From space pilots to legendary kings, we rock each and every one of you.
The show can be downloaded here,
or streamed here:
The link to the article I reference is here.
And this is "The" round table:
And the track list below:
# - Game - Track - System - Composer
1 - Galaxy Force - Take Back - Arcade - Katsuhiro Hayashi
2 - Efera & Jiliora: The Emblem From Darkness - In Game Music 1 - PC-Engine CD - Shōji Honda (music) & Shintarō Ashizawa (arr.)
3 - PLIS - In-Game BGM 1 - C64 - Stello Doussis
4 - ShockWave - Electric Revenge / Red Sector Theme - Amiga - Matthew Simmonds
5 - Knights of the Round - Desperate Fight - SNES - Isao Abe
6 - Hugo 2 - Title Screen - Game Boy - Alberto Jose Gonzalez
7 - Metropolis Street Racer - It Doesn't Really Matter - Dreamcast - Richard Jacques & TJ Davis (vocals)
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ReplyDeleteThe Round Table looks like a giant dart board!
ReplyDeleteWow, so many good tracks(like I should be surprised)! I love that Galaxy Force track; Data Discs just released Galaxy Force II/Thunder Blade on vinyl and I picked it up for my brother's birthday. Incidentally, I have yet to determine the difference between GF and GFII. I'm not convinced they're not the same game. I first saw the game at Disneyland right after it game out; it had a crazy sauceresque cabinet that tilted and rotated 270 degrees in either direction(a fact I only determined a few weeks ago when I contacted a guy who actually owns one).
So I was confused by your explanation of Super Scaler tech(or more generically "scaling" and "rotation", as it was known to us civilians back in the day). Listening to it again, the misleading phrase was "The Super Scaler series was an early form of 3D texture mapping". It had nothing to do with texture mapped polygons. Simply put, it was the act of redrawing a sprite in hardware at different sizes. Similarly, rotation was redrawing a sprite in hardware at different angles around an axis. Doing it in hardware saved a lot of time, since the artists didn't have to redraw sprites by hand, and it was also much smoother. I found it pretty funny that you had to explain scaling by relating it to polygons; having experienced scaling and rotation first, I came to understand texture mapping by understanding how scaling and rotation worked(or "Mode 7", as Nintendo liked to call it).
And I loved all the other tracks as well, even the C64 track. I realized this morning that my general ambivalence toward SID chip music is because the stringent tonal quality of most SID-created sounds are approaching the same frequency range of fingernails on a chalkboard. Or maybe it's that C64 tracks played on modern hi-fi gear sounds that way; I don't remember having the same reactions back in the day when I listened to my C64 out of a monitor speaker.
By the way, the mixing with your new setup is getting a lot better. The only place I noticed that the vocals sounded too quiet was coming off of the ShockWave track. Other than that, it was all great!
I think I prefer Knights of the Round.......woman. Oh, to see THAT game!
Hey ND!
DeleteI actually know the answer to this! Galaxy Force 2 is essentially a patch for GF 1. There were a handful of extra levels (1-3, I think) and I believe some bug fixes too. The music was largely identical. Sooooo pretty much the same game. I have never seen the cabinet though, that sounds awesome. I can’t believe some guy has one in his garage, or whatever… I want that.
Maybe it would be more correct to call it the progenitor to 3D texture mapping. I read it described as an early form, and I thought it got the information across, but it probably isn’t technically correct. I was also a sprite first guy, but because distaste for flat-shading spurred the creation of super scaler, I thought it made sense to try to tackle both.
I’m glad you enjoyed the C64 track. I’m trying to work more into the episodes. I think they are largely unmined in American VGM shows. And you are right, there are some places the composers can go very wrong very quickly. But really the same can be said about any of the old hardware. Genesis has some punishing music. Different issues than with the C64, but unpleasant nonetheless. Now that I’m thinking about it, it seems like the SID music likes to live in the high-highs, or low-lows. I wonder if that has something to do with the tech, or if I am imagining it as a type.
I did notice the volume shift, but I think that was due to my recording. Since I don’t do everything in one take, or sometimes not even on the same day, my speaking volume can change between paragraphs. I think that may have been the case there, and mixing didn’t iron it out. But I’m glad for the feedback. I think we are getting pretty close to dialing it in.
Knights of the Round Woman: https://www.youtube.com/watch?v=VMnjF1O4eH0
Queen! I can't listen to that song without thinking of Spinal Tap's "Big Bottom": https://www.youtube.com/watch?v=YjC0vMIrOAk
DeleteHere's footage of the GFII cabinet moving: https://www.youtube.com/watch?v=O2T3K1LVMTs
And I lied, it was 360 degrees each way:
https://www.youtube.com/watch?v=7bZfY-LK10U
What's funny is that I came THIS close to using the spinal tap song...
DeleteAlso, whoa...
Great music this episode! Stello Doussis and Alberto Jose Gonzalez are some of my top favorite Western style composers, along with Tim Follin, Rob Hubbard, etc.
ReplyDeleteStello was completely off my radar until this episode. I'm guessing it was because of his era and the systems he composed for, but I just wasn't really familiar with him.
DeleteAJG, however, is one of my most-favs. I think he might be THE best game boy composer, if not top 5.
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