a message to a friend.

A look at some of the various My Nintendo missions featured in Miitomo.
The fun about gaining platinum coins is that they're not just there to boost some score or to show off. Instead, these coins can be used to purchase items in-game like Mii outfit pieces and game tickets to be used to in Miitomo Drop for free tries to earn new items. You can also use said coins (in both platinum and the rarer gold variety, earned through digital eShop purchases) to purchase cheap downloadable games like those on the Virtual Console and gain monetary discounts on games.

Now, here's where the Switch comes in. If things continue the way they are and Nintendo opts to use My Nintendo with its new system, games like the new 3D Mario game, Mario Kart 8's Switch port, and more could give players coins for performing achievement-like tasks. These can be in the form of static achievements that only reward coins once or daily/weekly achievements like being in the top 20 percent of a best lap time leaderboard for Mario Kart 8, for instance. It would make going for achievements even more fun (well, depending on who you are) than they already are. It would even make going for more obnoxious challenges like ones that require grinding to actually seem more worthwhile than they'd otherwise be.

Of course, a current problem with My Nintendo, as of course it is still in its infancy and only is attached to Miitomo as of right now, is that the rewards that I previously went over are rather lame. Let's take earning a discount voucher for a game. You need gold coins to do that, and that requires you to buy content digitally from the Nintendo eShop on either Wii U or 3DS. The amount of gold coins you get from each purchase is so minuscule that you'll need to buy lots of games just to get the required amount of gold coins needed just to get some modest discount on a game.

Discounts aren't too appealing for most My Nintendo users, so the downloadable titles are more popular (pending My Nintendo users didn't already own them, which is usually the case).
Instead, I think Nintendo should offer better rewards like it did on Club Nintendo. Now, obviously My Nintendo is something that Nintendo doesn't even need to offer as we as consumers aren't entitled to getting free stuff for our purchases. However, better rewards would encourage more interaction with My Nintendo and make it a much more interesting place for both Nintendo fans and consumers. We could be talking about stuff as simple as new Mii costumes (assuming that Nintendo allows for greater customization with Miis on its new system, which would be great) or as big as digital downloads of Nintendo's own software or indie games.

It doesn't have to end there with My Nintendo. Like Club Nintendo, physical copies of Switch games could have vouchers inside them that reward you with coins upon entering a multi-digit code on the My Nintendo website, for example. If Nintendo wanted, it could give extra incentive to buy digitally to reward more coins while also giving physical buyers coins as well. The incentive here would be made by Nintendo because it gets more money from sales directly to the company through its own marketplace than through retail. Someone can correct me if I'm wrong on that.

Regardless, Nintendo's Switch is a system that has excited lots of people, and I think if Nintendo plays its cards right, it could give My Nintendo a much needed shot in the arm to make it more appealing to consumers and even Nintendo fans who aren't too keen on the service as it stands now. Here's hoping that My Nintendo does evolve as a service for Nintendo's newest and quite interesting system!

Wednesday, November 16, 2016

Mario Party: Star Rush (3DS) Review

A new review is here for your Wednesday night. Mario Party: Star Rush is the latest in the long-running franchise that debuted way back on the Nintendo 64. The series has seen a lot of changes and shake-ups to the formula as of late. Star Rush is another one of those examples. See if this installment's new rules make for a fun take on the formula with the SuperPhillip Central review.

Mario and ND Cube's Party Politics 

Mario Party has seen a bit of a metamorphosis over the years. It wasn't that long ago that many critics and fans were growing tired of the series, bored with the same old, same old. When ND Cube was founded, the developers there became the new team behind Mario Party. Their first foray was Mario Party 9, and to its credit, the game did try to change things up, despite not being a fan favorite. Now, ND Cube is at it again, trying to shake things up to make what many had considered a stale series into one with new life. Mario Party: Star Rush is the second game in the series on the Nintendo 3DS, and after devoting quite a bit of time with it both alone and with friends, it's without a doubt my favorite Mario Party from ND Cube so far, and just a good party game in general.

Toad Scramble is the main mode of Mario Party: Star Rush, and it is front and center in the game, being the only mode available from the beginning. By playing games and finishing rounds, you earn experience points that when you reach the next level, you unlock a new piece of content, whether new modes or unlockable characters like Rosalina and Donkey Kong.

The premise of Toad Scramble pits four Toads against one another on a grid-like board of which there are five "worlds" devised up of three board designs each. This isn't your traditional linear board design of past Mario Party games. Also different in Toad Scramble and many other modes in Star Rush is the ability for all players to roll a die at the same time. When you've rolled, you can go from your current location and move spaces nearby on the grid in any direction you want. You just can't go back and forth between the same spaces, and that is pretty much the limit to the limitations of movement.

Toads can land on item spaces to get items to boost their dice rolls, Poison Mushrooms to punish a player and stifle their roll amount, and a warp block to immediately transport to another Toad's space. In addition to item spaces, coins are littered on boards, serving as a means to buy items from special item shop spaces as well as giving players a Power Star for every ten coins they hold at the conclusion of the game.

Plot a course through one of 15 themed boards in Toad Scramble.
Occasionally, several assist and support characters from the roster of playable characters appear on the boards in Toad Scramble. Reaching them and passing by their space puts them on your team. Not only do they give you bonus movements from your rolls, they also have unique dice blocks they can use and special abilities on boards. For instance, Mario and Luigi can sometimes find a Goomba in a patch of grass to stomp on, earning that player five coins each time it happens. When two Toads land on the same space and one or both of them have an ally on their team (each Toad can have up to four allies at once), a very brief ally battle ensues, where the winner takes one of the loser's allies. These ally battles range from picking a higher numbered card than the opponent or timing a button press so the player is the closest to five seconds.

The means to progress in Toad Scramble is to reach the current boss on the board. This is done by having a player roll the exact number needed to land on the boss space, initiating the boss mini-game. Once a boss has been defeated, the next boss appears somewhere else on the board. Some boards are quick engagements with only three bosses to contend with, but other boards with more expanses to them offer up to five bosses to beat. The winner of a boss mini-game earns a Power Star. Other players earn a varied amount of coins. The final boss mini-game is worth double the reward for each player.

Land directly on a boss space to engage in a boss mini-game. You're goin' down Mega Monty Mole!
The player or players who land on the boss space earn a five coin bonus as well as being able to play from the beginning of the boss mini-game. Depending on how far away the other players were from the boss space, they will have to mash the A button to reach the boss space and enter into the mini-game, so it's crucial to at least be near the boss space when the mini-game begins. The alternative is giving one player a great advantage. Another advantage one can gain from boss mini-games is the ability to have all allies on your team play with you as AI helpers. In games where each shot on the boss is worth a point, one can earn a ridiculous amount of points, making victory all but assured.

You'll definitely get by with a little help from your friends.
Toad Scramble is quite an engaging mode and fresh take on the Mario Party series. There is a decent amount of strategy to be found and actual skill seems to be rewarded way more than luck is. If you play smartly, you'll usually find yourself the victor, unless you totally fail at the mini-games being played.

After doing some playing in Toad Scramble, you'll unlock the Coinathlon. This mode features a multi-lap race around an oval racetrack, where how you perform in the mini-games determines how much you move. You're constantly cycled between three mode-exclusive mini-games, and each coin you collect as you play these solo games makes you move one space on the racetrack. After all three mini-games are played, you start at an upgraded version of the mini-games, playing as many levels of these games as necessary until someone crosses the finish line. It's a fun mode to play against friends, but it's also rather rewarding trying to take on CPU opponents, attempting to win ten rounds against progressively harder opponents.

Then there is Balloon Bash. This is also a mode where everyone moves at the same time, just like Toad Scramble, but instead of playing as only Toads, you play as any member of the cast of Star Rush. Balloon Bash, as the name hints, has players moving around small boards trying to collide with various balloons. Some offer coins that begin mini-games, which happens a good amount in this mode. Others offer up to three Power Stars if you have enough coins to buy them (it's 10 coins per star). After a set number of rounds, the game is over, and whomever has the most Power Stars is deemed the victor. While Balloon Bash takes on a more traditional board game style, it can be highly dependent on the luck of the role of the dice. If you happen to get caught with low rolls, you might find you win all of the mini-games but end of with a limited amount of stars due to not reaching specific balloons.

Luigi's ready to cash in some coins for three Power Stars in Balloon Bash.
Other modes include the utterly boring Mario Shuffle, where two teams of three characters try to reach the opposing side's end of the board through strategic rolls of the dice. The total lack of mini-games and little variety make for a challenging game to enjoy more than once, if even that. Then there's Rhythm Recital, a rhythm-based mini-game where you play one of four instruments, tapping the screen as triggers appear on the screen, while you play along with one of many classic Super Mario series songs. As you rank well, new songs unlock. Finally, two puzzle modes: one falling block game to play against a human or AI opponent, and a game where you have to plan out a route to climb a tower, trying to use logic to avoid spaces where Amps lie, round out the package.

Wario on drums. What could possibly go wrong?
While Mario Party: Star Rush sports a smaller amount of mini-games than what most fans are probably used to, what games there are are quite fun. Very few are dependent on luck at all, which is great. Some use traditional button controls while others make use of the touch screen and stylus controls. Whether you're using two jump buttons, one that jumps one space and one that jumps two spaces, to climb up a series of steps where some are hazards; racing through a series of haunted rooms to find where the exit is; or doing something as elementary as counting how many oranges are carried through a dining hall by Shy Guys, the mini-games featured in Star Rush are varied and mostly enjoyable. Like more recent Mario Party games, certain mini-games, like races, for instance, aren't over as soon as first place is determined. Instead, it ends when third place finishes. All mini-games award coins to first through fourth place, with obviously the winner receiving the most coinage and fourth place receiving a pity coin for their efforts.

A new take on an old classic: Luigi loses by doing nothing.
The boss mini-games have different goals to them than the standard mini-games. These are all about beating a boss somehow or making the gauge reach maximum. For instance, in the Mega Goomba boss mini-game, the game ends when enough apples have been brought back to the starting basket. Whereas with a battle against Petey Piranha where shells must be thrown into the boss to earn points, this game ends when Petey's health has been completely emptied. The player who scores the final "hit" in a boss mini-game earns a three point bonus, which can sometimes be the difference between a first place finish and a second place one in more heated matches.

Gather apples and return to them to the starting basket to earn points in this Mega Goomba boss mini-game.
Mario Party: Star Rush may lack an online component, as all the games in the series do, but it more than makes up for that with its local multiplayer offerings. One player with the full game can have other 3DS players use Download Play to join their room. With the free Mario Party: Star Rush Party Guest software, available on the Nintendo 3DS eShop, those who have a friend with the full game can join their lobby, getting access to play with that player and all of the content they have unlocked. The Party Guest software even tracks experience points and earns unlockables. So if you're sad that you can't play with someone from across the nation or around the world, there is some solace to be found in the fact that you can practically play the full game with anyone nearby with their own 3DS system, as long as one of you owns the full version of the game.

Mario Party: Star Rush's mini-games are mostly short and sweet bits of gaming goodness.
ND Cube has long tried to find a working formula for the Mario Party series. I think they have now found it with Mario Party: Star Rush. As the main mode, Toad Scramble is a brilliant shift to the long-standing rules of the series, offering less downtime and more entertainment compared to previous ND Cube-developed Mario Party games. Not all of the modes in the game are winners, but overall, Mario Party: Star Rush aims for the stars and doesn't crater by any stretch of the imagination.

[SPC Says: B-]

Tuesday, November 15, 2016

Must-Have Games for the SNES Classic (If/When It Ever Exists)

This past Friday, the NES Classic Edition, a miniature NES with 30 games pre-installed launched in North America. Unsurprisingly, the device is quite hard to find at the moment, but Nintendo promises a steady string of supply throughout the upcoming months. The NES Classic Edition is a brilliant idea to get both nostalgic and new players to the era interested in Nintendo's games.

This made many gamers hope for future releases of past Nintendo systems, bundled with their own supply of games. If such a device existed for the Super Nintendo, and it seems very plausible considering how successful the NES Classic is already, these are just some of the many SNES classics that I think should be in a hypothetical "SNES Classic." After you've taken a peek at my picks, what games would you add to this list?

Super Mario World

One of the quintessential Mario experiences, Super Mario World is often debated among platforming and Mario fans as whether it's the superior experience when compared to Super Mario Bros. 3 or not. Regardless of your or my opinion on the subject. it's no question that Super Mario World is one of the greatest 2D platformers in existence. Taking the Super Mario Bros. series to the 16-bit era, Super Mario World brought with it longer levels, a world map that encouraged exploration with secret exits in many levels, varied obstacles and enemies, and so much more. It's an obvious pick for a game that should be included in a hypothetical SNES Classic, but there's very good reason for that.

The Legend of Zelda: A Link to the Past

With The Legend of Zelda: A Link to the Past, Nintendo took the series to a more focused and disciplined approach. What the game ended up being because of this-- and the supremely well designed dungeons, extremely fun to explore overworld, the clever light world and dark world mechanic, memorable characters, tight controls, myriad of useful items, incredible boss battles-- is one of the best Zelda experiences the franchise has ever seen, much more one of the Super Nintendo's greatest classics and one of the best games of all time. The Legend of Zelda: A Link to the Past is a tour de force adventure that no gamer should be without playing, making it a shoo-in for the SNES Classic.

Super Metroid

While the current state of the Metroid series depresses many-a fan of the franchise, thankfully there are a good deal of past Metroid games to look at and love the franchise for. Super Metroid is generally considered the cream of the Chozo crop. It brought with it the abundantly helpful map and corridors and rooms that could easily be distinguished between, things that the original Metroid lacked, making the NES classic a difficult game to play. Introducing a world that drips with ambiance, a worthwhile assortment of upgrades and abilities to reach and explore new areas, and one of the most memorable endings to a Metroid game, Super Metroid lives and dies by its responsive controls, superb level design, and replayability.


Nowadays we sort of take for granted that EarthBound is now available in digital form on the Wii U and New Nintendo 3DS Virtual Consoles. It wasn't too long ago, however, that if one wanted to play the game legally, one would have to shell out an immense (see; ridiculous) amount of money just to get a loose (no manual, no box) used copy! Now, EarthBound is readily available in digital form, and it just seems like an easy pick for an SNES Classic release. An atypical RPG to this very day, EarthBound is a bizarre by touching adventure that takes place in a modern setting with charming, if not also bizarre, characters. It's also a very challenging game, but since the characters and world are so fantastic, it's worth roughing it to see everything EarthBound has to offer.

Super Mario Kart

The game that started and popularized a sub-genre-- the mascot kart racer-- Super Mario Kart is one of the go-to games for multiplayer gaming on the Super Nintendo. It's easy to see why, too, as the game features accessible controls, Grand Prix and Battle modes for two players to spend hours upon hours playing through, and lots of fun times to be had. The four Grand Prix cups of Super Mario Kart, each containing five tracks, the multiple difficulties of said Grand Prix cups, the four arenas of the Battle Mode, and the eight characters one can play as all equals one heck of a kart racing game that is hard to put down once it has been picked up.


Like Super Mario Kart popularized the mascot kart racer, or just the kart racer in general, F-Zero popularized the futuristic type of racer. Also like Super Mario Kart, F-Zero sported Mode 7 visuals, showing off 3D-like visuals as racers sped through the twists, turns, and dangerous pathways of the many tracks F-Zero possesses. The game is lightning quick, making you really feel like you're going all those MPH that F-Zero says you are. The Grand Prix mode offers a wide array of races where your rivals will always be ready to pass you if you so much as make a mistake. Sometimes, mistakes are even very costly, resulting in a destroyed vehicle and a step closer to a game over (either due to your vehicle taking too much damage or careening off the course)! While F-Zero has evolved since the original, made better by future games, it's still worth playing the game that started it all on the Super Nintendo.

Donkey Kong Country 1, 2 & 3

Rareware was a developer that already had quite the history to itself before reintroducing the world to Donkey Kong, but it was Donkey Kong Country that the studio really made a name for itself and became the juggernaut with its partnership with Nintendo. The entire trilogy is worth playing, though my personal favorite (as rote a pick as it is) will always be the second game, Diddy's Kong-Quest. Regardless of the game, what you'll get with one of Rare's Donkey Kong Country titles is a game soaked with ambiance, whether because of the environments or the atmospheric yet melodic music; stunning visuals that still impress to this day; superb level design filled with cleverly placed secrets (save for some of the original Donkey Kong Country, which had some "hope you fall in the right hole to find a secret" occasions), and memorable level gimmicks.

Kirby Super Star

Between all of the games that Kirby starred in on the Super Nintendo, the one that is not only the most memorable but also the best value is Kirby Super Star. Containing a variety of platforming adventures, many bite-sized, Kirby Super Star gives players a taste of platforming goodness, whether it's in the exploration-based Great Cave Offensive or the remake of the original Kirby's Dream Land. There is plenty to admire and sink one's teeth into with Kirby Super Star, making it as both as a fun and value proposition and superb pick for the SNES Classic. After all, who can't give enough of Nintendo's pink puffball? There's a reason that Kirby remains one of the Nintendo's active franchises after all of these years.

Mega Man X

The classic Mega Man games on the original NES put the series on the map with great critical and financial success. Mega Man X launched on the Super Nintendo, marking a bold new step for the franchise. Being quite different from the classic Mega Man games in both attitude (don't worry, we're not talking about being try-hard) and gameplay, Mega Man X is a harder game and much more action-packed experience. Since Mega Man was already pretty action-intense, that's quite the achievement! With permanent armor and health upgrades hidden in levels, more exploration to said levels, Robot Masters in the form of animal-based Mavericks, a more sinister villain in the form of Sigma, detailed 2D visuals in both characters and environments, and a rocking 16-bit soundtrack, Mega Man X remains one of my favorite games of all time and a must-have for the SNES Classic.

Super Castlevania IV

Another action platformer, the fourth installment of the Castlevania franchise was a jump from the 8-bit era to the 16-bit one with its release on the Super Nintendo. A much more reasonable in difficulty game, Super Castlevania IV is still a rather challenging platformer. Thankfully, this time around, your whip could be lashed out at foes and objects in a multitude of directions. This was not only great for taking out incoming enemies, but it was also good for latching onto special hooks where you could swing across chasms. You wouldn't figure this for this type of game, but Mode 7 was in play at specific parts of Super Castlevania IV, such a corridor where the background spins like a tube. Why I felt the need to add that into this entry is anyone's guess, but perhaps I just like that trivia aspect!

Super Street Fighter II Turbo

A complete version of Street Fighter II, a tactic of releasing more complete versions of Street Fighter games that would persist up to modern days, Super Street Fighter II Turbo saw all the improvements of past Street Fighter II experiences, like the addition of being able to play as all four bosses from the vanilla Street Fighter II, but it also included new goodies like Super and air combos, the arrival of Akuma, and being able to play as alternate versions of the roster of fighters, offering slight differences in how characters play. There is no wonder, then, why Super Street Fighter II Turbo remains a popular fighter and an important stepping stone in the history of 2D fighters and of course, the Street Fighter series in general.

Contra III: The Alien Wars

The third mainline installment of the Contra series had to run, gun, and blow up its way to impress Super Nintendo gamers, and it did all of that and more with Contra III; The Alien Wars. Offering two-player goodness, tremendous action set pieces, pulse-pounding action, exhilarating boss battles, and impressive visuals, Contra III delivers in both action and excitement. The game also wasn't afraid of trying something new, bringing with it some over-the-head perspective levels. While these weren't executed perfectly, they did offer a fresh take on the series. Even if you don't care for these themselves, you do get some of the best 2D side-scrolling levels in the Contra series if you persevere through them.

Teenage Mutant Ninja Turtles IV: Turtles in Time

Popularized in arcades before gaining a home console version, Teenage Mutant Ninja Turtles IV: Turtles in Time brought with it an amazing amount of action, unforgettable levels and boss battles, and multiplayer goodness for two players. Turtles in Time is the type of game that is better enjoyed and appreciated through multiple play-throughs. This is a game where even after playing through it a seemingly endless amount of times, you still find plenty of enjoyment in slashing and striking enemies, chucking foes into the screen, and beating down Krang and the Super Shredder for the umpteenth time. The Super Nintendo is full of fantastic multiplayer games, and it would be a grave mistake if Turtles in Time wasn't included in a Super Nintendo Classic-like device.

Other Mentions:

Final Fantasy IV
Chrono Trigger
Star Fox
Super Punch-Out

Great Suggestions by Others:

Super Mario World 2: Yoshi's Island
Secret of Mana
Chrono Trigger
Breath of Fire
Super Ghouls 'n Ghosts
Super Tecmo Bowl

Super Mario Run (iOS) Introduction Trailer

EDIT: Since my reviews are usually for games released for iOS AND Android, I accidentally wrote that Super Mario Run was for iOS and Android in the headline when it's only available on iOS. Sorry about that brain fart!

Nintendo once again enters the mobile realm, but this time it's its starring character, the most recognizable face in gaming, Mario, that leads the way. Super Mario Run is an auto-runner with a twist. It's not procedurally generated, instead, the levels are built via the whims of the level designers. Super Mario Run releases December 15th for $9.99.

Monday, November 14, 2016

SuperPhillip Central's Favorite VGMs - "Second Xenoverse, Not the Same as the First" Edition

A new week brings a new series of video game music to your ears! It's SuperPhillip Central's Favorite VGMs, and five more VGM volumes are here! We're in the middle of November, and the temperatures are slowly but steadily falling.

This week, Dragon Ball Xenoverse 2 kicks things off. Then, we shrink things down Minish-size with The Legend of Zelda: The Minish Cap. Mario Golf: Toadstool Tour launches a shot from the tee, while Mighty No. 9 brings a boss battle theme into the fray. Finally, the original Suikoden wraps things up this week.

Click on the name of the VGM volume to hear the song featured. Lastly, the VGM Database is still around for you to see and hear past VGM volumes featured on this weekly SuperPhillip Central segment.

v1266. Dragon Ball Xenoverse 2 (PS4, XB1, PC) - Hyperbolic Time Chamber Stage

Let's begin this edition of SuperPhillip Central's Favorite VGMs with a song from a recent release, Dragon Ball Xenoverse 2. Improvements were made to the battle system, and hopefully that also goes to the RNG of unlocking moves and costumes! What didn't need improvement, however, was the fantastic soundtrack of the original game. The music is just as good from what I've heard so far from Xenoverse 2. Check out this theme for the Hyperbolic Time Chamber stage of the game.

v1267. The Legend of Zelda: The Minish Cap (GBA) - Hyrule Town

One of the most underrated Zelda games in my opinion is The Legend of Zelda: The Minish Cap. It was the last Zelda that Capcom developed. It was just as special as its Oracle duo of titles from the Game Boy Color. Hyrule Town is planted right in the middle of the kingdom of Hyrule, and there, houses and neighbors go forth, living their lives. And it's all to this upbeat and catchy theme!

v1268. Mario Golf: Toadstool Tour (GCN) - Ring Attack

It might no longer be golf season in most areas of the United States, but that isn't stopping the Favorite VGMs from incorporating a song from Mario Golf's GameCube outing. Ring Attack is a mode where the goal is to not only drive and chip the ball through one ring or several, but you must also make it in the hole with at least par. Motoi Sakuraba is the constant composer behind Camelot Software Planning's various games, and without him, a great deal of what makes the sound of the developer's games would be lost.

v1269. Mighty No. 9 (Multi) - Allies Obstruct

I cannot really remember a lot of themes from the disappointing Mighty No. 9. This is mostly in part due to how much talking from the characters goes on in stages. However, I do very much enjoy the boss battle theme, which pits Beck, Mighty No. 9, against the corrupted Mighty Numbers that plague the city. This rock-centric boss battle theme keeps fights engaging and frenetic.

v1270. Suikoden (PS1) - Beautiful Golden City ~ Gregminster Theme

Let's cap off this week's edition of SuperPhillip Central's Favorite VGMs with a uptempo city theme with a Middle Eastern flair. It's theme for Gregminster of the original Suikoden, yet another franchise locked tight in the chest that is Konami's. Here's hoping Konami one day starts using its immense catalog of franchises once more. Ah, a boy can dream...