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<?xml-stylesheet type="text/xsl" href="http://nerve.com/CS/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>61 Frames Per Second : taito</title><link>http://nerve.com/CS/blogs/61fps/archive/tags/taito/default.aspx</link><description>Tags: taito</description><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 20910.1126)</generator><item><title>Screen Test: Blood of Bahamut</title><link>http://nerve.com/CS/blogs/61fps/archive/2009/03/24/screen-test-blood-of-bahamut.aspx</link><pubDate>Tue, 24 Mar 2009 20:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:189161</guid><dc:creator>John Constantine</dc:creator><slash:comments>1</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=189161</wfw:commentRss><comments>http://nerve.com/CS/blogs/61fps/archive/2009/03/24/screen-test-blood-of-bahamut.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2009/03/Bahamut0.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/03/Bahamut0.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Since its launch in 2004, Square-Enix has developed over thirty games for the Nintendo DS. Thirty. They haven’t made that many games for the Playstation 2, a system that’s existed for almost twice as long. Damn. Want to know the worst part? Approximately one tenth of their total output on the Nintendo DS is original IP. This would be troubling if it weren’t for the fact that one of those original games, namely The World Ends With You, is one of the best games made in the history of the publisher. I mean across Square, Enix, and Taito. TWEWY is that good. Blood of Bahamut, the forthcoming Nintendo DS original IP from S-E, is worth taking a look at solely because it’s something new. Convenient then that it also looks awesome. 
&lt;br /&gt;&lt;br /&gt;
A lot’s still unknown about how Blood of Bahamut will actually play, but the action rpg meets Shadow of the Colossus premise holds a ton of potential. Just look at that giant stone goddess. That’s cool. 
&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2009/03/Bahamut1.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/03/Bahamut1.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2009/03/Bahamut2.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/03/Bahamut2.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2009/03/Bahamut3.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/03/Bahamut3.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2009/03/Bahamut4.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/03/Bahamut4.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
More screens at &lt;a href="http://www.nintendoeverything.com/?p=12807"&gt;Nintendo Everything&lt;/a&gt;.

&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Previous Screen Tests: &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2009/03/11/screen-test-mars.aspx"&gt;Mars&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2009/02/11/screen-test-br-252-tal-legend.aspx"&gt;Brütal Legend&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2009/02/05/screen-test-battle-rage.aspx"&gt;Battle Rage&lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2009/01/22/screen-test-ghostbusters.aspx"&gt;Ghostbusters&lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/12/19/screen-test-duke-nukem-forever.aspx"&gt;Duke Nukem Forever&lt;/a&gt; 
&lt;/font&gt;&lt;/p&gt;
&lt;img src="http://nerve.com/CS/aggbug.aspx?PostID=189161" width="1" height="1"&gt;</description><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/the+world+ends+with+you/default.aspx">the world ends with you</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/nintendo+ds/default.aspx">nintendo ds</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/screen+test/default.aspx">screen test</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/taito/default.aspx">taito</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/square-enix/default.aspx">square-enix</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/blood+of+bahamut/default.aspx">blood of bahamut</category></item><item><title>Up All Night: Power Blade</title><link>http://nerve.com/CS/blogs/61fps/archive/2008/10/27/up-all-night-power-blade.aspx</link><pubDate>Mon, 27 Oct 2008 22:30:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:140780</guid><dc:creator>John Constantine</dc:creator><slash:comments>1</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=140780</wfw:commentRss><comments>http://nerve.com/CS/blogs/61fps/archive/2008/10/27/up-all-night-power-blade.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/gilbert.gif"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/gilbert.gif" align="right" border="0" alt="" /&gt;&lt;/a&gt;Somewhere in upstate New York, on a chill night in April 1991, a television glows ominously in a family living room, illuminating the suburban setting in an uneasy, blue light. A boy sits before the television, knees tucked beneath him, with an NES pad in his hands. He is transfixed, his stare one that betrays nothing but a devoted concentration and perhaps a hint of desperation. This war against the despotic computer mainframe has gone on too long. It is taking its toll on his small mind. From upstairs comes a slow thumping, the sound of weary parental feet shuffling in the dark.
&lt;br /&gt;&lt;br /&gt;
A call rings out.
&lt;br /&gt;&lt;br /&gt;
“If I come down there and you’re still playing videogames, I’m going to throw that stupid box out the window.”
&lt;br /&gt;&lt;br /&gt;
A whisper.
&lt;br /&gt;&lt;br /&gt;
“Can’t talk. Final level.”
&lt;br /&gt;&lt;br /&gt;
“GO TO BED!”
&lt;br /&gt;&lt;br /&gt;
“No! No, I cannot go to bed! I must defeat these godless machines! I MUST STAY UP ALL NIGHT!”
&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2008/10/23-End/powerblade-3.png"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/10/23-End/powerblade-3.png" align="left" border="0" alt="" /&gt;&lt;/a&gt;Yes, &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/24/chiptune-friday-power-blade.aspx"&gt;Friday’s Chiptune&lt;/a&gt; got me thinking about that true Up All Night classic,&lt;i&gt; Power Blade&lt;/i&gt;. One of &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/19/up-all-night-bad-dudes.aspx"&gt;Guy Wearing Tank Top and Sweatpants&lt;/a&gt;’ last great hurrahs on the NES, Power Blade is, unlike some UAN candidates, a legitimately good game, chock full of tight platforming and robot murdering in the grand &lt;i&gt;Mega Man&lt;/i&gt; tradition. It also has an interesting history: &lt;i&gt;Power Blade&lt;/i&gt; actually started, as &lt;a href="http://hg101.classicgaming.gamespy.com/powerblade/powerblade.htm"&gt;Kurt Kalata&lt;/a&gt; puts it, a literal &lt;i&gt;Mega Man&lt;/i&gt; clone called &lt;i&gt;Power Blazer&lt;/i&gt;. In a rare stroke of ambition, Taito decided to not merely localize &lt;i&gt;Blazer &lt;/i&gt;for a United States, but completely overhaul the gameplay and redesign the main character as well. The result was a superior game that was even more stuffed-crust-cheesy than most in 1991. Your set-up: in the year 2191, a super computer runs all of society. As super computers in the future are wont to do, it goes insane and kills all sorts of nice folk. GWTTS plays a tough guy named Nova who kicks ass like all tough guys: by using a giant metal boomerang and occasionally wearing some rad full-body armor. He uses both the boomerang and the armor to make robots explode across seven crazy futuristic levels. 
&lt;br /&gt;&lt;br /&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/hqMWDdKwvUE&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/hqMWDdKwvUE&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/object&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;i&gt;Power Blade&lt;/i&gt; eventually spawned a sequel, which is notable for being both one of the last NES games ever released and also for having what is possibly the most suggestive cover of any NES game ever. 
&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2008/10/23-End/256px-Power_Blade_2_Boxart.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/10/23-End/256px-Power_Blade_2_Boxart.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
Look at that. Yes, of course it looks like he’s holding an enormous metal erection. Reminds me of that &lt;i&gt;Empire Strikes Back&lt;/i&gt; trading card prank. This one:
&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2008/10/23-End/C3PO%20package.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/10/23-End/C3PO%20package.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
Droid dongs aside, let us all kindly ask Square-Enix, owners of Taito, to give &lt;i&gt;Power Blade&lt;/i&gt; a new life on Wii’s Virtual Console, lest we all emulate the damn thing. See you next time, everybody!
&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Previously on Up All Night: 
&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/08/up-all-night-cannon-spike.aspx"&gt;Cannon Spike&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/08/04/up-all-night-parasite-eve.aspx"&gt;Parasite Eve&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/07/07/up-all-night-trojan.aspx"&gt;
Trojan &lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/23/up-all-night-dark-sector.aspx"&gt;
Dark Sector&lt;/a&gt; &lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/09/up-all-night-ex-mutants.aspx"&gt;
Ex-Mutants&lt;/a&gt; &lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/02/up-all-night-nightmare-creatures.aspx"&gt;
Nightmare Creatures &lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/05/19/up-all-night-bad-dudes.aspx"&gt;
Bad Dudes&lt;/a&gt; &lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/05/12/up-all-night-p-n-03.aspx"&gt;
P.N. 03 &lt;/a&gt;&lt;br /&gt;
&lt;/font&gt;&lt;/p&gt;&lt;img src="http://nerve.com/CS/aggbug.aspx?PostID=140780" width="1" height="1"&gt;</description><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/up+all+night/default.aspx">up all night</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/nes/default.aspx">nes</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/taito/default.aspx">taito</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/bad+dudes/default.aspx">bad dudes</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/hg101/default.aspx">hg101</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/chiptune+friday/default.aspx">chiptune friday</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/mega+man/default.aspx">mega man</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/square-enix/default.aspx">square-enix</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/kurt+kalata/default.aspx">kurt kalata</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/power+blade/default.aspx">power blade</category></item><item><title>The Super Street Fighter II Turbo HD Remix Soundtrack - An Inside Look</title><link>http://nerve.com/CS/blogs/61fps/archive/2008/08/15/the-super-street-fighter-ii-turbo-hd-remix-soundtrack-an-inside-look.aspx</link><pubDate>Fri, 15 Aug 2008 17:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:117340</guid><dc:creator>Peter Smith</dc:creator><slash:comments>2</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=117340</wfw:commentRss><comments>http://nerve.com/CS/blogs/61fps/archive/2008/08/15/the-super-street-fighter-ii-turbo-hd-remix-soundtrack-an-inside-look.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;i&gt;In this exclusive follow-up to our interview with Super Street Fighter II Turbo HD Remix soundtrack producers David &amp;quot;djpretzel&amp;quot; Lloyd and Larry &amp;quot;Liontamer&amp;quot; Oji, djpretzel himself gives us a breakdown of four tracks from the game:&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;E. Honda &amp;#39;Dosu-Koi&amp;#39; &lt;br /&gt;
  djpretzel &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/SF2HD%20honda%20stage.JPG"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/SF2HD%20honda%20stage.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
&amp;quot;This was the track that I set my sights on early in the process. McVaffe has had an excellent mix of this track on OCR for a long while, modeled after Madonna&amp;#39;s song &amp;#39;Music,&amp;#39; but Capcom weren&amp;#39;t feeling it for in-game usage, so I decided to take a shot.&amp;nbsp; My initial version was way too aggressive, and got the hundred-hand slapdown itself, but I went back to the drawing board and did something mellower, with more of an emphasis on Asian instrumentation.&amp;nbsp; There&amp;#39;s shamisen, koto, shakuhachi, AND taiko in there, so it&amp;#39;s got the &amp;#39;big four&amp;#39; of Japanese instruments (more or less) and is more appropriate to the sumo bath house setting.&amp;quot; &lt;br /&gt;&lt;br /&gt;
    &lt;b&gt;Guile &amp;#39;Combat and Service&amp;#39; &lt;br /&gt;
Big Giant Circles, Justin R. Coleman &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/SF2HD%20guile%20stage.JPG"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/SF2HD%20guile%20stage.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
&amp;quot;Jimmy Hinson, alias Big Giant Circles, put together a really kicking take on Guile&amp;#39;s theme, which is definitely one of the classics off the soundtrack. Capcom generally dug what he was doing, but were iffy on the lead synthesizer sound, and wanted something different. Jimmy got Justin to lay down an electric guitar lead that added some rock edge to the more electronic backdrop, achieving a good blend that Capcom gave the green light.&amp;quot; &lt;br /&gt;&lt;br /&gt;
    &lt;b&gt;Ken / Online Menu &amp;#39;Clamato Fever&amp;#39; &lt;br /&gt;
AE, Prozax &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/SF2HD%20Ken%20stage.JPG"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/SF2HD%20Ken%20stage.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
&amp;quot;While Sixto Sounds did the version of Ken&amp;#39;s stage that&amp;#39;s actually used in the game, Capcom wanted something special just for the online menus and the title screen, since users spend a good amount of time setting up matches, checking rankings, and tweaking options.&amp;nbsp; Alex Esquivel (AE) and Dan Orosz (Prozax) put together an alternate take on the Ken theme that works perfectly for this context. The first time I fired up the beta and heard it, I just smiled — they nailed it!&amp;nbsp; As an interesting side note, AE learned about the game through other channels and contacted Capcom directly, and was a little surprised to be redirected to Shael, Malcos and I to coordinate his involvement. Everything worked out, though, and I&amp;#39;m glad Alex and Dan were included in the long lineup of OC ReMix artists.&amp;quot; &lt;br /&gt;&lt;br /&gt;
    &lt;b&gt;Zangief &amp;#39;Red Cyclone&amp;#39; &lt;br /&gt;
The Grammar Club &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&amp;quot;Shael Riley&amp;#39;s been mixing humor, VGM, rock, and anything else he cares to throw in for a long time now, and his latest project is The Grammar Club, a band that&amp;#39;s been making waves with their album Bremelanotide.&amp;nbsp; The fellows put together a rock arrangement of Zangief&amp;#39;s theme that&amp;#39;s unique on the soundtrack for being a little less refined and more in-your-face, New York garage style.&amp;nbsp; When I think Zangief, I certainly don&amp;#39;t think &amp;#39;refined,&amp;#39; so this ballsier type of production worked really well.&amp;quot; &lt;/font&gt;&lt;/p&gt;&lt;img src="http://nerve.com/CS/aggbug.aspx?PostID=117340" width="1" height="1"&gt;</description><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/peter+smith/default.aspx">peter smith</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/battletoads/default.aspx">battletoads</category><category 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coleman</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/ae/default.aspx">ae</category></item><item><title>61FPS Q&amp;A: David Lloyd and Larry Oji of OC ReMix on the Super Street Fighter II Turbo HD Remix Soundtrack (Part 2)</title><link>http://nerve.com/CS/blogs/61fps/archive/2008/08/14/61fps-q-amp-a-david-lloyd-and-larry-oji-of-oc-remix-on-the-super-street-fighter-ii-turbo-hd-remix-soundtrack-part-2.aspx</link><pubDate>Thu, 14 Aug 2008 14:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:117334</guid><dc:creator>Peter Smith</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=117334</wfw:commentRss><comments>http://nerve.com/CS/blogs/61fps/archive/2008/08/14/61fps-q-amp-a-david-lloyd-and-larry-oji-of-oc-remix-on-the-super-street-fighter-ii-turbo-hd-remix-soundtrack-part-2.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;b&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/sf2hd4.JPG"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/sf2hd4.JPG" align="right" border="0" alt="" /&gt;&lt;/a&gt;What are some of your favorite game soundtracks? Favorite composers? &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;djpretzel: &lt;/b&gt; Yuzo Koshiro, Dave Wise, Yasunori Mitsuda, Tokuhiko Uwabo, and Koji Kondo are all amazing... &lt;i&gt;Super Castlevania IV&lt;/i&gt;, &lt;i&gt;Revenge of Shinobi&lt;/i&gt;,&lt;i&gt; Lunar&lt;/i&gt; (Sega CD version!!),&lt;i&gt; Chrono Trigger&lt;/i&gt;,&lt;i&gt; Xenogears&lt;/i&gt;,&lt;i&gt; Final Fantasy VI &lt;/i&gt;,&lt;i&gt; Mega Man II&lt;/i&gt;, and &lt;i&gt;Super Mario Galaxy&lt;/i&gt; are my favorite game scores at the moment. &lt;br /&gt;
    &lt;b&gt;&lt;br /&gt;
  Larry Oji: &lt;/b&gt; Favorite soundtracks and composers tend to go hand in hand. I&amp;#39;m a big fan of Koji Kondo&amp;#39;s work on the &lt;i&gt;Super Mario&lt;/i&gt; series, Masato Nakamura&amp;#39;s on the &lt;i&gt;Sonic the Hedgehog&lt;/i&gt; series (&lt;i&gt;Sonic 3 &amp;amp; Knuckles&lt;/i&gt;, though not his, was excellent too), Alph Lyra for the &lt;i&gt;Street Fighter II&lt;/i&gt; series, David Wise for &lt;i&gt;Donkey Kong Country&lt;/i&gt; and &lt;i&gt;Battletoads&lt;/i&gt;, Kazunaka Yamane for the &lt;i&gt;Double Dragon&lt;/i&gt; series, and Yuzo Koshiro for the &lt;i&gt;Streets of Rage&lt;/i&gt; series. That covers a lot of the games I played as a kid. Since learning more about the history of game music, I love so much stuff now, I can&amp;#39;t even rattle it off. But my second-favorite composer,  little known in the States, is Yasuhisa &amp;quot;Yack&amp;quot; Watanabe. His stuff is a lot more known in Japan, including as a member of Taito&amp;#39;s Zuntata group, but almost no one tries to arrange his material; it&amp;#39;s pretty far out there, so I can understand why. Sometimes his stuff doesn&amp;#39;t resonate with me, but he&amp;#39;s put out some  incredible compositions. Then my personal favorite is British composer Tim Follin, whose nearly two-decade career composing for games was unparalleled, as far as what I&amp;#39;ve personally enjoyed. Check out his compositions for &lt;i&gt;Ghouls &amp;#39;n Ghosts&lt;/i&gt;, &lt;i&gt;Solstice&lt;/i&gt;, &lt;i&gt;Spider-Man and the X-Men: Arcade&amp;#39;s Revenge&lt;/i&gt; and &lt;i&gt;Silver Surfer&lt;/i&gt;. He always strove for creative techniques and cool textures with his chiptunes. Plus, his modern soundtracks like &lt;i&gt;Ecco the Dolphin: Defender of the Future&lt;/i&gt; and &lt;i&gt;Lemmings&lt;/i&gt; for the PSP were equally impressive. I&amp;#39;ve been slowly plugging away at a small OC ReMix album project paying tribute to his work, so before the end of this year, &lt;i&gt;Dirge for the Follin&lt;/i&gt; should finally be out there, lamenting the fact that he retired from the industry. &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;Do you prefer the old-school chiptune style, or are you more into the CD-audio present?  &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;djpretzel: &lt;/b&gt; I prefer the melodies and compositional approach of the 8-bit and 16-bit eras coupled with more modern production aesthetics; in other words, I like slick production, but only when it&amp;#39;s paired up with a great melody. Which is not to say that game composers of today aren&amp;#39;t writing great melodies, just that the limitations of earlier consoles meant that almost every piece needed to survive on compositional strength as opposed to production values. &lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Larry Oji: &lt;/b&gt; I&amp;#39;ve got no major preference. The only bias I have is that I grew up with chiptunes, so there&amp;#39;s going to be some nostalgia pushing me to those. But modern stuff holds up a lot better to active listening. Either way. [pauses] Was that a cop out? ... All right, let&amp;#39;s go with modern stuff. I actually prefer the melodies that were written in the chiptune days. But modern music has the potential for great writing as well,  combined with higher quality sounds. Some fans feel there&amp;#39;s an inherent compositional quality trade-off in newer videogame music compared to the older stuff, but I believe the best of the modern stuff is simply more elusive. Besides, people tend to gloss over the fact that not every chiptune was amazing back then either. &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;What do you think of the recent trend towards contextual music? In old &lt;i&gt;Zelda&lt;/i&gt;, you&amp;#39;d just have a melody looping for the whole time you were in a dungeon. Now, you often just have ambient effects and then an &amp;quot;action&amp;quot; motif when you approach an enemy. &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;djpretzel: &lt;/b&gt; Well, I think most good game music, even very old stuff, is still contextual on some level — it still makes sense for the environment. But more recently the focus/buzz has been on making that contextuality of a more real-time, responsive nature, as opposed to the loops you mention. In essence, this makes the experience more cinematic, with the score reacting to players&amp;#39; actions just like a well-cued Hollywood soundtrack would. For FMV sequences in games, obviously, this is nothing new and has been the standard for years. The challenge is in maintaining that very polished interactivity once a user&amp;#39;s actions become unpredictable. There are different ways of accomplishing this, including triggered motifs like you mention. I think it&amp;#39;s all very interesting and exciting, but I also think we need to take a step back once in awhile and remember that games are a different medium from movies, and that emulating them is an option, but not the only option. Who&amp;#39;s to say that looped melodies a la &lt;i&gt;Zelda&lt;/i&gt; and older 8-bit titles don&amp;#39;t make complete sense for certain games or genres? Game creators are creating interactive worlds... those worlds can resemble a film experience, and if that&amp;#39;s the goal, then responsive, interactive scores are perfect. But the true art of game creation, to me, is remembering that there aren&amp;#39;t any limits, that conventions of all other mediums can and should be bent or broken, and thus I think too much emphasis on targeting a cinematic experience could be dangerous. In essence, I think this trend is very positive, so long as it expands the arsenal of approaches to music in games, rather than narrows it. &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;How about the shift from short melodies to more expanded or moodier compositions? The difference between, y&amp;#39;know, &lt;i&gt;Zelda II&lt;/i&gt;&amp;#39;s Palace theme and &lt;i&gt;Ocarina&lt;/i&gt; &lt;i&gt;of Time&lt;/i&gt;&amp;#39;s Forest Temple theme? &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;djpretzel: &lt;/b&gt; This is totally natural; audio and music have progressed alongside graphics and other technical aspects of console hardware and gaming, and more ornate and varied compositions flow from those progressions. With &lt;i&gt;Ocarina&lt;/i&gt;, you&amp;#39;ve no longer got a limited palette of bright colors on screen, you&amp;#39;ve got a fully 3D world, and it&amp;#39;d be odd if the music didn&amp;#39;t match. This sometimes means the number of &amp;quot;hummable&amp;quot; tracks on a game soundtrack is reduced in favor of more ambient, atmospheric fare, but it&amp;#39;s usually right for the game, and composers like Koji Kondo in particular can almost always hit a balance between &amp;quot;song&amp;quot; or theme tracks and more environmental, BGM stuff. &lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;How did you meet up with Capcom on &lt;i&gt;Super Street Fighter II Turbo HD Remix&lt;/i&gt;? &lt;/b&gt;&lt;br /&gt;

&lt;b&gt;djpretzel: &lt;/b&gt; OCR is mostly about individual mixes, but every once in awhile we release album projects, where artists get together and focus on a specific game, composer, etc. We&amp;#39;ve released albums for &lt;i&gt;Chrono Trigger&lt;/i&gt;, &lt;i&gt;Donkey Kong Country&lt;/i&gt; and most notably &lt;i&gt;Final Fantasy VII&lt;/i&gt; with &lt;a href="http://ff7.ocremix.org"&gt;our &lt;i&gt;Voices of the Lifestream&lt;/i&gt; album&lt;/a&gt;  in 2007. Shael Riley and Stephen Malcom-Howell (a.k.a. Malcos), two veteran OC ReMixers, put together &lt;a href="http://sf2.ocremix.org"&gt;an album of &lt;i&gt;Super Street Fighter II Turbo&lt;/i&gt; mixes called &lt;i&gt;Blood on the Asphalt&lt;/i&gt;&lt;/a&gt; back in 2006. Capcom found the album online and contacted Shael, who in turn referred them to me. At first we were actually suspicious of being Punk&amp;#39;d or something, since it was such an amazing opportunity, but once we confirmed it was legit, we obviously jumped at the chance. &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;The &lt;i&gt;HD Remix&lt;/i&gt; soundtrack is based on &lt;i&gt;Blood on the Asphalt&lt;/i&gt;, but it&amp;#39;s not exactly the same. What are some of the changes? &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Larry Oji: &lt;/b&gt; Firstly, I definitely need to stress that the remixers didn&amp;#39;t do any mere drag-and-drop jobs on these. A lot of the pre-existing arrangements selected for inclusion on &lt;i&gt;HD Remix&lt;/i&gt; were full-on, four-to-five-minute arrangements with original sections, solos and so forth, which doesn&amp;#39;t fly in &lt;i&gt;Street Fighter II&lt;/i&gt;. So everything&amp;#39;s been edited down to a more standard sixty-to-ninety seconds and looped, focusing on the core of each theme to work like the old-school themes did. Dave had to handle relaying all of the desired modifications handed down by Capcom to the artists and got a variety of requests. This is where he gets music-nerdy! &lt;br /&gt;
    &lt;br /&gt;
    &lt;b&gt;djpretzel: &lt;/b&gt; In addition to length and formatting requirements, Capcom had some very specific feedback, and some comments that were more general in nature. In certain instances they wanted individual instruments changed out, tempo increased by a few beats per minute, or other modifications to production that were very easy for artists to implement. Other times, they were looking more for a different feel, or more subjective changes to texture, which were more challenging. We were blessed with a pretty long development cycle, so we had a lot of time to present different versions/permutations of each track and go through an iterative process. &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;Where are you getting the themes that aren&amp;#39;t originally from the album? Are these all new remixes? &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Larry Oji: &lt;/b&gt; Along with eight edits of mixes from &lt;i&gt;Blood on the Asphalt&lt;/i&gt;, three of the seventeen character themes are modified versions of other OC ReMixes. That left six themes with all-new takes, as well as nearly all new material for the fast versions of all the character themes, character endings and other assorted themes, with everything provided by our crew of remixers. Gotta give props to José E. Felix (a.k.a. José the Bronx Rican) for coming through in a big way with nearly every ending theme besides providing both the Dee Jay and Vega themes! &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;What&amp;#39;ve your production duties been like on the soundtrack?&lt;/b&gt;
&lt;br /&gt;
&lt;b&gt;Larry Oji: &lt;/b&gt; I&amp;#39;m a detail-oriented person, more behind the scenes. Dave functioned as the lead producer and director for the soundtrack, serving as the point of contact with game producer Rey Jimenez and Capcom to keep things streamlined on the communications side. He handled the legal stuff, as well as ensuring Capcom had all of the remixers&amp;#39; latest work as things progressed. I handled contacting remixers that were difficult to get a hold of in order to secure some pre-existing tracks, recruited and provided critique for some of the new music, and helped keep track of smaller details with all of our personnel. Even stuff like preparing our credits list for the game and getting new track titles for all of the remixed themes, I enjoy making sure the finer things are in place at the ground level, while Dave works with the big picture. If you had told me back when I played &lt;i&gt;Street Fighter II&lt;/i&gt; in my friend&amp;#39;s basement that I&amp;#39;d be in the credits of a game in the series nearly two decades later, I wouldn&amp;#39;t believe it. It&amp;#39;s an honor to help coordinate something that will always be a part of a historic franchise, especially &lt;i&gt;Street Fighter&lt;/i&gt;, the one that truly pulled me into game music beyond being a casual fan. &lt;br /&gt;
    &lt;br /&gt;
    &lt;b&gt;djpretzel: &lt;/b&gt; Working with Capcom was truly awesome. We brought our fandom — the way we express ourselves through mixing/arrangement — full circle, right back to a commercial product that is itself a remix of an absolutely classic game... it&amp;#39;s very meta, when you think about it. I think it&amp;#39;s something that could only have happened in a post-internet environment, with a company that was groovy enough to realize their fans could play a meaningful role. Mods, user-generated content, etc. have been around awhile, but I think there&amp;#39;s often an artificial wall — &amp;quot;this is the official content, this is the fan stuff&amp;quot; — that segregates things. This project tears down that wall, at least for game music, and integrates the two, without emphasizing the distinction. I think that&amp;#39;s a fantastic precedent to be setting, and I&amp;#39;m proud OverClocked ReMix was involved!&lt;br /&gt;&lt;br /&gt;
&lt;i&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/13/61fps-q-amp-a-david-lloyd-and-larry-oji-of-oc-remix-on-the-super-street-fighter-ii-turbo-hd-remix-soundtrack-part-1.aspx"&gt;Click here for Part 1!&lt;/a&gt; And check back tomorrow for a detailed look at the four all-new themes on the SSF2THD soundtrack!&lt;/i&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://nerve.com/CS/aggbug.aspx?PostID=117334" width="1" height="1"&gt;</description><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/peter+smith/default.aspx">peter smith</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/battletoads/default.aspx">battletoads</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/capcom/default.aspx">capcom</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/taito/default.aspx">taito</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/double+dragon/default.aspx">double 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domain="http://nerve.com/CS/blogs/61fps/archive/tags/koji+kondo/default.aspx">koji kondo</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/61fps+q_2600_amp_3B00_a/default.aspx">61fps q&amp;amp;a</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/tokuhiko+uwabo/default.aspx">tokuhiko uwabo</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/revenge+of+shinobi/default.aspx">revenge of shinobi</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/dream+house/default.aspx">dream house</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/ecco+the+dolphin_3A00_+defender+of+the+future/default.aspx">ecco the dolphin: defender of the future</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/blood+on+the+asphalt/default.aspx">blood on the asphalt</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/djpretzel/default.aspx">djpretzel</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/yasuhira+watanabe/default.aspx">yasuhira watanabe</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/spy+hunter/default.aspx">spy hunter</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/spider-man+and+the+x-men_3A00_+arcade_2700_s+revenge/default.aspx">spider-man and the x-men: arcade's revenge</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/oc+remix/default.aspx">oc remix</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/smurfs/default.aspx">smurfs</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/larry+oji/default.aspx">larry oji</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/kazunaka+yamane/default.aspx">kazunaka yamane</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/jose+e.+felix/default.aspx">jose e. felix</category></item><item><title>61FPS Q&amp;A: David Lloyd and Larry Oji of OC ReMix on the Super Street Fighter II Turbo HD Remix Soundtrack (Part 1)</title><link>http://nerve.com/CS/blogs/61fps/archive/2008/08/13/61fps-q-amp-a-david-lloyd-and-larry-oji-of-oc-remix-on-the-super-street-fighter-ii-turbo-hd-remix-soundtrack-part-1.aspx</link><pubDate>Wed, 13 Aug 2008 14:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:117327</guid><dc:creator>Peter Smith</dc:creator><slash:comments>2</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=117327</wfw:commentRss><comments>http://nerve.com/CS/blogs/61fps/archive/2008/08/13/61fps-q-amp-a-david-lloyd-and-larry-oji-of-oc-remix-on-the-super-street-fighter-ii-turbo-hd-remix-soundtrack-part-1.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;i&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/sf2hd3.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/sf2hd3.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt;Here at 61FPS, we couldn&amp;#39;t be more excited about the upcoming&lt;/i&gt; Super Street Fighter II Turbo HD Remix&lt;i&gt;. So it&amp;#39;s with great pleasure that we present our in-depth Q&amp;amp;A with David &amp;quot;djpretzel&amp;quot; Lloyd and Larry &amp;quot;Liontamer&amp;quot; Oji, of the definitive game-music remix site, &lt;a href="http://www.ocremix.org"&gt;OC ReMix&lt;/a&gt;. In a deliciously fan-friendly turn of events, OC ReMix was tapped to produce the music for &lt;/i&gt;SSF2THD&lt;i&gt; —&lt;/i&gt; &lt;i&gt;and we&amp;#39;ve got the inside scoop on this glorious reimagining of one of the greatest game soundtracks ever. &lt;/i&gt;&lt;i&gt;We also took the opportunity to chat with these  gurus on a wide range of game-music-related topics. Enjoy! &lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;&lt;b&gt;David, can you tell us about founding OC ReMix? &lt;/b&gt;&lt;br /&gt;

&lt;b&gt;David W. Lloyd (djpretzel): &lt;/b&gt; Way back in 1999, I was making a 3D comic strip dedicated to the emulation scene called &amp;quot;OverClocked&amp;quot; — a few episodes were actually pretty funny, and it played a part in popularizing the whole &amp;quot;All Your Base Are Belong To Us&amp;quot; craze, but it was also a way for me to get better at Photoshop and 3D Studio MAX. I wanted something I could work on for music as well, to get better at composing, arranging and producing; I had this idea to do videogame arrangements of my own, but also to open it up to others. At the time, there were sites which were specific to Commodore 64 games, and which focused on techno mixes, but nothing that was more open-ended. I wanted a website that encouraged jazz, classical, rap, rock and anything else, in addition to electronica genres, and which allowed arrangements from computer games, console games, handheld games and arcade games alike. There was nothing like that in existence, so I figured I&amp;#39;d start something myself. &amp;quot;OverClocked ReMix&amp;quot; started as a side-project to &amp;quot;OverClocked&amp;quot; the comic strip, but eventually became a hundred times bigger. In the early days, I was like a door-to-door salesman, emailing people asking for their permission to post their mixes on the site, but once it grew large enough, people started sending us stuff. Eventually there were so many submissions that we needed to create a judges panel and more official guidelines/standards, which really helped clarify what we&amp;#39;re all about — interpretive arrangements, not just the original with drum loops on top. The rest, as they say, is history! &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;Larry, how did you get involved with the OC ReMix community? &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Larry Oji (Liontamer): &lt;/b&gt; I love hearing stories on how people have found the site, and I share mine when I can in order to encourage people to check out everything OCR has. I did college radio at Emory University &amp;#39;s WMRE in Atlanta, where I loved playing video game music on my shows alongside mainstream music, mostly Britpop stuff. A friend of mind as well as a casual gamer and fellow DJ, Matt Kertz, saw that I played videogame music and recommended that I check out what was then remix.overclocked.org in early 2002. That was my first exposure to the site. The site was only two years old at the time and had more than 500 mixes by that point; I downloaded about thirty, sticking only with the few games I grew up with, and was extremely happy. But I didn&amp;#39;t follow the site closely or try anything from games I had no history with, which was a huge mistake. &lt;br /&gt;
    &lt;br /&gt;
  Luckily for me, I told my best friend Joe Mauri about the site and he downloaded everything OC ReMix had. If he hadn&amp;#39;t done that, I wouldn&amp;#39;t be where I am today. That summer, I sat down at his computer, listened to all the free remixes one by one over three days, and was simply amazed at how creative everything was. Even the games I wasn&amp;#39;t familiar with had some amazing themes that were being remixed, and I ended up doing the research and downloading chiptunes of the original tracks to better understand what inspired the remixes. So it was a great crash course in the history of videogame music, and from that point on I was hooked. I shifted my radio show&amp;#39;s format to videogame music exclusively, and volunteered for the site by filling in the database with info on remixers, composers and songs. I also grew as a music critic to the point where I was invited to join the site&amp;#39;s judges panel in July 2004, where I help evaluate submitted material. Listening to music and spreading the word on OCR is one of the most enjoyable jobs I can think of. &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;Let&amp;#39;s talk about game music in general. What got you into game music? &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;djpretzel: &lt;/b&gt; My earliest VGM memory would be the happy little tunes in &lt;i&gt;Smurfs&lt;/i&gt; for the Colecovision and &lt;i&gt;Dream House&lt;/i&gt; for the C64. The use of the Peter Gunn theme  in &lt;i&gt;Spy Hunter&lt;/i&gt;, also for the C64, was pretty classic as well. But it was really the Sega Master System that got me hooked — I loved the music from &lt;i&gt;Alex Kidd&lt;/i&gt;, &lt;i&gt;Shinobi&lt;/i&gt; and &lt;i&gt;Space Harrier&lt;/i&gt; so much that I recorded the output of the console to tape and, sadly, did my own lame seven-year-old&amp;#39;s version of DJing between tracks. To the best of my knowledge, those tapes are long gone, which I&amp;#39;m more than okay with from a human-dignity perspective, but they nevertheless represented my first steps into actually interacting with VGM. &lt;br /&gt;
    &lt;b&gt;&lt;br /&gt;
  Larry Oji: &lt;/b&gt; My earliest days of gaming were with the NES with a tiny bit of Master System. The SNES and Sega Genesis came a little later, so all of those systems planted the seeds. I didn&amp;#39;t own too many titles, but I loved a lot of the soundtracks I heard. &lt;i&gt;Super Mario Bros. 3&lt;/i&gt; was the epitome of an excellent game and Koji Kondo&amp;#39;s music from it was no exception. The first &lt;i&gt;Donkey Kong Country&lt;/i&gt; on the SNES was amazing to me as well, and I loved the &lt;i&gt;Streets of Rage&lt;/i&gt; and &lt;i&gt;Sonic the Hedgehog&lt;/i&gt; series on the Genesis side. I can&amp;#39;t forget &lt;i&gt;Street Fighter II&lt;/i&gt; either. That was first in a long line of &lt;i&gt;Street Fighter&lt;/i&gt; games that stuck with me, even when I didn&amp;#39;t realize how immersed in game music I&amp;#39;d be down the line. It goes without saying, but the best games truly have a synergy going on between the gameplay and soundtrack that provides the total package. &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;What do you love about game music?  &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Larry Oji: &lt;/b&gt; The music from the games I grew up with had some of the best melodies and hooks imaginable. And the tunes had such range in terms of genres. As a kid, I obviously didn&amp;#39;t think about it on a scholarly level, but I subconsciously latched onto the depth that videogame music possessed. Think about the range when you compare the soundtracks of &lt;i&gt;Super Mario Bros.&lt;/i&gt; to &lt;i&gt;Double Dragon&lt;/i&gt; to &lt;i&gt;Road Rash&lt;/i&gt;. The 16-bit era, especially the SNES, was a big step up in realizing game music&amp;#39;s potential, thanks to the wider array of sounds and more complex textures. The best composers really didn&amp;#39;t put those extra resources to waste. The thing I love most is that game music is a medium and not a genre; game music can, and often does, involve any and all genres, so you get a flavor for all sorts of styles if you keep your ears and mind open. The fact that many game themes are malleable and can be reinterpreted makes me love game music that much more. Every time I hear an OC ReMixer take a theme and transform it into something fresh that I wouldn&amp;#39;t expect, it validates being a fan of the medium. &lt;br /&gt;
    &lt;br /&gt;
    &lt;b&gt;djpretzel: &lt;/b&gt;...what he said. It&amp;#39;s worth mentioning that I&amp;#39;m a big fan of soundtracks in general — film, television, anime, etc. — and that contextual music that&amp;#39;s part of a larger work always has a certain appeal for me. With almost all other mediums, though, it&amp;#39;s a linear, non-interactive experience, so you only hear certain themes once or twice. With game music, because it&amp;#39;s interactive, and because you can end up hearing the same piece ad infinitum, I think there&amp;#39;s a much stronger mental association between the music and what it represents. A classic example for me would be the first town theme from &lt;i&gt;Lunar&lt;/i&gt; for the Sega CD — every time I hear it, I can envision the town layout in great detail and feel like I&amp;#39;m there. You can get that type of strong association with film scores and even non-soundtrack material, sure, but I find it happens more often with VGM. This of course requires that you&amp;#39;ve actually played the game the music is from, though, which isn&amp;#39;t necessary &lt;i&gt;at all&lt;/i&gt; just to enjoy the music at face value!
&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/14/61fps-q-amp-a-david-lloyd-and-larry-oji-of-oc-remix-on-the-super-street-fighter-ii-turbo-hd-remix-soundtrack-part-2.aspx"&gt;&lt;i&gt;
Click here for Part 2!&lt;/i&gt;&lt;/a&gt;&lt;/b&gt; &lt;/font&gt;&lt;/p&gt;&lt;img src="http://nerve.com/CS/aggbug.aspx?PostID=117327" width="1" height="1"&gt;</description><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/peter+smith/default.aspx">peter smith</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/battletoads/default.aspx">battletoads</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/capcom/default.aspx">capcom</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/taito/default.aspx">taito</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/double+dragon/default.aspx">double dragon</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/super+street+fighter+II+turbo+hd+remix/default.aspx">super street fighter II turbo hd remix</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/zelda/default.aspx">zelda</category><category 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domain="http://nerve.com/CS/blogs/61fps/archive/tags/61fps+q_2600_amp_3B00_a/default.aspx">61fps q&amp;amp;a</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/tokuhiko+uwabo/default.aspx">tokuhiko uwabo</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/revenge+of+shinobi/default.aspx">revenge of shinobi</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/dream+house/default.aspx">dream house</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/ecco+the+dolphin_3A00_+defender+of+the+future/default.aspx">ecco the dolphin: defender of the future</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/blood+on+the+asphalt/default.aspx">blood on the asphalt</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/djpretzel/default.aspx">djpretzel</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/yasuhira+watanabe/default.aspx">yasuhira watanabe</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/spy+hunter/default.aspx">spy hunter</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/spider-man+and+the+x-men_3A00_+arcade_2700_s+revenge/default.aspx">spider-man and the x-men: arcade's revenge</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/oc+remix/default.aspx">oc remix</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/smurfs/default.aspx">smurfs</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/larry+oji/default.aspx">larry oji</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/kazunaka+yamane/default.aspx">kazunaka yamane</category></item><item><title>Chiptune Friday: Don't Just Stand There, Bust A Move!</title><link>http://nerve.com/CS/blogs/61fps/archive/2008/07/11/chiptune-friday-don-t-just-stand-there-bust-a-move.aspx</link><pubDate>Fri, 11 Jul 2008 17:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:108670</guid><dc:creator>Derrick Sanskrit</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=108670</wfw:commentRss><comments>http://nerve.com/CS/blogs/61fps/archive/2008/07/11/chiptune-friday-don-t-just-stand-there-bust-a-move.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/bubbobantsy.gif" alt="" align="right" border="" height="100" hspace="" width="100" /&gt;&lt;font size="2"&gt;No, this is not a post about Young MC (&lt;a href="http://youtube.com/watch?v=xy4FXhkm6Nw" target="_blank"&gt;oh, but if only...&lt;/a&gt;)&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/09/ost-bubble-bobble.aspx" target="_blank"&gt;John&amp;#39;s comments on &lt;i&gt;Bubble Bobble&lt;/i&gt;&lt;/a&gt; got me thinking about its puzzle spin-off, the wildly addictive and oft-copied &lt;i&gt;Puzzle Bobble&lt;/i&gt;, or as it is more popularly known, &lt;i&gt;Bust A Move&lt;/i&gt; &lt;font size="1"&gt;(or, as it is more casually known, &lt;i&gt;Snood&lt;/i&gt;)&lt;/font&gt;.&lt;br /&gt;
&lt;object height="110" width="300"&gt;&lt;param name="movie" value="http://media.imeem.com/m/wygvm_E-Kx/aus=false/"&gt;&lt;param name="wmode" value="transparent"&gt;&lt;embed src="http://media.imeem.com/m/wygvm_E-Kx/aus=false/" type="application/x-shockwave-flash" wmode="transparent" height="110" width="300"&gt;&lt;/object&gt;&lt;br /&gt;
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Like its source game, &lt;i&gt;Puzzle Bobble&lt;/i&gt; had a catchy yet decidedly limited soundtrack. This here &amp;quot;Challenge Mode&amp;quot; theme from the Super Nintendo port of the arcade classic was always my favorite.&lt;br /&gt;&lt;br /&gt;Break it down for me fellas...&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Related articles:&lt;/b&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/09/ost-bubble-bobble.aspx"&gt;OST: Bubble Bobble&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/27/chiptune-friday-return-of-the-blue-bomber.aspx"&gt;Chiptune Friday: Return of the Blue Bomber&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/13/chiptune-friday-do-the-monster-mash.aspx"&gt;Chiptune Friday: Do the Monster Mash!&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/30/chiptune-friday-lunge.aspx"&gt;Chiptune Friday: LUNGE!&lt;/a&gt;&lt;/font&gt;&lt;br /&gt;&lt;/p&gt;&lt;img src="http://nerve.com/CS/aggbug.aspx?PostID=108670" width="1" height="1"&gt;</description><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/derrick+sanskrit/default.aspx">derrick sanskrit</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/taito/default.aspx">taito</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/chiptune+friday/default.aspx">chiptune friday</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/super+nintendo/default.aspx">super nintendo</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/snood/default.aspx">snood</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/bust+a+move/default.aspx">bust a move</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/bubble+bobble/default.aspx">bubble bobble</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/puzzle+bobble/default.aspx">puzzle bobble</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/puzzle/default.aspx">puzzle</category></item><item><title>Yeah, But Is It Art?: Pac-Man Championship Edition</title><link>http://nerve.com/CS/blogs/61fps/archive/2008/05/16/yeah-but-is-it-art-pac-man-championship-edition.aspx</link><pubDate>Fri, 16 May 2008 16:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:93930</guid><dc:creator>John Constantine</dc:creator><slash:comments>1</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=93930</wfw:commentRss><comments>http://nerve.com/CS/blogs/61fps/archive/2008/05/16/yeah-but-is-it-art-pac-man-championship-edition.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/Pac-Man.JPG"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/Pac-Man.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
There’s no time like the present to revitalize fundamental game types. Like abstractionist painters finding new creative horizons in crafting a pristine still life, designers are going back to the well, throwing off the shackles of complex narrative and detail rich presentations to create more immediate, visceral experiences. Once June rolls around, we here in the United States will get our greedy little hands on &lt;a href="http://www.dsfanboy.com/2008/01/18/space-invaders-extreme-preorder-gift-shows-impeccable-logic/"&gt;&lt;i&gt;Space Invaders Extreme&lt;/i&gt;&lt;/a&gt; and &lt;a href="http://blog.wired.com/games/2007/12/impressions-ark.html"&gt;&lt;i&gt;Arkanoid DS&lt;/i&gt;&lt;/a&gt;, stylized modernizations of Taito classics with gameplay rooted in thirty year-old tradition. The trend, however, kicked off one year ago when &lt;a href="http://en.wikipedia.org/wiki/Toru_Iwatani"&gt;Toru Iwatani&lt;/a&gt; released &lt;i&gt;&lt;a href="http://www.xbox.com/en-US/games/p/pacmanchampionshipeditionxboxlivearcade/"&gt;Pac-Man Championship Edition&lt;/a&gt;&lt;/i&gt;. Iwatani’s swansong, &lt;i&gt;Championship &lt;/i&gt;outwardly looks like little more than a gussied up version of the 1980 original. Get your hands on it, though, and &lt;i&gt;Championship &lt;/i&gt;shows its true colors as a very different work. &lt;i&gt;Championship &lt;/i&gt;and the original &lt;i&gt;Pac-Man&lt;/i&gt; have the same fundamental goal: get the highest score. But &lt;i&gt;Championship &lt;/i&gt;is a fluid, timed experience as opposed to a series of contained, linear challenges. Pac-man, the ghosts, the light house-techno music, the pulsing of the screen all increase in tempo as the clock winds down and the score rises, creating a hypnotic effect. When you make a mistake and it’s all momentarily halted, it’s jarring and drives you to keep the experience uninterrupted. 
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I claimed to Pete earlier this year that &lt;i&gt;Pac-Man Championship&lt;/i&gt; was the best game I played in 2007. I still think that’s true. It is gaming at its purest: simple, elegant, and beautifully affecting.
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Have you played it, FPSers? Do you agree? Am I mad?
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Editor&amp;#39;s note: Pete finally played it about a month back and told me, &amp;quot;It&amp;#39;s just Pac-man.&amp;quot; What an ass.&lt;/i&gt;
&lt;/font&gt;&lt;/p&gt;&lt;img src="http://nerve.com/CS/aggbug.aspx?PostID=93930" width="1" height="1"&gt;</description><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/pac-man/default.aspx">pac-man</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/yeah+but+is+it+art/default.aspx">yeah but is it art</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/taito/default.aspx">taito</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/space+invaders+extreme/default.aspx">space invaders extreme</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/arkanoid+ds/default.aspx">arkanoid ds</category></item></channel></rss>