Category Archives: music

Level 1-11 in Bit.Trip RUNNER is a real Bit.Trip BUMMER

…but I only say that out of the frustration that comes with a brutally old-school videogame like Bit.Trip RUNNER. It’s not a total bummer; in fact, it’s extremely addicting and full of musically magic moments; it’s only a bummer in that if you mess up once on level 1-11 “Odyssey” as you attempt to pick up 93 pieces of gold–yes, 93–or avoid numerous pitfalls…it’s back to the start for you and the never-tiring, always perky CommanderVideo.

And you try again, naturally, getting a smidge further into the level, but still end up missing a key jump because you hit the space bar one-ninth of a second too late or couldn’t remember quickly enough if you were supposed to slide under that bouncing block or hop over it. All right, so you try again. And again. And again like eight more times, stubbornness in your eyes and hands. Eventually, carelessness slips in, and aspects of the level you had already perfected now become just as difficult, with it all coming to a glorious head in accepting defeat and failure.

At least, that’s how things went for me. And the folks at Giant Bomb, based on their Quick Look skills. But yeah, Bit.Trip RUNNER‘s motto is basically, “Okay, one more try.” It’s hard not to say it, not to want to go again. The solution is so simple, and you always see your mistakes. Like, you know you could have gotten farther if you timed your jump better, so go again and this time plan your jump better. Except it doesn’t always work out so easily, especially as the levels get longer and full of more stuff. Precision reflexes are key, and for those that don’t have them, they must be earned, worked toward, like calluses from playing the guitar. I am getting there, but it’s not going to happen over night.

Need further proof about how far I am versus how many times I’ve retried levels, over and over and over? Well, see here:


RUNNER.UP: Jump 1,000 times

But I’m not done with you, level 1-11. Not one bit (pun intended). I just need a breather, but I’ll be back soon, and then you and are I going to make sweet musical completion together. Though part of me is nervous because the level after 1-11 is…a boss fight. I have no idea how those are played out, but imagine it’ll be no run through the park.

2012 Game Review Haiku, #4 – Blackwell Unbound

Poor Auntie Lauren
Stressed over sad saxophones
A medium smokes

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.

Playing the Ludum Dare 22 Winners, #6 – Split Party!

With Split Party!, you just have to ruin all the fun. See, your goal for each level is to separate different colored boxes so that each one switches from a smiley face to a frowny face. It’s like these blocks are your teenage kids and their punky, disrespectful friends, and you just came home from a long day at the blocks factory to discover your liquor cabinet wide open and emptied. Time to put your foot down, undo your belt menacingly, and get everyone to clear out. Well, that’s how I read it, but let’s see how its maker Ishisoft describes it:

A short puzzle game. Rotate the blocks to split them up from their friends, we don’t want them partying too hard!

I played up to the tenth level and got stuck. Not sure if there are ten levels in total, as there seemed to be more room available on the select screen, but nine successfully completed levels and a tough tenth one still encompassed a good time. The graphics are simple, but likable, though one caveat was that the ultra pink-purple background never changed with each level. A missed opportunity, for sure. And it’s amazing how effective a happy block to a sad block is. Music’s good and the puzzle mechanics of rotating, while initially confusing, quickly become secondhand nature. Early on, it was hard to wrap my mind around how to rotate the blocks to precisely cut them up and/or move them elsewhere within the level.

A great little gem of a puzzle game made in under 48 hours. Do give it a look, I say. And put back any liquor you took.

Latest Nintendo 3DS firmware update adds Accomplishments, new Mii hats, and more

Last night, Xbox Live got an update, and this morning, my Nintendo 3DS got an update. Of the two, I’m loving the latter way more. Let me show you what it brings to the table.

After simultaneously recharging my dying battery and downloading the update, the first thing I noticed on my 3DS was a new app called the Nintendo Zone, which promises special content when connecting with certain free wi-fi hotspots. There’s none near Grimmauld Place, and I have no idea where any nearby would be. The 3DS Camera app now has a toggle for either taking video or stills; hopefully you can record video for a decent amount of length, and not a mere 30 seconds or something. Otherwise, that’d be a waste, but I’ll have to wait until later to give it a try. Early reports mention up to ten minutes of recording, with time-lapse being an optional setting. Cool.

Seems like the most new additions are found within the Mii Street Plaza. Fine by me! First, we have Achievements. Well, Nintendo is calling them Accomplishments, which is way better than Accolades, but whatever–they work all the same. Do this, and earn a shiny red exclamation point. The nicest thing is that upon simply loading up the Plaza, I unlocked 15+, meaning they are retroactive. I got one for having over 50 Miis in my plaza and another for having Miis from two different regions (United States and Canada, snatch). Speaking of that, there’s a geographical map to show you exactly where all your Miis come from; I’ve got a lot of East Coast staters, with some strangely from California, too. And you can now get Miis from using SpotPass. A music player lets to kick back and hear some battle tunes. There is a sequel to Find Mii, offering new hats, but only if you’ve found all the ones from the previous game, which I’ve not yet done–I’m one hat away. And new puzzles for Puzzle Swap. Oh man, looks like I’m going to be walking around with my 3DS in sleep mode a lot more than usual.

This firmware update now also allows content to be moved between 3DS systems, and the eShop has also been updated to support demos and downloads when the system is in sleep mode.

Whew.

Next on the list before 2011 runs out is us 3DS Ambassadors getting 10 free GBA games. This little handheld of mine is going to be bursting with So Much Stuff. Not a bad thing. Not at all.

Games Completed in 2011, #34 – The Legend of Zelda: Four Swords Adventures Anniversary Edition

This year marked the momentous 25th anniversary for The Legend of Zelda franchise. Nintendo celebrated with elaborate symphonies, commercials purporting that Robin Williams and his pixie-haired daughter Zelda Williams gamed together, and a free copy of The Legend of Zelda: Four Swords Adventures for those rocking a Nintendo 3DS. Hey, I’m one of those! A 3DS owner, that is. Not Robin or Zelda Williams. Snartleblast, I know.

Some history first. Four Swords Adventures was originally for the Nintendo GameCube and, while containing a lot of familiar faces and gameplay aspects, was a little different than Link’s previously traditional treks to save the princess. This time, it was all about multiplayer chaos, with multiple Links having to work together to solve puzzles and at the same time trying to one-up each other in terms of collecting the most rupees. If you had friends and a lot of systems/cables, you had a solid Friday night. I never got to play it way back when, but it sounds like a fantastic party game, with plenty of room for hijinks and backstabbing.

The 3DS version–well, it’s actually available as a piece of DSiWare, meaning gamers with either/or system can play–was redesigned slightly to include a single-player mode, as well as new enemies, maps, and puzzles. Thank goodness for this. I’m sure many of us went into the freebie with high hopes of playing with friends over WiFi, but the 3DS is still not a great system for online play. I have one person on my 3DS friends list that I know also downloaded the game, but for us to communicate and set up a gaming time session would probably be more hassle than fun. So yeah, more like The Legend of Zelda: One Sword Adventures. Eh…Two Swords, really.

If you don’t have anyone to play with and you’re going the single-player route, the game tosses in a second controllable Link. If you’re familiar with using the Phantom Knight from The Legend of Zelda: Spirit Tracks for solving puzzles then you’ll pick up the pace pretty fast here. A lot of switching and throwing each other at levers. Strangely, at the end of each level, the game still tallies how much your Link earned rupees-wise versus how much the second Link did. Either way…um, you’re a winner. Unless you picked up too many rupoors.

So, there’s three main worlds to traverse across, split up into different levels. I’d say that each averages around 15 minutes to complete. End bosses have a pattern to discover, and there’s also a main end boss who is not named Ganon. Sure, it’s weird, but it is what it is. After completing the game, a new world opens up, the Realm of Memories, letting Link hop into theme-based worlds of Zelda yore. The one based around A Link to the Past is simply fantastic, mainly from a visual standpoint. I am now just daydreaming about getting a 3D version of it down the line. It’s okay, Nintendo. You can charge e-money for it; I’ll pay. Oh, I’ll pay.

The Legend of Zelda: Four Swords Adventures was a free download, and I had a good time playing it. Alas, I’m not getting the mileage from it that Nintendo probably hoped for, but it’s a great experience nonetheless. Get it before it stops being free.

London Life Pauly, and the living’s easy

Have I gone into any long musings yet about London Life, the so-called mini-RPG bonus loaded with over 100 hours of gaming included with Professor Layton and the Last Specter? ::scans Grinding Down‘s archives:: Hmm…looks like a resounding no. For shame! I’ve lost a lot of Happiness.

First, let’s take a look at London Life Pauly in all his snazziness:

Pretty impressive, right? That snazzy top hat just melts your eyes. Normally, I like dressing in fairly bland clothing, the day-to-day stuff like a single-colored polo shirt or something flannel, but that 60 Formality really helps me get inside some of the fancier places in Little London, such as the casino. And you kind of want to get inside everywhere, as it opens up more quests, jobs, and people to mingle with. Let me set this all up a little better.

In London Life, you create an avatar and spend the majority of your days and nights talking with citizens, doing fetch quests for them, buying clothing, decorating your room, fishing, and earning money by completing a number of miscellaneous jobs. If it sounds a lot like Animal Crossing: Wild World, it’s because it is, with a few differences, some better and some worse: you don’t have a mortgage to pay off because you live in a tiny, small apartment studio; citizens in Little London do not really live lives, staying in their respective spots during the day and night times, speaking the same lines of dialogue over and over; and you have to be aware of your avatar’s Happiness, which I guess is a way to keep them alive. I’ve not yet run out of Happiness–though I’ve come dangerously close after some bad spouts of fishing–so I don’t really know what happens when the meter hits zero, but I don’t want to find out. A happy avatar lives better, they say. And there’s plenty to be happy about…

For starters, the writing in London Life is fantastic. And most has to do with the small observations or the flavor text for items, fish, flowers, furniture, and so on. There’s humor to be found in everything. Your avatar can basically examine anything he or she sees, and is rewarded with some text for it. Not just “It’s a desk.” This same level of attention to minutiae is prominently in Professor Layton and the Last Specter, found when tapping around the screen, and it’s greatly welcomed here. The music’s bubbly and bouncy, appropriate for each place you go into. And the graphics…my god, the spritework! It’s just heavenly, and it’s also amazing how well defined different items of clothing can be with just some simple sprites.

Okay, let’s take a look at my cramped living quarters, too:

Used to have a roommate, but he wasn’t down with my toy and stuffed animal collection, so he left. Toodles to him. Little London Pauly collects what he wants, when he wants. Not sure what the benefits of a roommate are, and I guess we share a bed Scott Pilgrim/Wallace Wells style, but whatever. With him gone, it just means I have more space to put stuff down. Such as a stack of books I recently bought. Yay!

I don’t know if there’s actually 100 hours of gaming in London Life, and I don’t really know how many I’ve already spent so far–maybe around six or seven–but there’s definitely a lot of things to do, and it’s just so dang charming that I’m going to keep on doing them until the charm wears off, which will most likely be after I stop getting newspapers full of quests every morning. Will try to check back in again, especially if I’m able to move into a larger pad or if I figure out how to open up that mysterious LOST-like hatch. Since the game is still so new and relatively obscure, there’s not a lot of info out there, which is actually kind of cool. It’s been some time since I’ve had to really figure something out for myself…

Games Completed in 2011, #30 – Portal

Always late to the party, I finally emerged from my rocky home this summer and played Portal–this time, all the way to completion. I guess I can now join society and nod appreciatively at jokes about cake and cubes. See, I did give Portal a try back in May 2010, as it was released free for those on Macs via Steam. Unfortunately, my relic of a machine was unable to run the game well, even after tinkering with a lot of settings, so I never went back. However, over the summer, needing a little something-something to play, I picked up The Orange Box, a collection of Valve games, namely: Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, Team Fortress 2, and Portal.

And this time, it was playable. I did not spend 45 minutes trying to get Aperture Science Enrichment Center test subject Chell out of that tiny room with the toilet. That alone was impressive. And a controller in hand felt better than clicking a mouse, but that’s just me.

Portal is a story of isolation and determination. Puzzles, too. Chell awakes in the Aperture Science Enrichment Center with no idea how she got there and/or why. Actually, she might know–but she’s a silent protagonist, so mum’s the word. GLaDOS (Genetic Lifeform and Disk Operating System) informs Chell that she is to take part in a series of tests, and off we go to create portals and travel across large, open spaces and free-fall for minutes on end while potty breaks happen. There are 19 puzzle chambers and a much different final level, which I’ll get to in a bit. Funny and sometimes untrustworthy commentary from GLaDOS at the beginning and end of each chamber help expand Aperture Science’s lore and background without stopping gameplay.

Using the Aperture Science Handheld Portal Device–Portal Gun, really–and Companion Cube, players will have to navigate through chambers and reach the exit. Earlier chambers are very straightforward and tutorial-like, but as they progress, fresh tactics and tricks must be put to use, such as using momentum to reach new heights and manipulating energy balls to go where one wants. The puzzles really do test the player’s skill and patience, as rushing ahead is generally never the way to go. I have no room to brag, but I did pretty well, completing chambers 1 through, oh, 15 without having to use any kind of online guide or walkthrough. After that…phhhbbbt. Math has never been my strong point, and while you might think a game like Portal requires no math…well, it does. There’s timing to consider and mapping grid points and figuring out how to get from A to B in the quickest way possible, like reducing fractions.

I grew frustrated with the last four test chambers, but all grumbling and hate subsided the moment the final level began. As the tests progressed, GLaDOS’ commentary became harsher and colder, her motives beginning to shine through. Also, Chell discovered some previous test subjects–awkward would sum that up. And suddenly, live fire turrets are all around, brimming with glee to murder yet again. By the time GLaDOS began funneling us directly down into a furnace, Chell (and I) had had enough. Time to escape, but escape is no easy thing, even with portal tech. Everything we had learned from the beginning of the game is needed to make it out alive as there are no clear exits and entrances, just a lot of trial and error. Eventually, Chell finds GLaDOS, and we have a boss fight that is made all the more tense by the addition of a countdown clock. Hate those things. With victory, we get sunshine and song. Ahhh…

I wish all of Portal was like the final level. It required thinking, just like all the test chambers, but this was free thinking, with no hints or pictures to help Chell along. All the more rewarding. Making one’s way up through vents and across piping truly felt like escaping, and finding creative ways to knock out dangerous turrets is a joy, even if they sound so sad.

And yeah, the end credits song is pretty great. I’ve replayed it countless times since first hearing it around two in the morning, mostly in a daze. I am glad I got to first experience in a traditional sense, but my lack of sleep, sweaty fingers, and exhilaration at completing the game overwhelmed everything at that point, including robotic tunes. That said, I liked Portal for it compact size, its clear push forward, its just enoughness–I don’t think I would enjoy Portal 2 as much, and definitely have nobody to play co-op with, so I’ll just leave Aperture Science behind, free to continue on being cool and crazy. They’ll be fine; they have plenty of cake to go around.

Achievements of the Week – The Big Bad Beat Bastion Edition

This week, I ended up beating two games. Well, one game I beat for the third time, which is nothing terribly exciting, and the other is one that somehow fell off my radar for two months. I apologize, Bastion. I apologize immensely. You’re so freakin’ gorgeous. I want to bath in your colors, and I want to hear Logan Cunningham reflect on my bathing choices, my three-in-one shampoo. I want to…hmm, okay, think I will stop this freaktrain before it derails…

Turns out, I was actually very close to completing Bastion before I forgot all about it so there wasn’t much further to go. Other than that, didn’t play too much Xbox 360. Some nights, it’s hard to plop down on the couch and game away; much easier to hide inside my studio bent over my laptop, clicking the minutes away, keeping the sadness at bay. Click, click, click.

From Fallout: New Vegas…


The Whole Gang’s Here (25G): Recruited all companions.

Already babbled about this one here.


Rocket’s Red Glare (25G): Acquired all upgrades for the Divide’s signature weapon.


Eureka! (15G): Completed Eureka!

This is the Achievement that pops when you complete the game by siding with NCR until the very end. I had little trouble beating the game on my third playthrough, as Kapture, at level 43, was fairly overpowered and carrying some crazy Energy weapons thanks to the Old World Blues DLC. Plus, I had ED-E at my side. I also had Lily, but she turned out to be pretty useless save for absorbing some bullets that would’ve first hit me.

Currently working on my fourth playthrough where Mr. House will get all my love and affection. Though there is a challenge to murder him with a golf club. Hmm…I could always save and reload…

From Bastion…


Kid-at-Arms (10G): Use the Forge to apply at least one upgrade to every weapon.


Vigilante (10G): Complete at least 50 percent of the Vigils in the Memorial.

I think Vigilante is a pretty common name for an Achievement. I know I previously unlocked it in Scott Pilgrim VS. The World: The Game and LEGO Batman, and I’m sure it’s out in a bunch of other titles. Know any off the top of your head?


The End (20G): Complete the story.

Won’t go into too much detail here, as I’ll save a lot of thoughts for a final writeup of the completed game, but…wow. Talk about evoking a mood and emotions from the player. The endgame has two major decisions to make, and they are major; I sat for a bit, staring at the screen, truly thinking about which way I should go. Both choices had their pros and cons, their reasons for being, and it was ultimately up to the Kid to finish things. And there’s this song…this heart-piercing piece of music paired perfectly with the weight the Kid has to carry. Like the haunting conclusion to The Saboteur, I can’t get it out of my head.

There’s a New Game+ option in Bastion, and I’m doing it, which is rare these days, because I’m downright curious to see what the other final choices reveal. Not just about the Kid or Caelondia, but also about me.

That’s it from me. How’d y’all do this week with Achievements? Speak up in the comments section below!

Can’t say if I love Katamari Damacy or not, but its soundtracks absolutely rock

I’ve never played Katamari Damacy or its sequel We Love Katamari, but both games sound great. And by that, I don’t mean their plots are unique and stellar, their characters true works of art, going deeper than just rolling bags as flesh and bones. No, I mean these games sound great.

I use Grooveshark for streaming music while I edit text all day long, as it’s a better choice than burning CDs onto my work laptop or downloading a bunch of crap from the Interwebz. Much easier to just stream a huge playlist and never look back. The other day, tired of my listening staples, I decided to see if Grooveshark had any videogame-related tunes, and was pleasantly surprised to see that, yeah, they got a ton ready for groovin’ to. I played some Suikoden II, some Metal Gear Solid, and a few tracks from Chrono Cross (I touched upon how great its soundtrack is here). Then, for no reason other than pure curiosity, I looked up Katamari Damacy.

The Katamari Damacy series is the kind that I, unfortunately, judged before playing. Not that I even ever got to play it. I judged before I even played it and continued to judge it even after never playing it for several years. Shame on me, right? Maybe. I wrote it off as weird, kooky, too left of center. Gameplay involves rolling a ball called a “katamari” covered in an adhesive substance to collect objects until it is big enough to become a star in the sky. You’d think that with my love for Marble Madness, any game involving ball-rolling would hook its tethers in me deep. You’d think.

But yeah, Katamari Damacy tunes on Grooveshark. I added a bunch to a playlist, no specific order, and continued editing. However, I had to quickly stop editing as several of the tracks were of the ilk that demanded I do more than just listen to them. These were weird, but catchy weird. Kind of like the first time I delved into Passion Pit. A strange mix of electronica, jazz, pop, and even country. Yuu Miyake, of Tekken and Ridge Racer fame, wanted music surely as unique as the game, and I think he succeeded and then some. Each song goes for gold, trying to be more quirky and eclectic than the last, and they never stray into unlistenable territory.

I won’t bother listing tracks and talking about them specifically as there seems to be unclearness on what each track is actually called. I’ve found several varied names for the same bouncy pop number. Might as well just make up my own titles. In fact, my favorite song from Katamari Damacy‘s soundtrack is “Paul, the Wonder Hobbit”; what’s yours? That said, I might just have to track down a copy of either the first game or its sequel. Yeah, I still don’t know how much I’d love playing the game, but rolling a ball around to many of these tunes seems like a natural thing to do now that I’ve heard what’s on display. The problem is that with each trip to GameStop, there are less and less used PlayStation 2 titles on shelves to buy, and I’m not one to buy online, especially with all my latest mailing woes. Until then, I’ll just keep streaming the songs.

Samus Aran against the nefarious Space Pirates is no stroll through Zebeth

Yesterday, a day earlier than originally touted to be available, the 10 NES games from the 3DS Ambassador Program were ready for downloading. Let’s name ’em all: Wrecking Crew, NES Open Tournament Golf, Yoshi, Metroid, Zelda II: The Adventure of Link, Super Mario Bros., Donkey Kong Jr., Balloon Fight, Ice Climber, and The Legend of Zelda. Whew. That’s a lot of titles, and  several of them are straight up ancient and esteemed relics of the past. However, getting them onto one’s 3DS was a tricky, convoluted process.

I was excited to give each of them a try, especially since–and this is where I lose all street cred as any kind of gaming fanatic–I’ve never played the original Metroid or The Legend of Zelda (1 and 2). I know. That’s like…crazy talk, right? I also don’t drink milk; deal with it. Well, that’s just how life went; I was never into emulating games on my computer throughout college and post-college, and since I missed setting sail on the NES boat from actually back in the day, that was it. Strangely, I did devour the later installments of these games on the SNES, and consider them to be absolute favorites. Fast-forward many, many years, and here I am, stretched out on a guest room bed, face merely inches from the screen, playing these games for the very first time on a shiny, battery-drained 3DS.

To start, Metroid is freaking hard. You elevator down onto Zebeth (later installments change this to Zebes) with a meager 30 health and can quickly lose all of that if you don’t proceed carefully. There’s also no solid save system, just a wonky password thing that I’m too lazy to try. So, you grab the morph ball immediately to your left–also known as maru mari–and move ahead in baby steps. I managed to get my health up to about 70 before getting stuck near those tubes that release an endless swarm of flying enemies; coupled with the fact that Samus can’t shoot in a downwards direction and that her shots actually can only go so far…well, she didn’t last long. Had to restart from the beginning. I think I was relying too much on my Super Metroid skills here, not grasping that both games play very differently.

Quick deaths and total restarts. This is a reoccurring theme with these freebie NES games. They are tough cookies. Except NES Open Tournament Golf, which is more terrible than tough. I got a 9 on the very first hole, and that’s not cool. I know how to golf. I got a birdie and two pars this summer in real life golf, swinging a real club and hitting a real ball. I should be even stronger in the pixelated version. But yeah…

I’m definitely going to give Metroid another fair go, and might have to actually rely on this password-saving feature once I get deep enough. Imagine getting all the way to Tourian and dying and having to begin all over again? ::shudders:: Oh, and the music is still amazingly powerful, wriggling its way into my very soul. Love, love, love it.