Sundry Sunday: Gyruss Themes

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

While there are examples of excellent music from the classic era of arcades (Frogger comes immediately to mind), I don’t think there is much that can equal that of Gyruss’ arrangement of Bach’s Tocatta and Fugue in D Minor. Here it is, isolated from the rest of the game’s soundtrack, from Youtube uploader StyleK226 (1 1/2 minues):

Wikipedia tells us that the arcade arrangement is reminiscent of a version of the song from the British band Sky, titled just “Toccata” (4 1/2 minutes):

If you only know Gyruss from the NES port, you might be surprised that it’s an almost entirely different arrangement from the arcade version! Maybe it was changed because of the similarity to Sky’s version. Some people prefer that one, it’s got a bit more variety, although I think the arcade’s is a bit better. Judge for yourself (3 minutes):

The Toccata is only used for the intro and the first warp on each planet, which is a bit of a shame, the rest of the music isn’t bad, but it’s not Bach. In Japan, Gyruss was a Famicom Disk System game. The FDS had extra sound hardware, and the result is an upgraded version of the NES soundtrack (14 minutes in all):

There’s been a number of fan versions of the Gyruss soundtrack, although most of them seem to be inspired by the NES port rather than the arcade original. Here’s a metal medley of that particular musical mutation (3 minutes):

As commenter @Fordi says, “What I love is that Intro / Stage 1 is a genre cover (metal) of a game’s adaptation (Gyruss) of a genre cover (Sky – Toccata) of classical music (Toccata and Fugue in Dm).”

Sundry Sunday: Megalixir

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

A really recent one this time! BitFinity, a.k.a. Matthew Taranto, who made Brawl in the Family and a fair amount of Waluigi music, animated and wrote this terrific little song about item hording in Final Fantasy VI, sung by Taylor Robinson.

Sundry Sunday: Onett, Titanic Ant and Captain Strong from Duane and BrandO

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

The Adventures of Duane and BrandO were a nerdcore rap group that focused on doing video game parody songs. It’s an oft-told tale, old as time. They had some drama and broke up a few years ago, but not before making some nice tracks.

Honestly, that isn’t my scene musically, but they did some tracks based on Earthbound, and that entirely is my scene. The whole thing’s on Bandcamp, but here’s a sequence of three bits early in the game: a fairly straight rendition of part of the music for the first town, a diss track (is that what they call them?) from the first “Your Sanctuary” boss, and then the highlight, I think, in which the Onett police force get their heads handed to them by a 12-year-old kid. “I’m out of here that looks like it smarts/Check out my Super-Ultra-Mambo-Tango-Foxtrot Martial Arts!” (SUMTF?)

Onett – Titanic Ant – Captain Strong: YoutubeBandcamp (2 1/2 minutes)

Sundry Sunday: Pirhana Plants On Parade With Fan-Made Lyrics

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

We linked a couple of weeks back to the Pirhana Plants on Parade music in an early level of Super Mario Wonder. Here are well-written and executed fan-made lyrics for the song, presented along with the level. It reads and sounds like something Nintendo’s own localizers might have made! Please enjoy:

Pirhana Plants on Parade With Lyrics (Youtube, one minute)

Super Mario Bros. Wonder Halloween Music

Not to keep banging the drum about the new Mario game, but there are a number of what we might call “music levels” in the game, and a couple in particular fit in with the spirit of the day. Here they are: Pumpkin Party and A Night At Boo’s Opera (length: 3 minutes). This is an edited-down version of a 28-minute compilation of all of the game’s music sequences, on Youtube.

Roguelike Celebration Talks Start Tomorrow!

Ah, it crept up on me, so let me remind everyone that Roguelike Celebration begins today, although until tomorrow it just means they’re opening their social space for awhile. Nicole Carpenter at Polygon wrote a short piece about this year’s conference.

There is an admittance fee, but if you can’t afford it you can also get a free pass! Please consider paying them if you are able though, they do a lot of work every year in putting it together.

Here is the official schedule (linked), below is it presented just as a list of talks, with ✨sparkle emojis✨ around the things that personally enthuse me. ✨Just because!✨

Times given are US Pacific/Eastern. If you think the short times between starts are indicative of short talks, most of them aren’t that short, they have two tracks going on beside each other:

SATURDAY

9:30 AM/12:30 PM: Arron A. Reed, Klingons, Hobbits, and the Oregon Trail: Procedural Generation in ✨the First Decade of Text Games

10:00 AM/ 1 PM: Nic Tringali, ✨Abstract Space Exploration✨ in The Banished Vault

10:30 AM/ 1:30 PM: Linas Gabrielaitis, Fictions of Infinity in ✨Geological Finitudes

10:45 AM/1:45 PM: Ludipe, Exploring ✨Pacifist✨ Roguelikes

11:30 AM/2:30 PM: Florence Smith Nicholls, Another Stupid Date: ✨Love Island as a Roguelike

11:45 AM/2:45 PM Kes, Hunting the Asphynx: Roguelikes, ✨Provenance✨, and You

Noon/3 PM: Mike Cook, Generating Procedures: ✨Rule and System Generation✨ for Roguelikes

1:30 PM/4:30 PM: Scott Burger, The ✨Data Science✨ of Roguelikes

2 PM/5 PM: Nat Alison, In Defense of ✨Hand-Crafted Sudoku

3 PM/6 PM: Eric Billingsley, Scoped-down design: ✨Making a Tiny Roguelike

3:30 PM/6:30 PM: Elliot Trinidad, Touching Grass & Taking Names: Tuning the ✨Blaseball✨ Name Generator

4:30 PM/7:30 PM: Paul Hembree, Audible Geometry: Coordinate Systems as a Resource for ✨Music Generation

5 PM/8 PM: Jurie Horneman, Why ✨Dynamic Content Selection✨ Is Hard

SUNDAY

9:30 AM/12:30 PM: Mark Johnson, ✨Generating Riddles✨ for a Generated World

10 AM/1 PM: Jesse Collet & Keni, Fireside Chat About the Development of ✨NetHack

10:30 AM/1:30 PM: ✨Leigh Alexander✨, ✨McMansions of Hell✨: Roguelikes and Reality TV

1 PM/4 PM: Ray, Remixing the Layer Cake: Facilitating ✨Fan Reinterpretation✨ Through ✨Caves of Qud✨’s Modular Data Files

1:15 PM/4:15 PM: Crashtroid, Preventing Ear Fatigue with ✨Roguelike Music

1:30 PM/4:30 PM: Everest Pipkin, The Fortunate Isles: Fragment Worlds, Walled Gardens, and ✨the Games That Are Played There

2 PM/5 PM: ✨Jeff Olson✨, ✨Alphaman✨: Developing and Releasing a Post-Apocalyptic Roguelike Game in the ✨DOS Days✨ When Computers Were Slow, Memory Was Scarce, and No One Had Ever Heard of Object-Oriented Code

3 PM/6 PM: Dustin Freeman, ✨Live Action Roguelike

3:30 PM/6:30 PM: Jonathan Lessard, A ✨Simulation✨ with a View

3:45 PM/6:45 PM: Tom Francis, Generating ✨Boring Levels✨ for Fresh Experiences in Heat Signature

4 PM/7 PM: Patrick Kemp, Design Tooling at ✨Spry Fox

5 PM/8 PM: Stav Hinenzon, A Messy Approach to ✨Dynamic Narrative✨ in Sunshine Shuffle

5:15 PM/8:15 PM: Josh Galecki, ✨Procedurally Generating Puzzles

5:30 PM/8:30 PM: Jasper Cole, ✨Backpack Hero✨ – Player Upgrades and Progression

6 PM/9 PM: Brianna McHorse & Chris Foster, Fusing AI with Game Design: Let the ✨Chaos✨ In

Super Mario Wonder: Pirhana Plants on Parade

There was apparently a leak of the upcoming Super Mario Bros Wonder game (the first hour of gameplay is here), and it has a terrific little sequence that makes me think it’s going to become highly memeable. The part that really makes it for me is the flowers’ comments. Here it is, edited down to just that sequence. Note that this is a spoiler, but it’s for only the second level of the a whole long game.

Because of the danger it’ll be taken down, I’m not uploading this to Youtube. Please enjoy, it’s about a minute long.

Much much later, in a secret world, there is a reprise of this idea, and it’s much harder. Warning you now, It’s a more significant spoiler, not for story reasons, but just for existing. It’s fun, but looks pretty hard! I got the video out of a much longer video, at 4 1/2 hours and showing off all of that secret world, here. This is just that level, at two minutes long:

Dragon Con 2023: Music Games

Save Point brought a whole bevy of Japanese arcade music games to DragonCon this year. I am of two minds of them: it’s definitely niche and I’m in favor of that, and it’s nice to see a genre like this represented well. But they brought so many of them, and they were stationed close to the board gaming area, which made it very difficult to be heard there. Throughout most of the con you had to nearly shout to be heard in that area! I couldn’t get into any board games because of it. Hopefully next year they’ll find a way to better isolate the music games from attractions more suited to a quiet atmosphere.

Still, I will set aside my grudge against wrecking my Le Havre experience this year in order to document, via my cell phone, the many music games that appeared in 2023. Here we go:

StepManiax, played by the requisite bikini girl
“Jubeat” here has been at DragonCon several times before. It’s got an unusual form factor, and no screen?
“Pop’n Music,” from Konami’s Bemani series. I don’t get the significance of the “Pop’n” appellation. Is it related to Pop’n Twinbee? Is “Pop’n” a good thing in Japan?
I think this picture was from Pop’n Music.
I am uncertain how proper it is to make fun of the blatant Engrish in the title of “Sound Voltex Exceed Gear” here. The game has been at DragonCon many times, and every time the word Voltex makes my inner editor cringe. Maybe the title was intentional, but I doubt it. Anyway, it features the usual kind of anime girl characters that are so common in the art for these games.
From another Konami game whose name I don’t seem to have recorded. The penguin mascots are unmistakable relatives of Penta, introduced way back in 1983 in Antarctic Adventure for the MSX, and Pentarou from the Parodius series.
One of Namco’s Taiko no Tatsujin drumming games, rarely seen in the US. Donkey Konga on the Gamecube was part of this family.
Of course there was a Dance Dance Revolution machine, how could there not?
Groove Coaster, mostly a rhythm game where you tap a button as a cursor reaches designated points in a line. I think Rhythm Heaven does it much better in principle.
Technica 3 here asks, why be satisfied with one screen when you can have two?
“WACCA” (?) here is one of two games to use a washing machine-inspired cabinet design.
This one, whose title I didn’t catch, is a washer/dryer combo
This mutation of the theme of DDR, and the next one, are so old as to use the old Konami twin stripe logo, which I think is much better than the following “company name on red background” one.
Dance Maniax 2nd Mix. Konami really saturated the market with these for awhile, didn’t they?
Almost the last one. I can almost hear the overwhelming din in my ears now.
The last one, Rhythm Heaven! Of course the most charming and unique of them all was the one I could barely hear at all, its volume was turned so far down. It was almost unplayable, but it still had a lot of people try it out!
I mean just look at this! How could you not want to play it? What’s up with that stylin’ monkey? Why is that giraffe in the shot??
It’s blurry but I had to include this one, from the attract mode. The Rhythm Heaven games have so much love and care poured into them. Of course many of the staff also worked on the WarioWare series.

That just may exhaust what I can milk from my DragonCon attendance this year. Back to our usual beats!

The Last UmJammer Lammy Now Arcade Machine

News flash: there is one UmJammer Lammy Now arcade machine remaining in the world!

News flash: by the way, there used to be an UmJammer Lammy arcade machine!

The news of both comes to us from the account of Youtuber UnEricYockey (12 minutes), in the form of a short documentary on the game’s history and, due to poor performance on location test, what is probably its sole surviving unit:

We recently posted about Rodney Greenblat’s early obscure Playstation title Dazzeloids, made a year or two before his and Nana-On Sha’s breakout hit Parappa the Rapper. Parappa became something of a media franchise, spawning a much-overdue sequel on the Playstation 4 and an anime series. UmJammer Lammy was Parappa’s original sequel, that brought the same kind of call-and-response gameplay to guitars.

UmJammer Lammy starred Lammy, an insecure young lamb and front-woman for the band Milkcan, who becomes a rock goddess when a guitar is in her hands. Play structure is similar to Parappa, giving the player a series of increasingly unlikely situations that they have to escape somehow by playing music: a dream, putting out a fire, taking care of babies, flying an airplane, making a chainsaw sculpture, and escaping Hell itself (or, getting off an island, in overseas versions), before ending with the most dire situation of all: a public performance in front of a stadium full of people. Yikes! You can do it Lammy!

Production values were a bit less than Parappa, but Lammy and her friends were, indeed are, still engaging and wonderful, and the PS1 game is worth giving a try if you’re at all a fan of Parappa and his world. You can play as Parappa in an unlockable mode after you win, and all of the game’s tracks were mixed as funky remakes! Sadly I can tell you that Parappa’s lines had nowhere near as much flow as they did in his first game, but speaking as one of the few US players who bought a copy of UmJammer Lammy, jamming with her is a great time.

That should be enough information on Lammy’s game. But, how did UmJammerLammy Now come about? The video tells us that the Namco System 12 arcade board is pretty much an original Playstation in an arcade format, and Namco wanted to get some games in Japanese arcades quickly to compete with Konami’s rhythm game dominance.

While the gameplay of the arcade version is similar to the PS1 edition, there are some notable differences, including a surprising number of extra cutscenes featuring the various business ventures of Joe Chin, the antagonist of Parappa the Rapper. The arcade game has been dumped for preservation purposes, and all of its cutscenes are demonstrated in a Youtube video, also on UmEricYockey’s channel (23 minutes):

There’s so much weird Parappa lore in this weird and obscure arcade game! And Lammy’s crippling social anxiety truly makes her a heroine for our age.

Found the last Um Jammer Lammy NOW! (Youtube, 12 minutes)

Um Jammer Lammy NOW!- 4K Arcade Cutscenes & Attract Sequence (Youtube, 23 minutes)

Sundry Sunday: Super Mario Bros. Played with Live Instruments, Again

Playing the Super Mario Bros. theme live with a variety of instruments has been an internet video staple for a couple decades now. Here it is with accordion and a harp-like instrument called a bandura:

Thanks to Kevin Rothrock for finding this, and to Maks for finding it on Youtube!

Sundry Sunday: Louie Zong’s Garlic Jam

Louie Zong makes a bunch of fun song videos! Once in a while they’re game related. This one’s a short album made with Warioware D.I.Y’s composition feature. Even though it’s only about 12 minutes long, there’s ten songs squeezed in there, and each come and gone so soon that none have the opportunity to bore your brain.

A Video on Wario Land 4’s Sound Design

Did you ever play Wario Land 4 on the Gameboy Advance? It was the last “classic” Wario Land game before its team switched over to making WarioWare games. If you’re a gaming, or at least a Nintendo, enthusiast you probably know what WarioWare games sound like, that endearingly weird crushed and echoey sound, but you might be surprised to discover that Wario Land 4 sounds of a piece with the Wario Land titles! Here’s the intro, hear for yourself:

Here’s the original WarioWare’s intro to compare its sound to. It’s all the good stuff!

geno7 over on Youtube (who has a terrific home page, by the way!) did a 51-minute deep dive into WL4’s sound design that’s just the kind of obsessive attention to detail that our cadre of pixel art loonies appreciate! Have a gawk and a listen and see if you agree.

The Bizarre Music and Sound Design of Wario Land 4 (Youtube, 51 minutes)