Showing posts with label shake it. Show all posts
Showing posts with label shake it. Show all posts

Monday, November 12, 2012

SuperPhillip's Favorite VGMs - Shake It Up Edition

Wario and his garlic-breath self are entering SuperPhillip's Favorite VGMs this week. Today I am highlighting a severely underrated and overlooked Wii game, Wario Land: Shake It! aka Wario Land: The Shake Dimension. We're gonna shake what our mamas gave us, so if all of your preparations have been completed, let's begin!

v236. Wario Land: Shake It! (Wii) - Launchpad Labyrinth 


Let's kick things off with a Latin flair. The main melody consists of the Wario theme, also used in Stonecarving City. Stonecarving City just so happens to be the main theme for the level while Launchpad Labyrinth is used for Wario's escape. It's a piece that makes you wanna make a pit stop for nachos and guacamole on your way to the goal.

v237. Wario Land: Shake It! (Wii) - Gurgle Gulch


We have an upbeat piano-filled piece for the escape theme of Foulwater Falls, the third level in Wario Land: Shake It! Not only is the piano the main melody, but it is also the bass line. This is one of my favorite songs from the game.

v238. Wario Land: Shake It! (Wii) - Run-Down Pyramid


The piano returns for a lighthearted and jaunty theme that takes you through a pyramid at nightfall. The level the song is featured in has vehicles that roll along tracks. You control them by tilting the Wii remote ever so carefully as not to make them derail and crash to the ground below.

v239. Wario Land: Shake It! (Wii) - Savannah Valley


The orange sky is home to a glistening yellow sun in Savannah Valley, a level of the second world in Wario Land: Shake It! This track is rather calming, relaxing, and mellow. My favorite part comes in right around 1:42. It seems a fellow YouTube commenter agrees!

v240. Wario Land: Shake It! (Wii) - Windbreak Bay


We go from relaxing to uptempo with this theme for the final submarine level in Wario Land: Shake It!, Windbreak Bay. Each submarine level is auto-scrolling and features at most three paths to travel down. They all lead to the same place, but some house more treasure and riches.

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That concludes this spotlight on Wario's Wii platforming adventure. Next week we will feature another game for one edition. Until then and as always, take a gander at my VGM database for all of my favorite VGMs.

Thursday, May 24, 2012

Killer Soundtracks - My Personal Favorites, Part Three

Music makes the world go 'round, and it is something I feel like a bit of a connoisseur about. Y'know, but without being all snotty and uppity. This makes three weeks in a row that I am sharing my personal favorite soundtracks from unforgettable video games, some more memorable than others. I hope with this part of Killer Soundtracks, like the two that came before it, it will have you listening and enjoying the samples of songs I link to. With that out of the way, let's get ten more soundtracks some time under the sun.

The Legend of Zelda: Skyward Sword (Wii)


Quite possibly one of my most cherished Zelda soundtracks, The Legend of Zelda: Skyward Sword for the first time featured a full orchestra for the majority of musical pieces. Hajime Wakai, Shibo Fujii, Mahito Yokota, Takeshi Hama, and Koji Kondo all lent their creative compositional expertise to this stellar soundtrack. Note: the track names are entirely unofficial. We have the familiar classic of File Select on one hand while on the other we have new classics like Romance Theme 1, the Asian flair of Bamboo Isle, a boss theme in Koloktos/Moldarach, the full choir of Final Ghirahim, the overly triumphant theme of the Staff Roll (featuring Ballad of the Goddess and The Legend of Zelda Main Theme), and the beautiful piano-filled Fi's Farewell. While nostalgia tells me that A Link to the Past has the better music, Skyward Sword is still up there as one of the best.

Super Mario Galaxy 2 (Wii)


Speaking of Mahito Yakota, he lent his abilities to the superb Super Mario Galaxy 2 soundtrack. I actually prefer the sequel's music to the original, but it really is a heated race between the two. I mean, how can you not love fully symphonic pieces like the familiar Throwback Galaxy, Bowser's Galaxy Generator, the increasing tension of Melty Monster Galaxy, the grandiose nature of Final Bowser Battle with full choir, Haunty Halls Galaxy with the returning Ghost House theme from Super Mario World, the super perky Puzzle Plank Galaxy, and the second homage to Super Mario 64, Bowser's Lava Lair?

Jet Force Gemini (N64)


The composers at Rare, as proven last week by their incredibly impressive Perfect Dark soundtrack, are some kinds of sorcerers. How they managed to push the Nintendo 64's sound card is anyone's guess. Seriously, feel free to guess-- I'm all ears. Anyway, the team once more put forth an excellent treat for the ears with Jet Force Gemini's wondrous soundtrack. There's the militant march of Character Select for starters, Rith Essa, S.S. Anubis, Eschebone, Sekhmet, Ichor Military Base, and the ultra tense Boss Battle theme. Jet Force Gemini amazed me way back when it released in 1999 or so and it absolutely floors me now in retrospect.

Super Mario RPG: Legend of the Seven Stars (SNES)


Yoko Shimomura (mostly known for her work on the Kingdom Hearst franchise) contributed the lion's share of music for Mario's first foray into the RPG genre, Super Mario RPG: Legend of the Seven Stars. It would also be Square's last game on a Nintendo system for an extended period of time. Of course, we all know tracks like Beware the Forest's Mushrooms and Hello, Happy Kingdom (which would get a remix in the Wii's Fortune Street), but what about lesser talked about themes like Fight Against An Armed Boss, The Merry Marry Bell Rings, Going Shopping in Ripple Town, Let's Do the Fooka-Fooka!, and Goodbye, Geno? Those are all tremendous tracks worthy of one's attention. A cute, quaint, and charming soundtrack, Super Mario RPG is near and dear to my heart.

MadWorld (Wii)


From cute, quaint, and charming to brutal, violent, and visceral, MadWorld's music is mostly vocal. It's also quite explicit lyrics-wise, so be forewarned, you younger scamps who visit SuperPhillip Central! The majority of music is hip-hop, rap, and hard rock. You can hear this in songs like Come With It, Survival, You Don't Know Me, the Asian beat of Ain't That Funny, Crazy, Body That which was used in the North American ads for the game, and the credits theme, Get It Up. I generally dislike the types of music MadWorld contains, but something in the game infected my mind like a brain worm.

Kirby's Epic Yarn (Wii)


How do you segue from rap to the gentle, flowing tunes of the adorable Kirby's Epic Yarn? I'm a good writer, but I'm not that good. Regardless, Tomoya Tomita penned and possibly performed the majority of music for this simple-to-beat game. The piano-heavy music really complemented the easygoing nature of Epic Yarn. You have songs like Fountain Gardens, VS. Fangora, Snowy Fields, Lava Landing, Outer Rings, and last but not least, the recital-sounding Patch Castle. Like I said, the music marvelously matches the calm nature and pace of Kirby's Epic Yarn.

Wario Land: Shake It! (Wii)


Now, here's a simple segue. Both Kirby's Epic Yarn and Wario Land: Shake It! were developed by Good-Feel. They're talented people who work at the company, and the quality of their titles is pretty good. While Epic Yarn had more of a piano focus, Shake It! branches out much more to incorporate a wide menagerie of musical instruments. We have the Latin-flavor of Launchpad Labyrinth, the Egyptian-flavor of Whoopsy Desert, the African rhythm of Savannah Valley, the professional piano of Gurgle Gulch and Run-Down Pyramid, the glitzy Glittertown (as inspired by Wario World), and the rocking Windbreak Bay. Wario Land: Shake It! supplies listeners with an abundant array of themes from multiple musical genres in fine fashion.

Mega Man X6 (PS1)


Now, if you have followed SPC for an lengthy period of time, you know my thoughts on Mega Man X6. It wasn't a really good game. In fact, a lot of it was pretty bad. That is except for the music which was sensational. We rocked out to Blaze Heatnix Stage (Magma Area), and even after hearing it loop over and over again while fighting the same mid-boss in different arenas, the song still holds up. Then there's great tracks like Gate's Laboratory 1-2, Commander Yammark Stage (Amazon Area), Shieldner Sheldon Stage (Laser Institute), Infinity Mijinion Stage (Weapon Center), Gate, and Sigma 2nd. I'm not saying such songs make up for a less-than-stellar game, but it did make the experience all the more bearable.

Sonic CD (SCD)


There are two versions of the Sonic CD soundtrack-- the JPN/PAL soundtrack and the U.S. soundtrack. I am in the camp that prefers the latter. I find the JPN/PAL one to be too goofy and not having as many memorable melodies and songs as the U.S. one. It could also have to do with the fact that I grew up on the U.S. soundtrack. We have numerous cool and soothing to hard and rocking songs like Palmtree Panic Zone (Present), Palmtree Panic Zone (Bad Future), Collision Chaos Zone (Good Future), Stardust Speedway Zone (Good Future), Stardust Speedway Zone (Bad Future), Wacky Workbench Zone (Present), and Special Stage. Overall, a nice soundtrack, though I do like Japan's Palmtree Panic Zone (Present) version.

Ys: The Oath in Felghana (PSP)


Ys: The Oath in Felghana was an unexpected surprise and my first encounter with the Ys series, one that I wish to dive into even further after finishing off Felghana. One reason (other than the brilliant action gameplay, of course) is the music, remade and remixed for the PSP. If you didn't like the PSP's music, you could switch to the originals. But why do that when you get wonderful songs like the final boss theme of The Greatest Foe, The Boy's Got Wings, the theme of the clock tower, Sealed Time, dungeons themes like A Searing Struggle, Steeling the Will to Fight, Snare of Darkness, and Be Careful? Combining violin with electric guitar and synth made the PSP version of the Ys: The Oath in Felghana soundtrack amazing to the ears.

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If you somehow missed a previous part of Killer Soundtracks, you can easily get to them through one of the following links:

Killer Soundtracks - My Personal Favorites, Part One
Killer Soundtracks - My Personal Favorites, Part Two 

As for everyone else, what did you think about Part Three's soundtrack and song selections? Give me a holler in the comments section.

Friday, October 7, 2011

Underrated Soundtracks This Gen: Music to My Ears

If you've been following SuperPhillip Central at all in the past, you know that we often do segments regarding overlooked and underrated games on all systems. This time we'll be checking out games that had soundtracks that many don't mention or bring up in conversation. Sure, the games may be popular (sometimes they're not even that), but their scores are less than talked about. SPC is here to remedy that with a brief list of some titles with soundtracks that demand your ears' attention.

Banjo-Kazooie: Nuts & Bolts (360)


Build it, race it, and then show it off, Banjo-Kazooie: Nuts & Bolts was quickly found in bargain bins all across the world after its release. It just wasn't the type of game Xbox owners play sadly. The fully orchestrated score by veteran composer Grant Kirkhope was beyond excellent with symphonic versions of classic Banjo-Kazooie tracks like Treasure Trove Cove, Gobi Desert, Mad Monster Mansion, and Hailfire Peaks. Take a gander at the examples below to fully appreciate Mr. Kirkhope's musical mastery.


Viva Pinata (360)


The party never stops in the world of Viva Pinata. Microsoft was dead set on turning this franchise into a hot seller with a line of toys, a duo of video games, and even a TV series! The music of this game was quite charming, once again orchestrated with heavenly strings and jaunty little ditties. The struggles of managing your own garden were made less stressful with the soothing music being played as background noise to the engaging and entertaining gameplay. Whether day or night, Viva Pinata's score was just right for music aficionados.


Kirby's Epic Yarn (Wii)


This million-seller sports a happy-go-lucky soundtrack comprised mostly of piano pieces, perfect for humming along to in Kirby's adventure in Patch Land. Going along terrifically with the cute and quaint art style, Tomoya Tomita's musical stylings packed a serious punch that will not soon be forgotten. From the jazzy boss themes to the more eloquent and frolicsome level songs make Kirby's Epic Yarn's melodies all the more memorable. Listen as to why with the following examples.


Wario Land: Shake It! (Wii)


Also coming from Tomoya Tomita's musical mind and additionally developed by Good Feel, Wario Land: Shake It's soundtrack is a mix of various styles from rock to jazz to Latin. If there's a mood you're in, there's probably a style in Shake It for you to clamor over. Each level has a regular piece followed by a theme that is played when Wario has to hightail it out of the level before time runs out. The examples that come after this description are both kinds.


Final Fantasy Crystal Chronicles: The Crystal Bearers (Wii)


This game was essentially a glorified mini-game collection wrapped up as a grand adventure. I happened to enjoy the game, but that's besides the point. The Crystal Bearers main draw was its superb soundtrack. It had everything: hillybilly rock, jazz, symphonic harmonies, and marches. Donna Burke provides vocals to four of the tracks, and her voice is immaculate and displays great poise. One of my favorite Wii soundtracks, The Crystal Bearers is just fantastic.


White Knight Chronicles: International Edition (PS3)


From what I played, White Knight Chronicles could be considered an MMORPG-lite. Whatever you wish to group the game as, its music was widely overlooked. The game itself was panned by most critics (I was part of the group that enjoyed Level-5's offering), but that does not factor into anyone liking or disliking the orgasmic orchestrations the game possesses. Whether you're battling a boss or roaming around a field blanketed by a clear blue sky, the music played an important part in setting up the ambiance, and it performed its job wonderfully as you'll soon find out if you click on the examples.


We Love Golf! (Wii)


We not only love golf, but we're enamored with Motoi Sakuraba's ensemble of songs fitting for Camelot's Capcom-published golf game. With six courses, three short courses, a multitude of modes, and numerous menu themes to listen to, We Love Golf was not only overlooked by gamers' hands but their ears as well. This is a shame as Sakuraba-san really put his heart and soul into this soundtrack as you can probably discern from the following examples.

Camelot Links Golf Course
Tournament 2
Skull Island Short Course

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Now what say you? Which games this generation have soundtracks that you deem underrated? Voice your opinion in the comments section.

Thursday, October 23, 2008

Wario Land: Shake It! (Wii) Review

You know, writing this up on WordPerfect, then posting it on Invisionfree, then finding pictures, then formatting it on Invisionfree, then posting it on the blog, and then correcting the image sizes is more trouble than it's worth! But I press on. That's the perfectionist in me. Well, here we are. It's the Wario Land: Shake It! review. A tad late, but better late than sorry! Wait... I think I botched another saying...
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The "W" Stands For Winner


Wario must have had one serious hangover from all the partying he's been doing to make a return trip to Wario Land after all these years. if you mentioned the name Wario to the unsuspecting Wii owner, maybe the first thing they'd think of would be the Warioware line of microgame installments. Perhaps Wario was getting a little peckish and wanted to star in a game with enough content that he could sink his teeth into. Well, Wario, your wish is granted. Enter Wario Land: Shake It!, a brand new 2D platforming adventure for the Nintendo Wii. Not only will he want to shake things up in the game, but maybe given the news of this game being good, Wario will want to shake what his momma gave him, too, in celebration.

Everyone's favorite anti-hero is on the job!

One day, Wario comes across a special package, a mystical globe. Turns out this not-so-ordinary antique is a gateway to the land of Yuretopia where the evil Shake King (har-har) has taken over with an iron fist, capturing the queen as well as her humble friends, who is locked up in each of the game's levels. But who cares about all that? As soon as Captain Syrup mentions the grand treasure stolen, a special sack that when shook has a never-ending horde of gold coins to share with the lucky owner, Wario high-tails it into uncharted territory; his greed his only motive. Besides, heroism is for chumps!

Even though only the Wii remote, held sideways NES-style, is used to control Wario, the penurious plumber has a fortune in moves which are all available to him at the beginning of the game. The control is quite responsive with Wario being able to effortlessly turn on a dime. Well, maybe factoring in his... large girth, I should say Wario is able to effortlessly turn on a 1955 silver dollar. Regardless, it's exceptionally tight control. You're basically just using three parts of the controller: the d-pad, the 1 & 2 buttons, and the accelerometer of the controller itself. Wario can shoulder tackle to either knock away enemies or to just make better time, ground pound from high heights or use red machines that send Wario jetting across the ground and even over water to shatter otherwise impenetrable stone blocks, and he can perform numerous tricks with a shake of the Wii remote. When the shake meter on the top screen is full, Wario can slam the ground with his mighty fist, making all nearby enemies dizzy. He can then grab smaller enemies, shake them, and with a tilt of the Wii remote, toss them at a given angle. Money bags are scattered around the levels of Wario Land, and when Wario picks one up, you can shake the Wii remote up and down to empty its rich contents. See? THAT is considered waggling. Waggling isn't making gestures with motion controls, kiddies. There's also various contraptions such as rockets, cannons, and Wario's patented Subwarine which are all controlled via tilting of the Wii remote. To be honest, it'd be much more precise and easier just to use analog for the majority of the contraptions, as there's been multiple times when an aimed cannon would switch pitch at the very last second, messing up Wario's trajectory completely.

Shaking can get annoying if you're constantly retrying a level.

The main goal of each level is to reach the fairy-like prisoner trapped in the furthest reaches of the level. Once Wario arrives there and picks up and shakes open the fairy's miniature holding cell to liberate the creature, a timer begins to count down. Wario must then escape the level using either an entirely different path to the entrance or backtracking much more slowly to depart the level. If the countdown reaches zero, Wario gets captured by the Shake King. Of course, unless you're really screwing around during the countdown, this scenario should be rare if not never occurring.


Shaking is also used to gain momentum
for Wario to vault off poles such as this.

Which comes to the point that if you're just playing this game by running through all of the levels as fast as possible: 1) the game will be quite easy, 2) it will only last you five hours or so, and 3) you're doing it wrong. Coupled with the task of rescuing man-faeries or whatever mystical things they are, there's also three treasures hidden in each level as well as a list of missions to meet. The treasures start out as quite simple to obtain, placed in obvious locations to see and to reach. In later levels though, the treasures are placed in very obscure, sometimes puzzling locations. Puzzling as in "how the heck do I get to THAT" and not puzzling as in "what the heck were these developers smoking putting THAT there". It'll take some of-- no-- ALL of Wario's cunning to snatch them. Additionally, there's multiple missions/challenges to complete. The beginning levels have a trio that Wario can try to overcome, but the last levels may have up to seven or eight. These conditions need not be met all in one go as some levels have missions that can only be solved on a separate run through a level. This is where the main challenge of the game comes in. You have your easy missions asking Wario to bounce off the head of a certain enemy, and then you have your more difficult ones. For example, missions where Wario is asked to: not take damage throughout the entire level, not defeat any enemies, not fall into any water, break all of a certain object in a given level, and so on. The two most prominent missions which are in every level's collection of challenges ask Wario to reach the exit within a certain amount of time and to collect a certain amount of coins. Finding the fastest, most efficient path to the entrance of a level after rescuing the level's captor isn't always a simple matter. It'll most likely take multiple tries and attempts before the correct path is found as well as how to nail the run without screwing up. Likewise, collecting a certain amount of coins requires Wario to explore every nook and cranny of a level which someone just playing Shake It! by blazing through the game would never be able to experience unfortunately. After beating the game, boss missions pop up which require Wario to beat a given boss without taking any damage. Yeah... not so elementary, my dear Wario.

"Ha ha! This-a plant is stupid!"

"(muffled)...This-a plant is really stupid!"

The levels themselves are full of wonderful variety. The only time a backdrop or theme is recycled is during the many secret levels. Fortunately, these are recolored, so they look quite different. This means that any senses of déjà vu will be minimal at worst. Wario will be trekking through ancient pyramids, sky high palaces, tropical jungles, lush plains, boarding out-of-control trains, and visiting dusty mines-- and that's just the tip of Wario's nose in terms of venues to explore. There's nary a level that focuses on a gimmick that isn't used for the rest of the game. Yeah, I'm looking at you, Donkey Kong Country, but you know I love you anyway. Wario will be swinging on ropes, being blasted out of canons, vaulting from horizontal poles, and display his true adventurous side that's been dormant during his Warioware days. All that exercise, and you're starting to become quite the looker, Wario.

Finding all the treasures on your own is quite the accomplishment.
I only say that because I did it...

Speaking of being quite the looker, Wario Land is just a work of art. Everything from the highly-detailed, highly-stylized, highly-beautiful backgrounds, levels, and characters to the fluid and perfectly-executed animations of Wario and the gang is top-notch. It's like you're playing a living, breathing, fully cohesive cartoon. It's just a work of art., and it's all hand-drawn. Opening and ending cutscenes bookmark the entire game. All of the animation and cutscenes in the game were created by anime juggernaut, Production I.G. whose work ranges from Ghost in the Shell to The Prince of Tennis. An annoyance that some players have been experiencing is a lack of a true 16:9 display. To my understanding, this would mean that more of the screen would be revealed to the player meaning some secrets that are supposed to be hidden would be in plain view. At the very least, there is a fabricated 16:9 view which puts two vertical borders on either side of the screen. Better than nothing. The soundtrack is yet another bounty of the bodacious. The majority of tracks are extremely catchy, hummable, and fun to listen to in and out of gameplay. If I had to pick one genre for most of the music, it would be jazz. There's also a couple of remixes from past Wario titles such as Glittertown using a Wario World theme. This is no surprise as the composer, Minako Hamano, was the lead composer on that game. It's also no surprise that the soundtrack is masterful because Hamano has had plenty of other soundtracks under her belt such as having a role in Link's Awakening, Super Metroid, and Super Smash Bros, Brawl.

Wario Land: Shake It! is an interesting specimen. Those just looking to breeze through the game will not experience or appreciate the clever level design and how the path to the captor compared to the path of escape inventively intertwine between one another. The most challenging platforming puzzles for the player only occur during a hunt for a treasure or an attempt to clear a mission. If one just ignores all that, then their experience will greatly be affected and negatively so. For everyone else, completionists will love searching every inch of every level, plundering treasure and coins, unlocking the twelve bonus levels, as well as taking on the exhaustive amount of basic to merciless missions that accompany them. In the eyes of a 2D fanatic, Wario Land: Shake It! is a treasure that even that famed bottomless sack of coins can't even hold a clove of garlic to.

[SuperPhillip Says]

Story: What little there is sets up the ensuing adventure well.

Graphics: Simply phenomenal. The art and animation are one killer combination that few games of the same genre can beat.

Gameplay: Save the level's captor, escape in time, face a boss here and there, rinse and repeat. Note: Wario controls as tightly and responsively as his thinner rival.

Sound: The soundtrack is sensational. It's really one of the best original soundtracks of the year.

Replay Value: Speeding through the game without any extra work takes about five hours or more. Completing the game 100% takes anywhere from 20-30 Wario's first go-through.

Overall: 9.0/10 - Excellent. 2D lives on as it always should.