Wednesday, February 22, 2017

Biweekly Music Wednesday! No. 47 ~Inside the Castle Walls~ (Super Mario 64)




Origin: Super Mario 64
Plays In: Peach's Castle
Status: Original Composition
Composed By: Koji Kondo

A new Nintendo console is coming in just over a week! How's everyone handling the suspense?

For me, the anticipation for a new Nintendo console is unlike anything else; of course, other company consoles have come and gone with some great hype periods as well, but there's just something magical about your favorite home team ready to unleash five-years worth of untold adventures, dreams and memories to the public. Nostalgia will be cultivated in young one as us grown-ups revel in the magic that's kept us coming again and again for the past thirty decades. With how much Nintendo is banking on the Switch to last and the ever-changing expectations of the game industry, perhaps we'll enjoy all those and more in a longer cycle.

One of my favorite gaming memories is the time I surely first laid eyes on a Nintendo 64...we were in a Blockbuster (remember those?), and I couldn't stop staring at the demo station in the corner.  It was playing Super Mario 64, and everything about it was a marvel: the new 3D graphics not found in my Super Mario World game at home, the way Mario hopped and swam about with precise ease, how the controller echoed to me that of Mario's gloved hands...everything about it was a mystifying magnet to six-year old me, one that screamed "play me!". It was then the seeds of my gaming passion were certainly born.;

Switch might not have a Mario 64 of its own; in fact, that it's launching with a Zelda game and a title introducing the system's controls (1-2 Switch) recalls more to that of the Wii, a system that captivated many because of how it played rather than the context and dynamics of the games themselves. Certainly, the Switch is set to sail a similar course: a system that captivates the public through one central gimmick. In this case, a hybrid that brings people together and encourages outdoor player is highly appealing.

And yet, I am always reminded of Super Mario 64 and its gardens and castle walls whenever a Nintendo system launches, no matter what the goals it sets for itself. The Wii's motion controls may've defined its respective generation, but Super Mario 64 changed everything on such fundamental levels that its heartbeat still lingers in every 3D title today. Even now, when we're about to be introduced to a Zelda designed to demolish everything we've associated with the series for the sake of a proper open-world experience, I can only think of how Super Mario 64 did the same for the purpose of revolutionizing gaming.

Well, that, and how it looks godly and it may very well be the game to finally surpass the N64 Zelda duo and A Link to the Past, but the point here is that while envisioning a new Super Mario 64-esque impact on the industry is near-impossible, I can't help but see its footsteps being followed here. Yes, Breath of the Wild was built as a Wii U game from the ground-up, but like Twilight Princess before it, it'll be largely associated with the new console. And that already renders it the most exciting Nintendo launch title in over a decade.

Next Friday will surely be something special.

Final Thoughts: Or, hey, maybe it's that Super Mario Odyssey is going back to the original 3D template for Mario? Easily the best thing to come out of last month's conference; I already can't wait to hop around for the heck of it!

Wednesday, February 15, 2017

The Legend of Zelda: Majora's Mask



Earlier, I praised The Legend of Zelda: Ocarina of Time not merely for representing gameplay and design at its purest, but for instigating an evocative revolution that caught on with people. The dungeons were at their finest, the moments of character beating underneath the surface captured us, and there was no cure for getting the Lost Woods theme out of our heads. It's something that made the market demand a direct sequel; more perfection iterating upon perfection, you may say.

And yet as Nintendo would say it, The Legend of Zelda: Majora's Mask upends the tea table in a matter that took everyone off-guard. Contextually, it's a sequel to Ocarina of Time -- it all begins with Link searching for his fairy companion Navi -- and yet everything barring asset reuse is as different as could possibly be. There are time limits circumvented only through your magical ocarina. Masks are equipped either for transforming purposes or to elicit response. It is fiendishly, grievously dark, openly playing with symbolism that'll zip over the non-attentive player.

It is not by any means accessible to the casual Zelda fan; indeed, while it's earned an adoring cult fanbase and sold moderately well, it never reached the legendary status of its N64 predecessor. Personally, I am of the opinion it is the very best Zelda has to offer, the approachable perfection of Ocarina of Time or A Link to the Past be damned. It's not the first or last formula-changing Zelda, yet for a game developed only in a year's time, it achieves a level of successful ambition that puts the other efforts to shame. All Majora's Mask has to do is be the inverse of Ocarina of Time: whereas that game embraced a perfect duality of pacing and player-to-character connection, Majora's Mask is a compact challenge that bears its own enigmatic heart. 

Everything to do with this involves the Three-Day System. The land of Termina is under existential peril by the threat of a falling, sentient moon, and you only have three days to stop it. A task that would normally instill intense pressure, the good news is thanks to the Song of Time, the same three days can be repeated and again. Everything from clearing dungeons to NPC schedules are at the mercy of time, so your adventure must be planned accordingly. 

The very presence of a time limit, no matter what the context, should destroy the freedom-stitched fabric of Zelda, yet Majora's Mask renders it as natural as breathing. The only possible negative is the bulking exposition at the game's beginning, and even that's so damn interesting that you can't help but be swept up in its presentation. The Skull Kid's curse in turning Link into a Deku Scrub (represented by a nightmare sequence of him being swarmed by said species), the grinning, phantom-like enigma that is the Happy Mask Salesman, the soothing churning of the Clock Tower and, of course, the ever-looming threat that is the moon itself.


It's starting out as a Deku Scrub that first sends the message you've hit rock bottom. From the very moment Deku Link steps into Clock Town, he's greeted by a dog that'll bully him relentlessly. There's no reason given; everything from your snout-like protrusion to your stubby little legs pisses it off, and it'll make every attempt to make your life hell. That it's half your size signals no one will take you seriously, right down to the guards refusing to let you venture outside of Clock Town.

And yet even in spite of this difficulty/time time, the heart of freedom and exploring beats wildly here: not only is time essentially unlimited, but you'd have to purposefully wait for the moon to crash. That you're given options to even slow down time presents an effective level micromanagement alongside your adventures in Termina: for instance, do you have enough time to clear the Great Bay Temple with only one day remaining, or would that be time better left tackling the beaver race sidequest?

Anyone who says the Three-Day System deters exploration has missed the point entirely: the inner workings and activities of Clock Town --nay, the entirety of Termina and its inhabitants-- is the exploration. Character schedules are intertwined, encouraging you to uncover every facet of their lives. Your successes and failures will have consequences; ones you can simply erase through time travel, but their effects ranging from both intriguing ("oh, wow, I can do that?") to the depressing (which we'll showcase later) display the organic constitution that is the world of Majora's Mask.

An organic world, mind, that expands twofold through the use of masks. It enthralls on both levels of gameplay and engagement: once his curse is lifted, Link can transform into a Deku Scrub, a Goron or Zora, utilizing their innate abilities (Gorons' super-strength/high-speed rolling or Zoras' supreme swimming) all the while. It works not merely as fanservice (who hasn't wanted to play as a jolly, rolly-polly Goron?) but as a unique mechanic that actually works; in particular, Zora Link is easily the highest example of 3D swimming in the N64/PS generation, with not a trace of clunky control in his dolphin-esque movements (just feel that jump!).


Being at the forefront of Majora's Mask, it's only natural they, too, embrace the game's thematic duality. Putting aside how the transformable masks takes on the past life of a departed soul (which is an incredible tragedy in itself, particularly when you're conversing with friends and family of the deceased), even the collectible masks echo their use in Ocarina of Time; you come for their intended uses--be they the Great Fairy Mask attracting fairies or the Kamaro Mask's hypnotizing dance--and stay for the reactions they draw from people, not the least of which is the surprise found in the dastardly Gorman Brothers. Dishonest milk thieves who prey upon the neighboring Romani Ranch, all it takes for their nastiness to collapse is the presence of a certain weeping mask. Moments like this can be stumbled completely on accident, compelling us to endlessly experiment. Could even the Bomb Mask elicit an emotional response? Probably not, and you're crazy for putting it on, but you can't help but try.

Which reminds me: it's Zelda not just at its most organic; it is poignantly gripping, more than any other entry. Compare to how Ocarina of Time handled its subtler themes: it didn't beat us over the head with character development, leaving it up to us to fill in the blanks regarding the tragedies of Mido and the carpenter family. Majora's Mask does this too, but only as a tantalizing sprinkle (and the occasional side-dish) upon effective character sequences that I cannot praise enough, be it the famous Anju/Kafei marriage or the faux courage of the Swordmaster, whose crumbling facade in the final hour has always spooked me.

These sobering episodes chill us right down to the bone; just look at the mayor's meeting, whose participants take all-too-real positions: the carpenters, denouncing the obvious threat looming above for the sake of monetary gain; the soldiers, who instantly perceived the danger and recommend immediate evacuation; the mayor, the one in power who's too cowardly to take action (or could it be he has something else on his mind? His son's been missing, after all...). Naturally, the aforementioned masks are vital in these events;  did you know you can actually break up that meeting with a certain mask?

Even without masks, however, the NPCs are evocative on their own. The events at Romani's Ranch --whereupon aliens make their annual visit to abduct cattle--are another perfect example; this time, however, we witness Majora's Mask delivering a raw penalty in guilt. Romani, a young girl and the ranch's only denizen who realizes what's going on, recruits Link in fending off the ghastly extra-terrestrials. Succeed, and you earn a bottle of health-restoring milk. Fail, and you get this.


Caught up in the abduction, a brainwashed Romani spends the remainder of the days either aimlessly walking about the ranch or struggling to remember her identity. Her older sister, Cremia, weeps in the barn, regretting she never believed what she dismissed as an overactive imagination. It's a level of despair almost never before heard of in a Nintendo game, all because you didn't try hard enough.

Or is it because you didn't try at all? Since the game's default schedule is absolute, this happens every time you have to focus on other matters and ignore the quest. Through guilt and failure, Majora's Mask forces you to care to fully complete the game, lest you want broken families and ruined engagements to populate Termina. Even after you solve their woes, time travel will reset their trials and tribulations into motion; knowing that I have to move on breaks my heart (and that's not even getting into even if you succeed, and how the sisters prepare for the moon falling, which...well, I'll let you find out for yourself).

I mentioned earlier about the game's open-employment of symbolism, which is up there with Mother 3 as being Nintendo's finest in thematic storytelling. Anyone can pick up the relationship between time and the abundance of children at the game's center, but is it really coincidence that the shape of Majora's Mask itself provides an empty black heart on the back? And that's not even mentioning the moon itself: a grinning visage of death whose insides belie a stunning truth...

Even within the actual gameplay does the symbolism permeate the entire experience. Not once do you ever escape the countenance of the moon. The bone-chilling scream Link unleashes every time he equips an enchanted mask calls into question the relationship between host and soul; one perhaps answered within the haunting song-based gimmick of Stone Tower Temple, the game's best dungeon. 





Not that any of Majora's Mask's themes would be half as effective without Koji Kondo's music. Taking the helm for the majority of the soundtrack, his absolute finest contribution lies in what may arguably be the game's theme: the Song of Healing. Premiering early on as the haunting, ethereal Clock Tower theme and thereon appearing in piano/ocarina motifs, the Song of Healing is a chilling piece accompanying even the most noble of Link's deeds not merely as a gloomy framework, but to represent the souls at peace.



I say Song of Healing is "arguably" the main theme since while I'd personally say it's more in-tune with the story, Clock Town is one you'll hear more often. While the melody is retained throughout the three days, the song shifts accordingly to each of their respective moods: bustling denial, sober melancholy and fragile, rapid uneasiness. Above is my favorite of the three: the second day, albeit not accompanied by the pitter-patter backdrop of rain.





While the game's theme for Termina's four main provinces echoes the world's melancholy--it's also worth noting Majora's Mask is the one 3D Zelda with the distinction of possessing the classic Zelda overworld theme--I've always been taken by the music for specific locations. In particular, half of what makes the Astral Observatory and the Stone Tower Temple two of Zelda's most evocative set-pieces have to do with their themes; the former the heavenly illumination of an elderly man's youthful neverland, the latter an eerie mix of chanting, tribal percussion and flutes forging the tower's bewitching identity. 



As it happens, Majora's Mask is the first Nintendo game featuring mainstay composer Toru Minegishi. While his involvement is minimal, his works are anything but when considering they're all battle themes. Out of his contributions, I'm quite fond of the mid-boss theme: an urgent, tension-filled frenzy most effective when Skull Kid hastens the Moon's falling ("What'll I do?!? What'll I do?!?").



Let us not dismiss Kondo's status as being the star, however, for his attempt at doomsday would have to be the soundtrack's most haunting. Spectral and imminent as it may be, not even the above embedded video does it justice: hearing it accompanied by the constant rumbles of earthquakes, the intensifying chimes of clock tower bell --which echo across Termina no matter where you are-- and the neon glow of the afflicted sky instill a deathly, awe-inspiring power I've yet to see replicated anywhere else.

Which goes for much anything Majora's Mask does; seventeen years later, only perhaps Sony's Shadow of the Colossus has matched it in infusing such a grim blend of reality and guilt within the player's motivations. Not that Majora's Mask doesn't embrace Zelda's offbeat humor -- be it the debut of fairy-wannabe manchild Tingle or the hand that lives in the Stock Pot Inn's toilet -- but even such twisted humor goes hand-in-hand with that pressing imminence of darkness that renders it Zelda's most warped adventure (only 2006's Twilight Princess attempts to take that title, and that has more to do with its relatively-grimy color scheme).

And yet somehow it's perhaps its most replayable one. I suspect this has to do with, again, how flexible the Three-Day System is. There is urgency, yes, but not a constraining one forcing players to complete the game. By having us relive those three days again and again, tackling them any which way we want, that wonderful sense of discovery isn't just retained from Ocarina of Time; that game's own organic anatomy is perfected into a seemingly infinite state, be they the aforementioned mask reactions or simply marveling at how the Ocarina of Time transforms into a fishbone guitar via Zora Link.

It doesn't matter you're not Adult Link or that the game has a paltry four dungeons: it's a game we return to again and again because we want to explore this dark dimension, want to discover that one reaction, that one character moment that escaped us the first time. Or the second, and even the third. Majora's Mask entire system is a risk built not to capitalize on its famous N64 predecessor, but instead an attempt to craft a living, breathing video game that thoroughly pays off in capturing our attention.

The Legend of Zelda: Majora's Mask transcends the medium in that once-a-generation experience like EarthBound and Shadow of the Colossus before and after it. It is not merely Zelda's best game, Nintendo 64's finest, or even one of Nintendo's most outstanding: it is one of the greatest games ever created, and while perhaps the likes of Ocarina of Time, A Link to the Past and even the original Zelda may enjoy that accolade more -- however deservedly in themselves -- none of them grip our hearts as both player and guest as they do here.


Sunday, February 12, 2017

Worldly Weekend: Final Fantasy (NES)


Have you ever stopped to think about the name Final Fantasy? It's something so highly prestigious that the game would have to be as grand as the name implies--and make no mistake; for its time, it certainly was--but it hardly makes a lick of sense when regarding the actual context. The answer lies within its development: as developer Square was in the throes of near-bankruptcy, creator Hironobu Sakaguchi wanted a title that would not only close the book on the company, but on the seemingly-inevitable end of his game-making career.

As history would have it, that wasn't the case. Final Fantasy has since gone on to produce over 15 beloved titles (not to mention countless spin-offs and ports/remakes) and became the worldwide representation--perhaps even standard--for the Japanese RPG. The "Gil" currency, the famous victory fanfare and the Chocobo/Moogle mascots have become synonymous with the genre, and continue to be associated with the series to this day.

However, not all of the them debut in the series' first game, which is often cited alongside the original Dragon Quest as kickstarting JRPGs. There is a distinct difference between the two games, however: Dragon Quest is, more or less, a grindfest for its entire duration. Final Fantasy is not.

That's not to say there isn't any level-grinding within Square's debut RPG, but there's more of a leniency in its pacing. Over a year had passed since Dragon Quest, so it only makes sense they'd arrange for the necessary improvements. The interface is simpler and less clunky; no "stairs" button in sight. There's an active, ongoing story-arc that, while not deep, breaks free of the "save the princess!" model. Western RPG tropes are brought in to enhance the battle system, such as enemy weaknesses (fire beats ice, duh)


The end result is a game still approachable today. You will grind, but there's enough player conveniences and innovations to keep thing interesting. JRPG conventions like overworld vehicles got their start here, but they weren't just 80's visual stunners; the thrilling swiftness of the Airship is just as much of a marvel as it is an effective tool for speedy progress.

Yet what's perhaps most impressive is the Class System. As opposed to the Final Fantasy games of today, you create your four-man party out of six different classes (Warrior, Thief, Black Belt, Red Mage, White Mage and Black Mage), each with their own strengths and weaknesses. White Mages don't really engage in physical combat, for instance, but are invaluable for any team thanks to their healing magic.

It's a wonderful, flexible system that ensures no two playthroughs will be the same: that there's over 60 spells to master ensures a deep, flexible variety within each party member's moveset. Citing a personal example, I initially thought I made a mistake in choosing a Thief class as my 2nd physical class(Warrior was my first, main choice), as he died quickly and possessed the strength of a mewling kitten. It wasn't until his eventual promoted to a full-blown Ninja that his usefulness was discovered: not only could he actually deal damage, but Black Magic was now at his disposal, so he'd be able to back up my Black Mage.


Moreover, it's just fresh, which is saying a lot for a game that came out in 1987. Having been acquainted with set parties in JRPGs for such a long time, it's amazing to me a game celebrating its 30th anniversary can deliver such a customization experience. Right from the beginning, Final Fantasy encourages you to forge your adventures rather than the one explicitly set by the developers, and I find it rather special that uniqueness has only grown over the years.

The class system alone should render it accessible to most, but Final Fantasy's unusual magic system is what often drives today's players away. As opposed to the multi-digit Magic Points commonly found today, spells are deducted by a single-digit "charge" system. This renders their use in dungeons and the like incredibly precious; the only method of restoration are overworld-exclusive tents, so the balance between offense and defense is vital.


One's mileage will vary; personally, I adored it for the different sort of challenge it brought. Old JRPGs often involve being trapped in dungeons and the like, so this brings a different level of challenge in choosing your battles. There's always the option of running away, of course, but the frustrating JRPG penalty for escape failure (free damage courtesy of monsters!) is a constant, lurking risk, so you'll only want to pick that as a last resort.

Needless to say, Final Fantasy is pretty hard, but that doesn't mean it's not fun. The battle system itself mostly works; whereas Dragon Quest relied on imagination, Final Fantasy displays your party and all their spell-casting glory. This is especially vital since it highlights your chosen party members, so their eventual transformation when promoted feels like much more of an accomplishment. It's even great to see Square taking advantage regarding attention to detail, as your weapon visually changes every time you switch equipment. Like every other pre-SNES RPG, unfortunately, it does fall into the archaic lack of auto-target (as in, you'll miss an attack if the enemy's already defeated, as opposed to simply switching targets).

There are other flaws common in 80's JRPGS. For all the improvements upon Dragon Quest, Square didn't take the time to adjust NPC antics and not have them block doors and counters. An endearing flaw, yes, but not all a practical one. And yes, you will receive vague directions and be at the mercy of townspeople hints, so don't feel guilty about using an online guide like I did.



There are, however, no flaws in the score. Series composer Nobuo Uematsu made his big break as an industry icon thanks to Final Fantasy, and know we're in for something special when the 8-bit harp introduces the famous Prelude opening. Soon to grace the prologues of future Final Fantasy titles, it instills a deep mystique that successfully frames the games as the otherworldly fantasies they're intended be.



Meanwhile, the Overworld Theme takes on not a somber tune, but of an upbeat one emphasizing adventure. Fitting quite well within the familiarly cheesy 8-bit range of the NES, as grand as the aforementioned "somber" themes we'd see in later Final Fantasy titles are, I find this sort of brightness to be far more welcoming. You could argue it may undermine its' serious attempt to tell a story, but let us not pretend it is a deep story by any measure; what matters it motivates us to keep going in the face of random encounters, rather than discouraging us by feeling isolated and alone (which in itself would betray the concept of a multi-man party).



Not that any "undermining" takes place considering the presence of the battle theme; while also an exercise of activity, it's a more serious one that expertly remembers the 8-bit rule of being infectiously catchy. It instantly recalls the wickedness of the fiends and monsters we slay not merely in appearance, but their rage-inducing usage of Paralysis.

I've had the pleasure of completing three NES RPGs over the past two years (EarthBound Beginnings, Dragon Quest, and this), and out of that trio, Final Fantasy is probably the best. This is especially shocking to me given my intense love for the EarthBound (Mother) franchise, yet Final Fantasy is perhaps the best realized JRPG of the 80's. There's no awkward skips in the scenario nor an overt emphasis on endless grinding; it is competently paced, living up to every one of its grand ambitions alongside a rigid difficulty set to be tackled any which way by the player.

It's the class system that keeps it alive thirty years later. I know it's not the last Final Fantasy to use them, but there's a distinct appeal in the first entry employing such depth in its design. And with the number of remakes and ports out there, I have plenty of excuses to take another go and shake up my selection. Final Fantasy is the rare NES game that matches up to Nintendo's own efforts like The Legend of Zelda and Metroid not merely in quality, but in successfully still channeling that engaging sense of hugeness, an even rarer 80's value I cherish as evidence of fine craftsmanship. It is not the complete masterpiece I imagine its SNES and PS1 successors are claimed to be, but such an accomplishment renders it a timeless classic all the same.



Friday, February 10, 2017

Fire Emblem Heroes Review (Hey Poor Player)



I really do mean what I said in the beginning here; as a matter of fact, during the Fire Emblem Direct from the other week, all I could think about was how I couldn't be happier about how things turned around for Nintendo's beloved SRPG series. Before Awakening, it always mystified me how a series with a dozen entries and a cast of hundreds flew under the radar for over twenty years, and now we get to see what it's like for it to hit the mainstream!

If only the same could happen to F-Zero...but I suppose some game franchises come and go. How great it is that Fire Emblem avoided that same fate! I think it's actually entered my Top Ten favorite Nintendo series at this point, haha.

Personally, I'm really hoping we see something like a remake subseries come forward. Gaiden being re-imagined as Echoes: Shadows of Valentia is a great start, but we could finally fill in the gaping hole left by the unlocalized SNES/GBA titles! Many other fans are seeing this as an inevitability, so let's hope we're right!


Wednesday, February 1, 2017

Biweekly Music Wednesday! No. 46 ~Menu~ (WarioWare, Inc.: Mega MicroGames!)



Origin: WarioWare, Inc.: Mega MicroGames!
Plays In: Menu
Status: Original Composition
Composed By: Ryoji Yoshitomi

Video games are often cited as a method of escape: be it stress, tragedy or dysfunctional families, we depend on our favorite hobby to smother our woes. Even if it's only temporary, anything from a ten-minute foray into Super Mario Bros. to being absorbed for hours by our Animal Crossing village may be the only daily relief for troubled lives.

Yet how often is it games give something back to us? In today's example, it's not as if I was going through anything difficult when WarioWare, Inc: Mega MicroGames! reached my grubby 5th Grade hands, but I remember it most fondly as a game that spoke with me. This is hardly unique to WarioWare--just observe the troves upon troves of preschooler computer games where characters speak directly with toddlers--yet somehow Wario and his new crowd of game developers constantly engaged with me and made me one of the gang through one common thread: random, dumb humor.

My childhood secret of nostalgia was always kept clutched to my chest, yet I always outspoken with my favorite area of comedy. I constantly devised stories and characters representing the most demented products of my mind, be it sentient spoons or zombie men crimelords who feasted on the flesh of cereal character mascots. The sacred "Game in the Basement" action figure rituals with my and my friend Matt involved Pepsi Seal murder mysteries and Kung Fu Beanie Babies (among other vastly inappropriate adventures I won't be sharing here). Invader Zim, Ed, Edd n' Eddy and Courage the Cowardly Dog all embraced these themes and were three of my favorite cartoons growing up. It was one of primary reasons why EarthBound, gaming's masterpiece, meant to so much me.

Most of this, as you may expect, went over the heads of my peers. Not that they didn't watch Nickelodeon or Cartoon Network, but seeing as how my brand of humor circuitry isn't exactly the norm, it was difficult to find others who shared my passion of blood-sucking monkeys (it would eventually lead to an eventual outcasting due to the belief I was "retarded," but that was a ways off). This is echoed even in my adult life: I'm the guy whose favorite episodes of South Park adopt the "bludgeon one stupid joke repeatedly" model (Terrence and Philip in Not Without My Anus, Jakovasaurs, Crippled Summer, etc.), which were never very popular.

When considering all that, it saddens me quite deeply WarioWare's presence has practically dropped off the face of the earth. That it had to die with Game and Wario--a project that betrays the very core of the series--is especially heartbreaking; I'd take flawed entries in the vein of Smooth Moves and D.I.Y to keep the blood pumping, and it's all because like EarthBound and Animal Crossing before it, it understood me. It knew I'd shake my head in amusement at warped Nintendo references, grin at a falling nail yell "HYAAAAAAAH!!!" in-between a poor man's fingers, and laugh at watching a beautiful anime woman shed tears after retreating a loogie up her nose.

It was Nintendo's modern embracing of random humor, and now it's gone. All I have left are the entries that spoke to me in elementary/middle school; in fact, it'd be inaccurate to label it "modern". WarioWare's now yet another childhood dream: one I can return to any time, because it came true.

Whenever I hear this song, I say to myself, "I've come home." And just think: it was Wario of all characters who made me feel welcome. How peculiar!

Final Thoughts: Naturally, I was thrilled when this received not one but two arrangements in Super Smash Bros. Brawl. Yoshitomi-san himself returned to do a medley, but Keigo Ozaki's version is actually one of my favorite arrangements from the game.