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#Konami Egg
daughter-of-anubis · 3 months
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Konami Attame Labo Egg DNA Sequences by Sarah Colledge
I had a lot more sequences posted on Tamagotchi Colledge but this will be a good starting point for beginners.
Sorry some of the pixel art is missing but hey it'll be a surprise when you get it!
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nocontexteastereggs · 2 years
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Snatcher (1988)
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cinawolf · 1 year
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Happy Easter Day guys
However, Red hates Magnet.
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wilwheaton · 1 month
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Hey Wil, you probably already know about some of these, but some seem to have multiple possible responses, so why not remind you to try them again?
Alexa device Easter eggs related to Trek (and a bonus for gamers):
Beam me up! Speak Klingon Fire photon torpedoes! Damage report. Red alert! What would Scotty say? Revenge is a dish best served cold. What is your mission? State Starfleet rank and class. What would McCoy say? Do you trust Klingons? What is the prime directive? Set phasers to stun. What is the self-destruct code? Warp 10! Make it so. Engage! Set phasers to kill. Tea. Earl Grey. Hot. Live long and prosper.
Bonus - tell her the order of the buttons for the Konami code.
Disclaimer: I stumbled upon a couple and tried them. They worked, but I was using my Firestick and not my Echo because it was late and I didn't want to wake the others in my household. Some may not work anymore. Enjoy
Ha! I didn't know any of this.
There's a Star Trek trivia game (or at least there was at one time) on Alexa, and if you play it, I believe you will be entertained.
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amuletduelist · 7 months
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Series: Shugo Chara! Artist: Peach-Pit Details: Shugo Chara! Three Eggs and the Joker in Love! Nintendo DS game [Shugo Kyara! Muttsu no Tamago to Koisuru Joker!] (Including box art, instruction manual and game card) Publisher: Konami Year Published: 2008 Source: Scanned from personal collection PLEASE DON'T DELETE THE ABOVE COMMENTARY!
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weirdmarioenemies · 2 years
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Name: Rolling Turtle
Debut: Kirby’s Adventure
If you are a Kirby Fan, you may already know what this is all about! Rolling Turtle is sort of a laughingstock. A poor shmuck. It is just not Rolling Turtle’s day. It has not been for nearly 30 years, and probably never will be again. Sorry!
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I don’t think Rolling Turtle did anything wrong. It is just a funny creature. A goofy turtle, and even sillier in the sprite, where it is oh so round, its shell making up most of its shape! The buck teeth are silly, too, and make me think of a turtle’s egg tooth, which I like to think about. Rolling Turtle is capable of rolling, and it rolls indeed. It rolls to, and even fro! It can grab Kirby and roll back and forth, or it can even throw little projectiles!
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The projectiles are, these! What are they? Well...
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Babies! Little Rolling Turtles! These are so funny. I know that’s PROBABLY not just one eye, and is probably meant to be a shine effect, but it looks so much like just one eye. They easily COULD have put two little eyes there!
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See? Easy. Now I kind of want to think that is one eye, actually. Anyway, Rolling Turtle throws its own babies as an attack which is certainly nothing new for video game enemies, and nothing shocking for the Kirby series, occurring with other mid-bosses in this very game, who are doing just fine today. This could not have been Rolling Turtle’s crime. Don’t worry. I will get to Rolling Turtle’s ambiguous crime.
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While not criminal, this room in Kirby’s Adventure is certainly infamous! An optional Rolling Turtle confrontation in an extremely basic square room, but with some water covering the ground, making moving quite inconvenient. Keep in mind that this is optional, though. You’re the one who decides whether to barge in and challenge Rolling Turtle. Maybe this is even its house! Maybe it sleeps in this water. Maybe it sleeps with the fishes. Okay, now for the main thing!
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There have been a few enemies in the Kirby series who have been replaced in remakes by new enemies that fulfill the same role. These all have reasonable enough reasons, I think. Bounder probably looked too much like a weird human infant, so it was replaced by Gip, the winged pig blob. Togezo was very similar to Spiny, and nearly IDENTICAL to an enemy from Gimmick!, and was replaced by Needlous, the spiky larva (who also happens to strongly resemble a Gimmick! enemy!). Capsule J looked a whole lot like the title character of Konami’s Twinbee series, so it was replaced by Capsule J2 (who was later replaced by Capsule J3, just to keep up tradition). These all make sense! But there’s someone else who was replaced.
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That’s right! Rolling Turtle was replaced by Phan Phan, a spherical elephant who behaves identically, and throws apples instead of turtles! This change I don’t get. What was wrong with Rolling Turtle? I don’t think anything! I don’t have anything against Phan Phan, but I don’t have anything against Rolling Turtle, either. Poor creature. Erased from history. Sleeping with the fishes. And by that I mean, the fishes from Dream Land 1 who were also erased! But, like with that case, I have a theory.
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This replacement occurred in Nightmare in Dream Land, the remake of Kirby’s Adventure. This game was released close to the time of Right Back At Ya, the Kirby anime, and that was a pretty big thing for the series! The American commercial is in the anime style, and is pretty stupid. Look at this. Kracko is so small. Chilly is so large. Bugzzy does not use weapons in any of the games. Chef Kawasaki is not even in this game at all! Not that I don’t love seeing him, but this is false advertising!
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I bring this all up because Phan Phan appears in the anime, mainly just for one episode, where it befriends Kirby and eats apples. Maybe Phan Phan was originally made for the anime first, and added to the game as a bit of a reference/cross promotion? It would certainly explain the game version’s throwing of apples, which seem like a weird choice of projectile for an elephant.
Anyway, that is the story of Rolling Turtle, who was taken from us too soon. I don’t feel anything too strongly toward Rolling Turtle as a design or character, but did it really deserve this? It didn’t do anything bad. Babies as weapons is fine. But alas. I make this exact joke once more.
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hardcore-gaming-101 · 6 months
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Unreleased Konami Famicom Game Battle Choice Surfaces on Yahoo Auctions
Battle Choice (バトルチョイス) is an unreleased Famicom game from Konami, developed around 1988. It was never publicly revealed in any magazines or advertised at all, and only became known to the public in 2015, revealed on the Konami Famicom Chronicle Vol. 3: ROM Cassette CD album from EGG Music.
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dreamdragoness · 4 months
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"Is...is this ours?" 
"H-how the hell should I know?!"
"I-I mean, we DID wake up by that tent..."
"We were dunk, Lambert! And if we did...make this...I sure as hell would remember!"
"M-maybe there's a chance this is someone else's egg a-and forgot to pick it up?"
"I sure hope so. I'm not ready to be a mom yet!"
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A bit of a gag piece I made to celebrate the new "Sins of the Flesh" update for Cult of the Lamb.
The premise is after a night of partying, Lambert and Jhula pass out near the "special" tent and when they wake up, they find an egg between them. The pair are confused and, like most in their position, panic at the implications. Both of them have their own reasons why they hope this wasn't theirs.
Lambert's reason is while he is more than happy to become a father, he would rather have consent from the other party. Especially Jhula. He would never force himself on someone in "Silent Flocks."
Jhula has more reasons than him and are as follows.
She's not ready for motherhood.
Due to her track record with all of her parents biological and adopted, Jhula fears that she won't be able to have maternal instincts and that she would be just as bad of a mother as her original. (Her original mother was horrible as per the Order's moral.) 
She is struggling with the concept of two mammals laying an egg when neither of them are of an egg-laying species like platypuses or echidnas. (AKA "Where's the logic in this?!")
How could she conceive and deliver an egg while not feeling any pain from both the accelerated process and possible labor?
After a whole day of searching, they discover that the egg was accidentally left behind by its parents, who are grateful that the Leader and the High Priestess found it. By then, parental instincts kicked in and both Lambert and Jhula feel the pain of letting a child go.
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Cult of the Lamb: Massive Monster Silent Hill: Konami Jhula: Me
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lowpolynpixelated · 10 days
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PS2 Review: Katamari Damacy Rolling Rolling Rolling Rolling Star
In an ocean of classic and well remembered titles like the PS2’s library sometimes it’s hard to pick out specific examples of what made the console stand out. Other times it jumps right to the front of your mind almost immediately. This is one of those times, because when I think “best games on the PS2” I never fail to think of one game series: The Katamari games. Now today I’m only going to be talking about the very first title, Katamari Damacy, but nonetheless would like to drive home just how incredible this title is both as the first game in its series and as one of the most cosmically fun PS2 titles in the entire library.
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Visuals
Where do I even begin? Katamari Damacy boasts one of the most endearing art styles to date. With a gorgeously wacky intro video featuring a bizarre cast of characters and scenes to its endlessly charming low-poly models and bright popping colors. It’s an understatement to say that the game’s visuals were built to last. Objects and environments in the game are mostly based on modern (at the time) everyday objects and locals from Japan. Some interesting trivia on the timeless art style is that it was created due to the maker of Katamari, one Keita Takahashi, was suggested by his former boss, Mitsutoshi Ozaki, to approach a senior class of the Konami Computer Entertainment School who at the time was being trained on 3D modeling for possible game prototypes with other Namco employees. Takahashi approached the class about creating the multitude of 3D objects and models needed to populate the wonderful world within the game, ultimately resulting in the charming art style we’ve come to appreciate the series for. I really can’t understate just how well the visuals have held up for how simplistic they are. Without much else to say, they’re a staple of the series for a very good reason.
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Level design
What could easily be considered the real meat of the Katamari experience is its delightfully designed levels. From a cluttered living room to a scaled down version of the entire world, there’s no shortage of fun to be had within the level design itself. Levels range from smaller scale and cluttered for the smaller rolling goals, to large open spaces that may even have their objects replaced via a loading screen halfway through. Levels are well made with large stretches packed with clutter (and often people/animals) and small vertical climbs/ramps for some more puzzling rolls. The game’s very first proper stage, Make a star 1, takes place inside that cramped living room I mentioned later. However, the size of the room is no object when it comes to just how packed it can get with objects to add to your ever growing rolling cluster. 
Between being able to roll on, over, and under the kotatsu in the center of the room, the floor is positively littered with tiny objects such as coins, buttons, and batteries, and taller places like the couch and cupboards to roll across, the room has does a stellar job of being an introduction to the addictive gameplay loop of rolling. On top of this tight level design are the special levels, the constellations, which range from freeform fun to sometimes maddening precision. These stages are centered around collecting particular things to make specific constellations. Take Signus for example. That stage has you rolling up swan eggs in the backyard map, however, the eggs look exactly the same as every other type of egg in the stage. This includes chickens, crabs, fake plastic eggs, and some others that might trip you up, encouraging the player to make a mad dash to collect as many eggs as possible to maximize the number of swans you collect. 
On the opposite end of the scale are the infamous cow and bear stages, taurus and ursa major respectively. But what’s so different? These stages are designed to test your rolling skills on an entirely different level. The goal of these two stages is to roll up only the single largest cow or bear. That being said, the maps these take place in are not only littered with clutter to improve the size of your Katamari, but also with cows and bears of far inferior size to what you’d need to get a good score. Meaning if you want to do well you have to bring your absolute best. Rolling into a single cow/bear item will end the stage instantly and stick you with whatever score that item would give you, unless you retry of course. It’s this fine tuning and pure focus on fun that makes the level design so freeing in a game that already feels fast and loose in the best way possible. 
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Gameplay
Here’s where the game can sometimes show some of its rougher edges. While most of the game is very smooth sailing, rolling around collecting to your heart’s content, it’s during these sessions of rolling action that you can sometimes get tripped up. The game’s control scheme, for example, is sometimes considered a bit clunky by modern standards. While I personally enjoy the feeling it provides of rolling your Katamari around just like the little prince you play as, it’s definitely unorthodox. To move you press both thumbsticks on the DualShock together in tandem as if they were your hands. This doesn’t seem too complicated until you need to alternate them to turn, or shake them back and forth for a boost. It’s not terrible, but can certainly feel like it results in some unpleasant navigation around areas that aren’t just straightaways. 
Along with this are some of the game’s traversal mechanics themselves. In particular, climbing has never worked well for me. You’re supposed to be able to gently run your Katamari into shorter walls and sloped surfaces and have it magically stick and roll its way up. Useful, right? It would be if the game’s collision system didn’t register some objects hitting the walls as a full speed slam, making the object fly off with other smaller ones and your Katamari go spiraling away from the wall. 
At worst it’s frustrating, but at best it’s a relatively smooth experience that sends you rolling and climbing over everything in your path to collect as much as physically possible. Everything else I could say about the core gameplay is to put it simply, unabashedly fun. With such a simple loop of roll, collect, repeat, it’s very hard to mess up. Even with the aforementioned hiccups the game provides such a solidly simple foundation that they come more as unpleasant bumps in an otherwise flawless road.
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Story
The shortest part of this review by far. Katamari’s story was never its focus. The game was made more to put emphasis on the joy and fun of playing it rather than any sort of gripping narrative. But as the simplistic story goes, your character (The prince of all cosmos) is the son of the strange and rather pompous King of all cosmos. Some time ago the king went on a bit of a bender where he destroyed all the stars in the sky for fun. Brushing right past how horrifying that has the potential to be, you’ve now been tasked with collecting items from Earth with your Katamari to throw up into the sky and replace the lost stars. Meanwhile on Earth, the Hoshino family follows a loose narrative of going to see the father of the family, an astronaut, blast off before the launch is canceled due to the sudden lack of stars. There’s not much else to the tale, unfortunately. You as the prince make your way through the game and replace all the stars, and celebrations ensue. Like I said before, it’s simple, serviceable, and an overall perfectly harmless narrative in a game that really didn’t need one.
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Soundtrack
One cannot simply make a review of Katamari Damacy without dedicating an entire segment to the absolutely stupendous soundtrack. Wildly praised for being inventive and imaginative within the genre of video game OSTs, it’s stood the test of time better than just about anything else from the game. Most of its tracks were composed by the now legendary Yuu Miyake better known at the time for his work on the Tekken and Ridge Racer series, as well as featuring vocal performances from then-popular J-Pop stars such as Yui Asaka and prominent anime voice actors including Nobue Matsubara and Ado Mizumori. One track was even composed by Charlie Kosei of Lupin III fame. Much like the visual portion of this review it really cannot be understated just how stellar the soundtrack is. The game’s official theme, Katamari on the Rocks, reverberates from the very start with bombastic horns and chorus lines to punctuate the fantastically overstimulating opening. The game’s unofficial theme however, Lonely Rolling Star written by Yoshihito Yano, composed by Yuu Miyake, with vocals by Saki Kabata, has gone on to be one of if not the most popular pieces of music from the score. And for a very, very good reason. With a mix of electronic “video-gamey” sounding tracks and jazz ranging from smooth to wild, the music of Katamari Damacy stands as a testament to its place as a work of art among the best of the best on the PS2. The soundtrack would go on to win both IGN and Gamespot’s “Best soundtrack of 2004” award. It also saw a release as a standalone album sparking a trend that would follow well into its sequels. It’s incredibly plain to see just how passionate and vibrant the compositions are in tandem with the game’s endless charm.
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Lonely Rolling Star from the Katamari Damacy soundtrack. Largely considered one of the game’s best tracks.
Conclusion and comments
Katamari Damacy isn’t a cult classic, and it certainly isn’t an underrated gem. It’s seen praise for years and years, spawning several sequel games and a full remaster/rerelease on all platforms in 2018 as Katamari Damacy Reroll. What Katamari Damacy is, is a work of art. An epitome of what video games should all strive to be at their core, fun. Endlessly charming, nearly infinitely replayable, and only topped by it’s the very next game in its long lineage of delightfully weird fun. But that’s a story for another time. This game stands tall among the other giants of the PS2’s already fantastic library and is a surefire addition to any collection looking for the best and brightest on the system.
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fancysasquatch · 5 months
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I've decided to watch Gravity Falls, and I want to see if I can figure out the various mysteries without looking up any answers. I'm going to catalog my efforts to do that here on tumblr.
Going into this I've only seen two episodes back in like 2013 (the pilot and one where there's a pig) but I'm not totally in the dark about the show because there's a few things I've gleaned from cultural osmosis on tumblr. Namely, the bad guy is a pyramid man named Bill Cypher and also Grunkle Stan either has a twin or a clone, I'm unclear which.
I'm currently two episodes in and I've already discovered and cracked one secret code, and am keeping my eye on a couple other things. During the credits of episode one I noticed a string of garbage text, pictured below
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Knowing this show's reputations I figured this might be a coded message, probably either a substitution or transposition cipher (since this was a code meant for children and those are "Baby's first cryptography" material). I put it in an anagram finder and got back 48 results that all contained the word "fjord" but none seemed like an actual message, so it probably wasn't a transposition cipher.
If it was a substitution cypher then there were three options that seemed the most likely to me. It was either a shifted alphabet (each letter in the message is shifted a certain amount up or down the alphabet, so A becomes B becomes C, or A becomes C and B becomes D, et cetera), a reverse alphabet (every letter is mirrored back to front, so ABC becomes ZYX) or a keyed alphabet (where every letter's replacement is randomly determined by a secret key).
If it was a keyed alphabet then I was out of luck for now, I would have to wait until either they reveal the key or I collected enough messages to brute force it. I tried a reverse alphabet first but it was still garbage text. So it was down to being one of 25 different shifted alphabet keys (unless it was multiple codes, like a reverse alphabet and a transposition, but I'd finish dealing with single codes first).
I could have tried each of the 25 possible shifts first, but that's a lot of work, so instead I focused on the two letter word. One of those two letters has to be a vowel, and there's only six vowels so that means 12 possible options. Only two of the options were real words. Shifting back two letters turned "wr" into "up" but the rest of the message was nonsense. Shifting it back three letters turned "wr" into "to," and applying that to the whole message made it read "Welcome to Gravity Falls."
With that code cracked, I moved on to episode 2. I hadn't paid much attention to the intro during the first episode but this time I paid closer attention, and noticed a few things (and then went back and confirmed they were the same in the first episode's intro).
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In Dipper's title card there's some symbols on the wall that look like runes, but the only real rune is the third symbol. The others don't seem to appear in any actual runic or pseudo-runic alphabets I can find online. I'm going to be writing this off as purely decorative for now, but I'll keep an eye out in case these keep popping up as a symbolic alphabet, like the alien alphabet from Futurama.
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At the very end of the intro this pops up for a split second. That guy in the middle is Bill Cypher, I already know he turns up later. I recognize several of the symbols surrounding him as being from the show. The shooting star is on Mabel's sweater, the handprint is on the cover of the book, the tree is on Dipper's hat, the lobster claw is on Grunkle Stan's hat, and the question mark is on Soos' shirt.
To the right there's a string of text which, when translated using the same alphabet shift code from above, reads "Stan is not what he seems." It also has the Konami code, which I'm just taking as an easter egg.
On the left there's a few possible number codes. In red it looks like something in binary but it's doesn't actually mean anything in binary. But if you convert it to morse code it could be either "sror" or "oksk." Using the same -3 shift, "sror" becomes "polo," which means nothing for now. Reverse alphabet shifting does nothing, I used an online tool to test every other alphabet shift but nothing came up. I don't even know where to begin working on the other two possible number codes.
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The credits for the second episode had another hidden message. Using the -3 shift, it becomes "Next week: return to Butt Island."
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daughter-of-anubis · 3 months
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Konami Attame Labo Egg Guide by Sarah Colledge.
This isn't the complete guide, I had more information on connecting two devices and also about how holding the device in your hand for different periods of time during hatching determined what animal you got - not holding it versus holding for 1 minute, 2 minutes, etc.
But at least I rescued the basic guide.
Originally posted on the now defunct Tamagotchi Colledge.
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Scuba Steve's Action Doom (2004)
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athetos · 9 days
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top 5 videogame osts?
Picking just 5 is impossible so I’m going to go off and list as many as I want
Under the cut for obvious long reasons
Chrono trigger (SNES) - listened to this obsessively when I had the DS port (which is still imo the definitive way to play, just ignore the repetitive bonus postgame quests), yasunori mitsuda is a legend (he’s also one of the composers for dungeon meshi!). I cut my teeth learning to read sheet music in bass clef once I switched to bass guitar playing the soundtrack, I have essentially the entire thing transcribed on my ultimate-guitar (username XxThreeCheersxX, keep forgetting to hype my account up here but I’m a top 100 ranked tabber 😅) personal faves are those without the will to live (beautiful tritone bass slide makes me moan), the trial, and frog’s theme.
Castlevania: Harmony of Despair (PS/XBOX) - I have never played but know it’s a mediocre multiplayer game, however the soundtrack is fantastic, great rock and metal remixes of some of the most iconic tunes throughout the franchise. The series over all has some killer songs and composers who love funny time signatures so this is easily a “best of.” Castlevania Judgment, arguably an even worse game, also has a good soundtrack.
Undertale/Deltarune (many) - required to be on this list. Toby fox is phenomenal, so many great and memorable tracks. There is a reason megalovania is everywhere. Not a single bad song to be found, but personally my faves are fight against a killer queen, waterfall, world revolving, and undertale. Undertale especially is so impactful because they use an actual guitar on it and it just hits and makes it much more poignant. Fox is maybe the king of leitmotifs.
Dead Cells (many) - after putting so many hours into the game I only appreciate the soundtrack more and more, plus the option to have 8-bit themes is a treat. I love love the Bank theme and Fractured Shrines especially. Very tense and epic sounding. But the Castlevania dlc is phenomenal in so many ways and the music is no exception, always blows me away they’re doing what Konami wishes they could do in every aspect.
Donkey Kong Country 1 + 2 (SNES) - don’t get me wrong Eveline Fischer’s DKC3 snes soundtrack is pretty damn good but imo it doesn’t hit the peaks of David Wise’s ost. It kills me that the silly monkey platformer has some of the most beautiful and atmospheric music of all time. I’ve watched so many music videos on how he made the music and why it sounds so good��� from the ambient and emotional aquatic ambience and bramble blast, to the epic final boss themes, that dark reprise of dk island swing in minecart madness, the jittery and unnerving tree top town, the foreboding welcome to krokodile island, the sweet and dreamy dkc2 ice theme… it has it all. Okay what the hell, I’ll mention wise’s remix of water world/aquatic ambience/(a special surprise) in the gba port of dkc3 (he had to redo the soundtrack for that port from scratch). And yes I’ll even throw in fischer’s best songs from snes dkc3 - her version of treetop tumble is way better and more somber than wise’s, water world is like you’re actually at the bottom of a lake and very moody, and nuts and bolts is a dirty rock song with a groovy bass. Good stuff!!!!
Grant Kirkhope’s stuff (many) - another favorite composer of mine, most famous for doing many rare n64 games like banjo 1 + 2, dk64, goldeneye, plus Mario rabbids 1 + 2 on switch and indie game yooka laylee. I’ve also watched many videos and studied many of his songs, he loves to use tritones and out of place dissonant notes not to make something creepy (well, sometimes creepy) but to make things whimsical and man it really works. Dk64 is my personal fav and seeing him reprise some of the themes for Mario rabbids dk dlc was truly special. I really want to do a write-up about the dk64 soundtrack on my site one day! There’s a lot of Easter eggs I’ve spotted that I haven’t seen many people mention! Highlights are creepy castle (it has the dk arcade start motif hidden!), frantic factory, and gloomy galleon from dk64, and from banjo 1 and 2, I love jinjo village, gruntilda’s lair, and banjo’s house blues.
Final fantasy x - most final fantasy games have good to great soundtracks but x is special to me. It’s my favorite ff game and the music really makes it all the more poignant. Zanarkand’s opening note is enough to make me tear up. The battle theme never grows stale unlike some other ff battle themes, besaid is calming and has the perfect vibes, the trials theme should be repetitive but instead feels very disconcerting and even claustrophobic, and auron’s theme is cool as hell. X-2 also has a good soundtrack, but I don’t think it’s quite as good as here.
Celeste (many) - Lena Raine’s soundtrack is phenomenal and the use of motifs is impeccable. Not a bad song in the entire game. Resurrections is my favorite as it’s a long piece that goes a lot of places and makes you drift along for the ride. The way Madeline and badeline’s motifs diverge is brilliant, matching what’s happening onscreen. I love how hesitant the piano in awake sounds, it makes it so heartfelt. Anxiety is dense and lives up to the title, Little Goth is less hesitant but darker… she just writes such beautiful melodies.
Metroid Prime (gcn) - they originally wanted Autechre, an ambient electronic duo, to do the soundtrack but things fell through for whatever reason so Kenji Yamamoto (who did Super Metroid) stepped up to take his place and god what a good soundtrack. Metroid music is very cool and I’ve made posts about it before, like how Metroid II has one of the most experimental soundtracks and kind of challenges the limits of the system and what can be considered game music, super Metroid has some of the most alien sounding songs thanks to weird time signatures and instrumentation. But Prime is crazy because they had the tech now to deliver Yamamoto’s vision. Magmoor Caverns is everyone’s favorite, remixing norfair, those drums just make me go wild every time. All the area themes are great and alien sounding, it’s a very isolating soundtrack, plus the boss themes and the space pirates and chozo ghosts themes are kind of terrifying in a good way.
Sea of Stars/Messenger (many) - 2 of my fav indie games with some of the most addictive songs. Sea of stars is a prequel so seeing variants of the messenger’s tracks was a true delight. Yasunori mitsuda also assisted with the soundtrack making some unforgettable pieces. I want to learn the majority of it on bass by ear!
Hollow knight (many) - somber piano and grand orchestrated pieces make this game go hard. The mantis lord battle is probably my favorite, it’s so majestic and fearsome and makes them a scary boss. I also appreciate the more ambient tracks around greenpath and city of tears. But the boss themes turn things up when needed to and makes a world feel even more alive, which is impressive.
Silent hill 2 (ps2) - Akira Yamaoka has such a great style to create heavy, melancholic or terrifying songs for the franchise but this game stands out the most to me, Laura’s theme and promise always move me no matter how many times I listen to them, very hurting electric guitars. I need to watch more vids on the games ost.
Legend of Zelda (Nintendo) - for this last one I’m not picking a specific game and getting into details for them all would be hard I’m already losing steam fast. So I’ll list my favs across the franchise. Ocarina of Time’s Gerudo Valley, Hyrule Field, and Lost Woods; Majora’s Mask’s Termina Field, Clock Town, and Stone Tower Temple; link’s Awakening’s Face Shrine; wind Waker’s dragon roost island, outset island and Gohdan’s theme; and tears of the kingdom’s colgera’s theme.
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sapphire-weapon · 3 months
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fellas
i just finished watching a playthrough of silent hill: short message
konami US HQ is here in vegas
i kind of want to go egg the building
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n41r · 3 months
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Hope it's okay on me giving asks a lot, but thanks a lot on offering the help and really appreciate it, also Happy Chinese New Year to you! I didn't know about the trick of knowing how many cards the machine can print out so it's really something I gotta try to find out next time I'm going to the arcades, probably practice on hitting the buttons fast too if possible. I have a question though, what do you mean by slime levelling? I don't know much other than combining and grading up so... yeah, kinda confused on that-
Happy Chinese New Year to you too! 🎉🎉🎉 Please don't worry about sending ask and questions, I'm happy to receive them!
That info about cards amount in the machine was taught to me by a kind friend from twitter, I'm very thankful for everything they have taught me;;; Also, fast-tapping is something that can be trained, you can absolutely do it! (૭ 。•̀ ᵕ •́。 )૭
Also, for slime levelling To make it short, it's basically getting your cards level up much faster by combining your monsters with a slime
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((Pictures are from Konami Asia's official facebook page))
This method is usually not recommended by other players because you can't really control/arrange the command reels neatly by doing slime-levelling
I didn't know any better before, so I let my fear took control of me and did slime-levelling with Culann and Burn- Now I try to limit doing slime-levelling only with monsters that starts from 1★ like Bub, Red Princess, Crow, and White Dragon (still hunting for the egg, tho)
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beevean · 1 year
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The media: Netflixvania is incredibly faithful to its source material
Ellis: Bro I wiki broused who gives a shit lmao
Says a lot about the general quality of adaptations that merely having a similar setting and a couple of easter eggs makes something like NFCV "incredibly faithful"
Most of the characters barely look like their game counterpart, none of them behave like their game counterpart, Grant is MIA for dumb reasons, the Vampire Killer and Morning Star are treated as separate objects, Alucard kills Dracula when it should have been Trevor and it's kind of important that the Belmont has to kill Dracula, S3 and S4 are basically their own thing, Dracula and Lisa are brought back to life by the end and are implied they'll live a peaceful life, the only reason a random vampire wasn't named Mathias Cronqvist was that Konami caught that blunder in time...
but okay. there's a wall chicken in one frame. best adaptation of all time ig.
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