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About MindWanderer

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  1. Yeah, many of those games rely on players dying once to various obstacles, remembering where they are and what their patterns are, and anticipating their movements the next time they get there. Castlevania is the classic example, since Simon moves slowly, attacks slowly, is super vulnerable on stairs, and can't alter his momentum in mid-air at all. Mega Man 1 isn't the worst of them, with several notable exceptions (Yellow Devil). Battletoads is virtually nothing but memorization.
  2. *Raises hand* The second one was much, much easier than the first. I never did beat the first game, although I did get to the end, because a friend of mine showed me how he did it: use Jump & Slash on the third-to-last boss, die, repeat the whole last world to bring Jump & Slash to the second-to-last boss, repeat. I never played the third, but apparently the two different localizations are vastly different in difficulty, with one being the easiest of the three games and the other being on par with the first one.
  3. Gario has this spot-on, I think. I have a few crits to add to his, though. The sanctuary section takes quite a bit of time to build up. The loop that starts at 1:14 in particular seems extraneous, adding nothing to the existing textures, and then the one at 1:43 is subtractive rather than additive, other than the riser. Adding some engaging percussion, particularly if you add it halfway through each loop instead of at the start, would help hold the listeners' interest. The castle section is a little less authentic synthwave and a little more chiptunes with reverb, so there's an aesthetic clash with the first half. I'd have another look at that pulse lead and maybe choose something else. Otherwise, I love the concept, and I actually really like the idea of using Sanctuary as the build-up to Castle, but that build-up has to follow through in terms of balance and energy. Other than the pulse wave, the lead and bass synths are great, and I'd love to see a revision of this on the front page. NO (resubmit)
  4. So three features that really should have been there all along and don't really encourage anyone who's finished the game to come back to it. One monster rush mode, which personally I find boring. And Hard Mode... (shrug). Might be OK for people who really want to play the whole game again, or who played through haphazardly the first time, but it also sounds like the low-rank enemies (the red bokoblins and moblins and the green lizalfos) are simply omitted from the game. If anything, if I'd already bought the season pass or was committed to doing so, I'd flatly put down the game I'm playing right now and come back with the expansion for the "full" experience. But most likely I just won't buy it. Maybe if it goes on sale in a couple of years (unlikely but possible, Nintendo does do it occasionally).
  5. The only reason I didn't list Battletoads is because there's no one near-impossible part. The hoverbike section was hard but not insanely hard, whether you went for the warp or not. I did beat the snake level, it was bad but not the worst, you just have to memorize the pattern. The wall-riding unicycle thing was the part I never did get past, although I also tried using cheat codes to start at the last level and could never beat that either.
  6. Dang it, this would have been perfect for the CastleMania album. Wish I'd known this was in the pipeline. Oh well.
  7. The April 15 check-in date has passed. Thanks everyone who submitted a WIP, and thanks also to the new signups! There's definitely been enough work to keep this project going. In fact, if all the WIPs get finished, that's probably enough for an EP quantity-wise; I'd just look for a few more to fill out the wrestling roster to make sure everyone has an opponent. Unfortunately, @WillRock and @DarkDjinn are MIA, so Death and The Creature are now available to claim. I've set the next check-in date as 3 months from now, July 15. At that time, I'd like everyone who recently signed up and hasn't given me a WIP yet (@HoboKa, @That Headband Guy, and @elenaiwilliams) to send me at least an early WIP, and everyone who's given me an early WIP (@Sbeast, Moire Effect, @ibeginwiththeendinmind, and @JonnyAtma) to send me some additional work. Thanks again to everyone! This is starting to look pretty good!
  8. I'll echo Gario's comments here. I wouldn't say all the woodwinds are problematic, but the flute certainly is, and that's an issue given its prominence in the arrangement. But I'll also ding this on being somewhat static, with basically the same instrumentation and energy level throughout. There are some variations, but not many; almost everywhere it's flute, oboe, clarinet, usually tambourine, and occasionally harp, with the mandolin just in the intro and conclusion. It does get pretty fatiguing. And the conservatism is an issue as well. So, sorry, but I do look forward to hearing some more recent work from you! NO
  9. I have a job and a kid and you'll pry my video games out of my cold dead hands. It might just be an hour or two a week, sometimes not even that, and a few minutes of Sentinels of the Multiverse or ALttP Randomizer on my phone, but if that's what I get, then I'll take it. My backlog of games I want to play before I die is probably long enough to last the rest of my life, even though I get more and more judicious about what I add to it.
  10. I don't have almost anything to add to Gario's analysis, which is dead on. The slow attack on the rhythm guitars is OK by me, though I can see why some might object to it. I don't have the musical vocabulary to describe what I'm hearing at 0:54 and 2:14; normally I'd just defer to Gario on the matter, since he didn't like it either, but I don't hear the same issue in the source at all, so there's something different going on here. But anyway, yeah: high-end EQ, drum mixing, and reverb are the main issues which definitely need to be addressed. NO (resubmit)
  11. Really? I only found one to be difficult, the "World's Hardest Puzzle." Never did finish it, but thankfully it was optional. But the worst optional puzzle I've ever seen is the one to get Bombada in Breath of Fire 2. It's an insane musical rhythm game that uses every button on the SNES controller and you only get one shot at it. You can reload your save, of course, but that's really slow for something you'd probably fail dozens of times. It's not that it was difficult, it was just grindy. The only way to heal the mechs is to use expendable items, so you have to burn through them even if you want to just go down there for some XP and money. Or you could grind elsewhere, where there's a shop inside a secret dungeon that sells the best equipment. And the final dungeon is so long, you end up having to go through a lot of repair items. Not to mention I wasn't terribly motivated to complete it, since one character is removed from the party until the final boss, so you can't level her up anymore, and I'd spent the last several hours doing scripted quests and losing the open world, so I couldn't go back and pick up the stuff I missed. It just wasn't fun anymore.
  12. It's a simple interpretation, but the three passes through the source definitely show off different interpretations of it while also setting up an engaging progression. Does what it needs to do, and I don't see any reason not to post it. YES
  13. I'll echo Gario's thoughts, for the most part. The thin soundscape and minor, additive changes make nearly the entire track sound like a build-up, but then instead of reaching a climax and bringing the main theme in, it either keeps dragging on or drops elements into more of a breakdown section. The one time it does break into the main melody, it's just a single melodic line added, with no change of energy, and doesn't at all live up to the build-up. In another genre, trance for instance, this type of progression might have worked well. As it is, it's just unsatisfying. Gario's details about how you might have arranged this in a more enjoyable manner are spot-on, so I'll just refer you to his comments above. NO
  14. I never finished FFIII either, also gave up on the final dungeon. So long, so painful. Never even reached the boss rush, the dungeon was just that un-fun. Same problem with Xenogears and Breath of Fire II, never finished either because of the last dungeon. I put down Devil May Cry for a long time when I was near the end. I think the boss is called Nightmare, it's a big blob that sucks you in and makes you re-fight other bosses. There are tricks to beating it easily, but I didn't know them at the time, and at that particular point there's no access to red orbs to grind upgrades. Went back and beat it a year or two later, still no tricks but less frustrated. Final Fantasy X was the reverse for me--I beat the game, then a couple of years later, went back with the intention of doing the post-game. Unfortunately, none of it is fun. I actually liked Blitzball, so getting Wakka's ultimate weapon was OK, and Auron's was just lying around, but Tidus? Stupid impossible chocobo game. Kimahri? Stupid impossible butterfly game. Lulu? Stupid impossible lightning bolt game. I don't even remember the others, they were all awful. And grinding to upgrade weapons manually was insane. My favorite FF game for the story part, my least favorite for the optional stuff (except Blitzball).
  15. I'm more in agreement with Gario here. The low-fi, mid-heavy EQ to pretend to be an old garage band recording is a cute gimmick, but it can be overdone, and it is so here. And that last section really does feel long and drawn out: with over a minute and a half of basically the same thing it feels very stale. The performance and concept are great, though, so please do send this back in! NO (resubmit)