Nothing all that special, really
Wild Matsu
Special animation and message for idiots
Nothing all that special, really
Nothing all that special, really
updated 11 years ago
Nothing all that special, really
Thanks to my friend mascot1063 for putting together the animation. Most of the sprites are taken from Super Mario Bros. 3 or Bugs Bunny Birthday Blowout, but he meticulously crafted that smooth conveyor belt animation. You can find him on Twitter here: https://x.com/mascot1063
The Utsuho sprite is taken from Touhou: Artificial Dream in Arcadia by Potemki11. I adjusted the sprite to use the NES palette only (although I didn't observe any limitations regarding simultaneous color use.) Nuclear Fusion was composed by ZUN. Explorer was composed by Tsukasa Masuko.
Many people remarked on the similarity between these two songs for years, so again, this was begging to get made. Since no one stepped up to the plate to make this, I figured I ought to. It went up on SiivaGunner earlier this year, but again, Siiva's not searchable. I'm really proud of the key change right before the loop--it does the job of getting back to the original key while being as unobtrusive and calling as little attention to itself as possible. I also put a lot of effort into making the second N163 channel seamlessly transition between sounding like Explorer's ostinato and supplying Nuclear Fusion's countermelody during the first section.
If you're here, there's a good chance you're a fan of both Megami Tensei and Touhou, so you'll probably enjoy Touhou: Artificial Dream in Arcadia, which can be purchased on Steam here: store.steampowered.com/app/2248430/Touhou_Artificial_Dream_in_Arcadia
Touhou Chireiden: Subterranean Animism can be purchased on Steam here: store.steampowered.com/app/1100150/Touhou_Chireiden__Subterranean_Animism
"Bee Like That" is an obvious reference to "Continue" (which is also used on the No Way! screen you see when you plug an incompatible game into Sonic & Knuckles). So, this was sort of begging to be made. I began by retracing Continue in Furnace Tracker, and then I used that as a basis for remaking Bee Like That.
This was previously published on SiivaGunner. When I get the chance, I'd like to reupload all of my best Siiva stuff here to my own channel. There's a couple reasons for this, one major one being that rips on SiivaGunner aren't searchable. If anyone out there ever thought to themselves, "Hm, I wonder if anybody's ever done Bee Like That in the style of S3&K," a search wouldn't necessarily turn up the Siiva upload, and if it did, it would just look like a normal upload of a S3&K song.
This one is going up first because it's somewhat recent and it already has visuals. The visuals are a little jank because I'm not an artist, but they get the point across. Thanks to my friend Bakeneko33 for suggesting the background gradient and drop shadow to make it look slightly less bad. The parts of the image that actually demonstrate artistic talent are sprits ripped from Void Stranger and Sonic & Knuckles, of course.
Don't worry about the fact that a Game Boy cartridge isn't nearly big enough to fit into a slot made for a Sega Genesis cartridge.
Void Stranger can be purchased on Steam: store.steampowered.com/app/2121980/Void_Stranger
Sonic the Hedgehog 3 and Sonic & Knuckles can be purchased at your local yard sale, if you're lucky.
This run took us longer to get than it should have because we just didn't play it regularly enough. We'd try a few times over the course of a few weeks, then forget about it for months.
Missions 1 and 2 went by without much trouble. Mission 3 started off pretty well: we got past the tricky jumps and O'Neill, both of which can be pretty dangerous, but then we lost the Metal Slug in the stupidest possible way: I got out to get grenades and accidentally landed on the upper level having scrolled the screen too far to get back to the Slug. We tried hard to find a way back to it, as you can see, but there simply wasn't one. We've done that mission many times before, and never lost the Slug like that, so I'm honestly not sure what we did differently that time. Nonetheless, we were able to complete the mission with no deaths, so we made up for the mistake.
Near the end of Mission 4, a soldier spawned on the left and threw a grenade in a way that caught me completely off guard. Because of this, I didn't destroy the artillery, instead leaving it looking mostly destroyed. Marty, trusting me to destroy it, was caught off guard by its missiles, causing us to lose a life on a pretty easy mission. Still, we pressed on.
On Mission 5, I obliviously ran the Slug into a mine that I just didn't see because I was focused on the missiles—again, despite being pretty familiar with the game. This wasn't really an issue as there was gas coming up, but I was so frustrated with myself over this mistake that I began to spiral and immediately got hit by a missile. I considered sacrificing the Slug knowing there's a replacement Slug somewhere on the level, but I wasn't sure where it was and decided not to risk it. This contributed to the boss going completely off the rails, resulting in both of us losing one life to it. Although we didn't have much room for error left, we were near the end of the game, and we knew we had a fighting chance.
Luckily, our practice and preparation paid off on the Final Mission, and it went almost perfectly to plan. I lost my last extra life early on, and there were several close calls, but we ultimately made it through!
This run was played on Fightcade. The replay is here: replay.fightcade.com/fbneo/mslug/1717550959383-4040
You can find Marty here:
youtube.com/c/winafreeappleipod
twitch.tv/martymoinklers
Chapters:
00:00 Intro
00:02 Mission 1
01:47 Mission 2
05:28 Mission 3
10:38 Mission 4
13:33 Mission 5
16:58 Final Mission
24:19 Ending
If you've ever seen a smug British YouTuber try to tell you about "ultra rare Castlevania games you never knew existed," that's what he was talking about: a handful of completely fucked up, borderline unplayable, garbage ports of Castlevania 1, where the music isn't even transcribed correctly.
It was so bad that I needed to play the NES version as a palette cleanser. I played well through the first five stages and almost cleared it deathless, but couldn't remember how to beat Dracula and ended up losing the 1cc. Realizing how close to it I was, though, I took the time to learn the fight and redo the run over the next few days.
Honestly, there were runs leading up to this that were more interesting. In a run that ended up failing, I lost the holy water on the way to The Creature and had to fight him without. After a couple of pretty crazy fights, I ended up on top. It would have been more interesting if that had been the 1CC instead of this one where everything went to plan and I just skipped The Creature with multi-shot Holy Water, but, oh well.
00:00 Introduction
00:10 Stage 1
03:12 Stage 2
07:25 Stage 3
11:09 Stage 4
13:54 Stage 5
19:05 Stage 6
22:12 Heart Grind
25:07 Dracula Phase 1
27:06 Dracula Phase 2
27:45 Ending
I did a cover of a Metal Slug song for Mangsvance Wars, so getting this 1CC makes me a Metal Slug secondary no longer. :)
(1) It's not guideline Tetris. Pieces lock not when you press up to do a hard drop, but when you press down to do a soft drop. Being able to hard drop a piece without having it lock is nice sometimes, but if you're used to guideline Tetris, it can be challenging to adjust to.
(2) There's no piece hold, so you just have to play whatever piece you get no matter how bad it is.
(3) There's no seven-bag randomizer, either, and the RNG can be really mean about what pieces it gives you sometimes.
(4) It's really challenging to keep track of what your partner is doing, and it's really easy to step on each other's toes and mess things up if you don't, and there isn't anywhere near enough time to verbally coordinate where to put pieces.
(5) The game interacts really strangely with rollback; we've had rollback undo a movement or rotation resulting in a bad misdrop countless times during our attempts to get this clear. The rollback, also, of course, adds in a delay to seeing and comprehending what your partner is planning to do. This recording was done from input files after the fact. So for you, the viewer, no rollback is visible, but we had to deal with it. If it looks like we sometimes react really slowly to each other, that might be why. (Genuine mistakes do also occur.)
(6) It's not a clear unless both players reach level 300. You gain one level for every piece you place and every line you clear. Furthermore, to get from level 299 to 300, you MUST clear a line, or you get stuck there. Also, when one player reaches level 300, pieces begin to fall instantly, severely limiting where you are able to actually place pieces, and if you haven't learned how to play that way, it's difficult to play that way for long.Thus, it's important for both players to remain roughly synchronized. You have to be careful to try to give the player who's behind in level more lines. At the end, I reach level 299 before Marty, and so I deliberately avoid taking any lines until he catches up.
This clear was played on Fightcade. The replay is available here: replay.fightcade.com/fbneo/tgm2p/1682205633491-3920
0:00 Introduction
0:21 Chapter I: Tolomera del Rey
4:15 Chapter II: Road of the Harpies
9:23 Interlude: Plague Dance
9:51 Chapter III: The Alcazar
18:41 Chapter IV: Malaventura Swamp
26:45 Interlude: Mountain Melody
27:14 Chapter V: Catacombs
35:30 Chapter VI: The Aqueduct
43:29 Interlude: Green Prelude
43:57 Chapter VII: Cursed Forest
52:43 Chapter VIII: The Realm of Pain
1:05:13 Ending and Credits
¡Por Dios y Castilla!
Marty's more of a run-and-gun fan than I am, but this is a short, fun one that was fairly easy to pick up and learn. It starts off pretty normal, but then there's immediately a weird guy in a mouse outfit. Next, it turns to a dream in stage 2, and a full-on acid trip in stage 3. I'm not really sure what's going on in this game.
We went for a pacifist run in loop 2, but it turned out to be too tricky to handle. Ahh, we'll get 'em next time!
This run was played on Fightcade. The replay is here: replay.fightcade.com/fbneo/jjsquawk/1679193327367-5837
You can find Marty here:
youtube.com/c/winafreeappleipod
twitch.tv/martymoinklers
Chapters:
0:00 Stage 1 - Pistachioville
2:00 Stage 2 - Dream Burglar
4:04 Stage 3 - Geometrical Paradise
7:19 Stage 4 - Cosmos
9:55 Final Stage - Wirepuller
13:27 Ending
14:34 Loop 2
I've never used more than one expansion chip at a time before, but the project called for it; if I'm using 18 channels for the sake of cramming a video in there, it feels silly to not to have them play audio too. It also gave me a way to make my cover just a little bit different from many of the other covers already on YouTube (I went through dozens; only one was multichip and still used fewer chips than mine), when the need to sync my cover up with the visuals meant I couldn't alter the tempo or song structure at all. For this reason, I also decided to use the original melody in the second half.
There is one caveat worth mentioning: a song in Famitracker can only have 256 patterns. Since I'm using one pattern per frame, and way more than 256 frames, it was unavoidable to break it down into segments. For an uninterrupted viewing experience, I edited the segments together in post, and overlaid a raw export of the audio over it at the end. The whole thing easily fit into a single module, though.
One other minor thing is, because Famitracker centers the currently playing row, I had to make the Famitracker window very tall. The bottom was pretty much just empty space, though, so I cropped it out of the final video.
This module was made by using a Dxx effect to skip to the bottom row of each frame, which is where the actual musical commands are. Bad Apple ft. Nomico is at 138 BPM, and a [7,6] groove achieves an extremely close 138.46 BPM. This means the framerate is 9.6fps, which is not as high as I would have liked, but more wasn't really achievable. In theory, you can set the speed to 1 and achieve 60fps, but Famitracker simply isn't designed for video playback and therefore just won't render that many frames that fast—at least, not at the 160x120 resolution I'm using here.
This idea was inspired in part by pigdevil2010's port of Bad Apple to ImpulseTracker: youtube.com/watch?v=SDvk3aL78fI
Here are the modules, for DN-Famitracker 0.5.0.0. One contains the audio only, and the other includes the video. They are not compatible with previous versions of DN-Famitracker, or previous Famitracker forks. The Python script I used to generate the video module from the audio module and a folder full of video stills is available as well.
Repository with all files: github.com/wildmatsu/BadAppleFamitrackerConverter
Module with Video and Audio: http://wildmatsu.xyz/fami/BadAppleVideo.zip
Module with Audio Only: http://wildmatsu.xyz/fami/BadAppleAudio.dnm
Source Code (Archive): http://wildmatsu.xyz/fami/BAFTConverter.zip
Listen on SoundCloud: soundcloud.com/matsumuho/bad-apple
I ended up with Ikazuchi as my stage 5 character. It wasn't planned, and I prefer Hotaru, but I was able to clear it regardless.
All in all this was easier than the SNES game, despite being a longer game; it just took me a while to get around to even doing practice and attempts. This game gives you loads of extra lives, whereas in the SNES game I only know of one (hit Zuzu's basket with the gohei after he's defeated.)
There are definitely rough parts of this run. The stage 3 boss went pretty badly because I tried a new strategy involving attack augmentation (throwing mirrors) that didn't work out at all. I almost ran out of time, a thing that's never happened to me in this game!
It's a fun game that I had a lot of fun with. I may try go for a clear in hard mode or free mode after this.
I always meant to clear this game, but never got around to it. When I heard about Reshrined, I assumed it was a remake and so I decided to wait until it came out and clear it instead. When I bought Reshrined and discovered it was actually a sequel and not a remake, I came back to clear this game. I have credit mashed through Reshrined's story mode once; after this, I'd like to go back to it and get a 1cc in it as well.
One funny thing about this game is, you get one extra heart whenever you clear a stage, but if you get a game over and continue, you lose all of your accrued extra health. This means that credit mashing through the game can actually be much harder than just going for a 1CC, since by the time you get to the game's hardest stages, you will have half as much health. A friend of mine and I tried credit mashing through the game in co-op mode a while back and we got stuck on stage 5. I was the weaker player, but again, we probably would have done better if we'd practiced separately and gone for a joint 1CC.
I may not have gone for the 1CC if the game weren't designed the way it is, but it feels nice to be able to say I got a 1CC in the game--and have proof of that in video form. Every other clear of this game I see online is not just 1CC but also deathless, and I see why: the bar is only marginally higher. My first and only death occurs on the final boss, which I barely practiced. I only really specifically practiced stage 3 and 4. Stages 1 and 2 aren't that hard and I refined them over the course of making attempts. Once I finished practicing stage 3 and 4, the final stages didn't seem particularly hard to me, and I started doing attempts immediately instead of practicing them. So, unsurprisingly, the run gets sloppier and less refined towards the end. Good enough, though.
This track is used in Mangsvance Wars, a ROM hack of Advance Wars 2, featuring COs designed and voted on by the community.
Download Mangsvance Wars: youtube.com/watch?v=UepLA6mjabQ
Playlist: youtube.com/playlist?list=PL5fmNMqR83AeSbNfxDu0KsSdcUeu0ftvS
This track is used in Mangsvance Wars, a ROM hack of Advance Wars 2, featuring COs designed and voted on by the community.
Download Mangsvance Wars: youtube.com/watch?v=UepLA6mjabQ
Playlist: youtube.com/playlist?list=PL5fmNMqR83AeSbNfxDu0KsSdcUeu0ftvS
This track is used in Mangsvance Wars, a ROM hack of Advance Wars 2, featuring COs designed and voted on by the community.
Download Mangsvance Wars: youtube.com/watch?v=UepLA6mjabQ
Playlist: youtube.com/playlist?list=PL5fmNMqR83AeSbNfxDu0KsSdcUeu0ftvS
This track is used in Mangsvance Wars, a ROM hack of Advance Wars 2, featuring COs designed and voted on by the community.
Download Mangsvance Wars: youtube.com/watch?v=UepLA6mjabQ
Playlist: youtube.com/playlist?list=PL5fmNMqR83AeSbNfxDu0KsSdcUeu0ftvS
This track is used in Mangsvance Wars, a ROM hack of Advance Wars 2, featuring COs designed and voted on by the community.
Download Mangsvance Wars: youtube.com/watch?v=UepLA6mjabQ
Playlist: youtube.com/playlist?list=PL5fmNMqR83AeSbNfxDu0KsSdcUeu0ftvS
This track is used in Mangsvance Wars, a ROM hack of Advance Wars 2, featuring COs designed and voted on by the community.
Download Mangsvance Wars: youtube.com/watch?v=UepLA6mjabQ
Playlist: youtube.com/playlist?list=PL5fmNMqR83AeSbNfxDu0KsSdcUeu0ftvS
This track is used in Mangsvance Wars, a ROM hack of Advance Wars 2, featuring COs designed and voted on by the community.
Download Mangsvance Wars: youtube.com/watch?v=UepLA6mjabQ
Playlist: youtube.com/playlist?list=PL5fmNMqR83AeSbNfxDu0KsSdcUeu0ftvS
This track is used in Mangsvance Wars, a ROM hack of Advance Wars 2, featuring COs designed and voted on by the community.
Download Mangsvance Wars: youtube.com/watch?v=UepLA6mjabQ
Playlist: youtube.com/playlist?list=PL5fmNMqR83AeSbNfxDu0KsSdcUeu0ftvS
This 8-bit chiptune was created in DN-Famitracker for 2A03 + MMC5, in the style of the Nintendo Entertainment System (NES.)
You can find this track on SoundCloud at: soundcloud.com/matsumuho/wanderer-from-another-world
This game is called "The Ninja Saviors: Return of the Warriors" in the West but that is stupid so I am going with the real title.
0:00 Introduction
0:13 Stage 1
2:24 Gigant
3:54 Stage 2
8:15 Chainsaw Bull
9:15 Stage 3
13:21 Phantom Ghost Yamori
14:53 Stage 4
20:17 Silverman
21:44 Stage 5
28:30 Jubei
31:00 Stage 6
33:03 Phobos and Deimos
34:35 Stage 7
41:20 Zelos
43:00 Stage Final
50:27 Banglar
53:16 Ending
54:37 Credits
The only game that took less time was LoLK on Pointdevice mode, which I cleared in about 4 hours of playing over the course of 2-3 days about two weeks ago. I get why people say the game is hard, but I'm much more acclimated to masocore games that present you with very difficult but short challenges than I am to games like Touhou that demand a consistent level of play with few mistakes for a long period of time. I liked LoLK a lot. There is no replay to upload, sadly, in Pointdevice mode. I do intend to take on the extra stage though.
I've never played as Sanae before but she seems good in this game.
Here's a breakdown of the cards I picked, and why:
Slot 1: Esteemed Authority (Toyosatomimi no Miko's card.) This is a very strong ability that erases a big majority of the bullets on the screen over the course of a few seconds, and has a pretty fast cooldown for how strong it is. It is NOT a panic button the way a bomb is; it must be used preemptively. Still, this card was a huge help.
Slot 2: Law of the Survival of the Fittest (Saki Kurokoma's card.) Makes your shot stronger, which is, uh, obviously very useful. Not much else to say.
Stage 1: Lucky Cat with Good Business Skills (Mike Goutokuji's card.) This gives you more cards to choose from between stages. I don't tend to take it if there's anything better available, but there wasn't.
Stage 2: Yamawaro Shopping Technique (Takane Yamashiro's card.) The description says you can buy cards for slightly cheaper, but the prices seem to be halved, which is a DRAMATIC reduction. Still, I don't like taking shop-related cards, and this is the SECOND one I ended up buying, so again, this was only taken for lack of anything better being available.
Stage 3: Sutra of Dharmatic Power (Byakuren Hijiri's card.) Makes bombs significantly stronger, and decreases the cooldown on active cards. Given how much I rely on bombs and Esteemed Authority, the value here is clear.
Stage 4: Death Avoidance Elixir (Eirin Yagokoro's card.) Yet again, not a great pick, but I didn't have any better choices. It is far better to use bombs than to rely on this card, especially when you have Sutra of Dharmatic Power. Bombing makes you invincible for a decent amount of time, wipes out most enemies and massively damages bosses, and only consumes one bomb; the Elixir consumes two bombs and only erases bullets in a medium-sized area around you. It sucks, but it's damage control for when I fail to bomb. Apart from how well this card pairs with the Gluttonous Centipede, I don't think this card is good. Just learn2bomb.
Stage 5: Phoenix Tail (Fujiwara no Mokou's card.) This was a no-brainer; I needed the lives. I'm very lucky this one was available, as it made my run.
If you've made it through the game on Furier, this is incredibly easy. The requirements are incredibly lenient.
S-Ranking Furier, though... that's a bigger challenge.
1:33 The Chain
12:31 The Strap
24:49 The Line
36:26 The Scale
48:39 The Hand
56:47 The Song
1:07:23 The Burst
1:19:15 The Edge
1:27:56 The Beat
Well, "easily" is a relative term. This took me a bunch of attempts to get right. But it's the method that worked for me, so hopefully this will help you.
This is based on the method used by another YouTube user in this video: youtube.com/watch?v=X-Kw49YciO0
However, my method is a refinement of his method, with the intention of making it easier and more reliable.
The most important thing is the bonus for getting all targets. Second most important thing is the hit rate bonus. I didn't stress too much about scoring highly on individual shots.
Notes on specific parts:
0:00 Get up onto the lower of the two platforms (it looks like there are 5, there are only two), go as far left as possible, and aim directly at the center of the lower metal section of wall. You will spend most of the game without moving or changing your aim, and just shooting whatever comes up.
0:13 Hitting both targets on the ricochet here is optional, but by far not the hardest shot you'll have to pull off. I started doing it because I was bored with the early sections.
0:24 The previous video jumps to the higher platform before this shot. I have no idea why, as it is perfectly possible without moving, as shown.
0:30 By doing a short hop here, we are able to make this shot without having to move or readjust our aim. Not at all a difficult shot.
0:40 It is possible to snag all three targets with this shot. As you can see, I missed, but that's no issue; I just snag it on the ricochet so I, again, don't have to move or adjust my aim.
0:54 By far the hardest shot, and the one that will cause you the most resets. In order for this shot to hit the third target your timing has to be perfect. This particular target is REALLY hard to get due to the magnet in front of it, so if you miss this shot, I have no idea how to get it. I just kept trying until I managed to hit it with this shot.
1:00 And again due to that stupid magnet, we are forced to move and adjust our aim for the very first time in the entire minigame. Drop down the the floor and aim straight to nab both targets with a ricochet, safely out of the magnet's field.
1:13 Now just pick up your reward!
Honestly, even less of an accomplishment than beating it as Reimu A was, but it's nice to get back into it after a long break.
Not a terribly good run--some very stupid and costly mistakes happened. But, the way it came down to the wire at the end was absolutely thrilling. Eking out this victory felt like an amazing triumph--much more than if I'd simply bombed through Reverse Hierarchy and You Grow Bigger and arrived at the last spell card with lives to spare. So I felt more excitement because I played worse. Weird how that works.
LOL! KHANTUBE: No matter how long you wait, there is no escaping an obligation!
Playlist: youtube.com/playlist?list=PL1958626497B65B5F
The track is "Difficult Fight" from Live A Live, also called "A Noble Encounter" by the official iTunes soundtrack, and "A Heroic Struggle" in the remake. There seems to be confusion about the Japanese name, too; I've seen it called both 凛然なる戦い and 凛然たる戦い. I'm actually not sure which of those two names is correct.
The original composer is Yoko Shimomura.
Thanks to everyone who helped answer questions about FM synthesis and helped me get my first authentic FM cover finished.
This cover is also available on SoundCloud, with direct download:
soundcloud.com/matsumuho/difficult-fight
I was a bit surprised to find I hadn't done this earlier, as this is one of my favorite songs from one of my favorite games. However, as such an important game to me, I wanted to make sure I did it justice. The first loop is mostly faithful to the original song, with some minor changes based on my personal preferences. The second loop is changed, taking inspiration from Battlissimo and the memória version of the song.
Thank you very much to my friend Can, who helped me out with the harmony.
This cover is also available on SoundCloud, where it can be downloaded: soundcloud.com/matsumuho/megalomania-vrc6
I haven't been uploading all of them to YouTube, but at this point I have 1CC'd and cleared all of the extra stages in Touhou 6-8. For some reason, the characters and music in this game always drew me in more than most of the other games, and I wanted to do it next, so with "the classics" out of the way, I went ahead and did. The clears missing from YouTube are over on Twitch; since the video export sucks, I stopped posting all of my clears on YouTube.
The input is up followed by a quarter circle forward and attack.
YouTube won't allow 480p with 60 FPS, so I had to upscale it to allow it to be played in 60 FPS. Hopefully the quality is better than my other uploads.
I do really well for most of the stage, spending a few bombs strategically here and there, then I get killed twice by Butterfly in Zen Temple for no reason (I consider it a very easy card) and then end up getting overwhelmed by Boundary of Life and Death to the point where I end up just timing it out by bombing and dying repeatedly. If I'd known it was gonna turn out this way, I would have gone for the time-out strategy on that card from the start by not attacking. Like I said, I wasn't expecting to win--I had not learned or practiced that card at all. But victory by the game's standards was within my grasp, so I took it.
My friends provide entertainment while I focus on the game. :)
Available in WAY higher quality on Twitch--youtube MURDERED the quality for some reason. twitch.tv/videos/701721440
Watch live at twitch.tv/wildmatsu
Broadcasted live on Twitch -- Watch live at twitch.tv/wildmatsu
The name of the track is taken from the official website for this game (www.intsys.co.jp/game/panepon/p0b/index.html) with a small stylistic punctuation change made by me.
It plays when fighting Phoenix and Dragon in the Panel de Pon, and when fighting Hookbill, Naval Piranha, and Kamek in Tetris Attack.
Listen and Download on SoundCloud: soundcloud.com/matsumuho/panepon-boss
Not a change I find particularly offensive, just interesting.
White Land is a snow level so I guess this is my Christmas upload for this year. :)
The cover is primarily based on the original game version and the Xpansion Kit version, with some inspiration being taken from the Guitar Arrange Version.
This cover is also on SoundCloud: soundcloud.com/matsumuho/climbup
Originally composed by Chef Boyardee.
This cover is also available on SoundCloud:
soundcloud.com/matsumuho/falling-down
The art was drawn by the wonderful Nope, who you can find here: twitter.com/geistpolizei
This cover is also available on SoundCloud:
soundcloud.com/matsumuho/that-cold-place
This is dedicated to my friend Bun's struggles with a certain optional ice block puzzle in a cave near the Fire Sword dungeon in Ittle Dew. It took so long to solve it that my brain started adding accompaniment to the song. This cover came out of that.
The art was drawn by the wonderful Nope, who you can find here: twitter.com/geistpolizei
Thanks to Friendlyvorus, Sheep, and GUIM from the Ongaku Concept server for their help with the transcription this cover is based on. Speaking of, here's that transcription: musescore.com/user/11356786/scores/5692768
This cover is also available on SoundCloud:
soundcloud.com/matsumuho/im-thinking
I wanted to thank my friend trivial171 and the members of the Super Marcato Bros. Discord server for their valuable help and feedback on this piece, as well as everyone else who encouraged me as I worked on this.
If you enjoy this video, please share it, as that really helps me out.
You can also hear this cover on SoundCloud: soundcloud.com/matsumuho/gears-of-fortune
The composer is either Jun Ishikawa or Hirokazu Andou; not sure if an individual track credit has ever been given.