This year at MAGFest, I had the distinct pleasure of attending a concert featuring the master of mastering, the man behind the first ever dedicated VGM music label, the one, the only, Dj CUTMAN! (insert fanfare of choice here). OH WOW! THAT’S THE GUY WHO RUNS THIS SITE! HOW NEATO!
This year’s MAGFest was one to remember for CUTMAN, because not only did he absolutely kill it on the main stage throughout his entire packed-house performance, but he also announced that he be taking a bit of a hiatus from doing shows as Dj CUTMAN in order to concentrate on Gamechops. Since its inception in 2012, his Gamechops label has produced a number of mind-blowingly awesome VGM albums, and rest assured, many more are on the way, but, y’all knew that already.
There was one other thing about his performance that was interesting though, because somebody, who looks NOTHING like the Dj CUTMAN we know and love, showed up on stage to get the show started…and of course, all photos are credited to the lovely Tron Bonne (she does a lot of cover art for CUTMAN, and her art rules so you should check it out).
The only legitimate gripes that I’ve ever heard about MAGFestare that it’s only once a year & stuck in one location.And those qripes have been quite founded, as they’ve been true up to this point.
…UNTIL NOW.
Just in case your mind is currently TOO ASPLODY to comprehend what’s happening here, LEMME BREAK IT DOWN FOR YA!! ;D
Starting February 3rd – this coming Sunday night!!! – MAGFest will OFFICIALLY be presenting its first in a series of concerts at the Red7 in Austin, Texas!! For a mere $10 in advance/$12 on the day of, you can snag a ticket to catch this inaugural MAG-tour kickoff, which includes some badass video games, awesome bands, and all in all MAGFESTYGOOD TIMES!!
Lineup includes the debut of the all(most) new Descendants of Erdrick, Lords of Thunder, Urizen, Megaran, & Dr. Awkward!! If you’re ANYWHERE near this indefinable collection of AMAZEBALLS (and hell, even if you’re not!!), I think you know what you need to do…
P.S. Want a little additional motivation to go to this MAG-show and/or any others that may come near you? MAGFest will be judging the response of these shows to scout out potential locations for a full fledged additional MAGFestat some point in the relatively near future.
So yeah. There’s that too. ;)
[soundcloud url=”http://api.soundcloud.com/tracks/73062639″ params=”” width=” 100%” height=”80″ iframe=”true” /] Shiru has been contributing to the retro gaming and chiptune scene since 2007 and anyone who has ever wanted to create the classic sounds of the Sega Genesis sound card owe him a huge a debt of gratitude for creating the excellent TFM Music Maker (aka VGM Music Maker).
Aside from making the best Sega Genesis tracker, he’s created homebrew SNES games, NES games and lots of other stuff. Just last week, Shiru released his first album Player Alone, a love letter to the 16-bit synth rock of games like Megaman X and Journey to Silius – that’s what it reminds me of anyways!
I totally love the album cover for Player Alone. It really fits the mood of the album perfectly.
The instrumental album is a barrage of high speed synthesized guitars and pounding bass. It’s very coherent and has a theme running throughout it:
In the age of digital escapism, it is easy to view life as a video game. One is the hero of his own game. Getting through endless levels of ever changing reality, struggling with the outer and inner, continuing the everlasting chase for elusive dreams. The greatest enemy on this way that should never be allowed to ruin anything is the fear that this game is in fact a single player one.
The album art and music itself echoes the theme with a constant feeling of heroic struggle against the odds and relentless determinism. The album’s great coherency is probably its only weakness; most of the tracks kind of blend together into one long piece with a few exceptions. These exceptions are the highlights of the album in my mind. Extra Puzzle Piece and McBonus Break are two pieces that break the mold and introduce some new elements. Save Yourself has some awesome virtual shredding that is totally amazing. There is not a single weak track. From the title to the end every track will keep you moving and intent on whatever your doing. I need music like this!
Shriu’s album is for free, you can download it here. He is however trying to raise money for cancer research and you can make a donation for downloading his album here. I think we all owe this guy at least a few bucks for all he’s done for the scene over the year, and even more so if its for charity.
Get the album today!
Beatscribe is a full time indie composer, musician and writer. By day he creates soundtracks for various mobile gaming companies, by night creates megaman-inspired chiptunes, in the afternoons he drinks tea. Check out his latest releases, tutorials and retro ruminations at www.beatscribe.com.
Megman recently celebrated his 25th birthday, but he probably wouldn’t have made it past 2 years of age if it weren’t for one important game; Megaman II. Most lists put Megaman II near the top of best Nintendo games of all time. For me, it’s definitely number one. Of the myriad of Nintendo games I played as a kid, none of them impacted me as much as Mega Man II. If you haven’t played this game, I plan to convince you to get an emulator or pick up the cartridge and check it out.
The Developers Were Passionate About Megaman II
There’s an interesting story around the development of Megaman II. Megaman I was financially a bomb. Capcom was ready to give up on the blue bomber and move on to other projects. However, the team that made the original Megaman didn’t want to give up. They decided to spend their own time developing the game, improving the graphics and making more music for it. They put in 20 hour days and completed the game in about four months. This type of dedication and passion is exhausting but often leads to enduring products. Megaman II simply exudes this kind of commitment to quality.
I think this is something that gets lost so often today in games. Arbitrary deadlines cause people to give up their vision to get something out there to start making a quick buck. In the end, passion and creativity sell a lot more than dropping your game in the holiday season.
It’s Hard, But Not Too Hard
Crazy cliffhanger moments like this made Megman II pretty addicting.
Megaman II is the first game I can remember that really made me tense up. In airman’s level there are some moments where you have to make blind jumps into the void and hope one of those big robo heads is going to appear under you. Once you land, the robo head starts launching an attack. This section of the game still gives me that feeling all these years later. It wasn’t until much later 3D games came out that I ever got a sense of vertigo or physical tension from being on the edge of a platform or taking a crazy blind jump. All this said, the game is never so hard that you want to throw the controller across the room, a common reaction to NES games.
It Has Depth
The premise of Megaman is not that different than many other games like Contra or even Super Mario Brothers. You run, avoid things, shoot robots, hop on platforms, etc. It’s nothing new, but the way it’s all put together is truly ingenius. The underwater sections require special diligence since gravity is altered there.
At this moment, I realized just how much thought went into the weapons in this game. .
I think the thing that stands out the most to me about the depth is the weapons. You can play through the whole game with the default blaster and it’s enjoyable. But the game gives you liberal weapon refills when you start using the other tools you earn from each boss. Play through the levels in the right order and you’ll have tools to take shortcuts, get extra powers or take out enemy bots before they become a threat. Particularly, the seemingly useless bubble gun has such a cool secondary purpose of helping you identify false floors in one of the difficult final stages of the game.
The MUSIC….Oh man, THE MUSIC!!
Megaman II’s music is perhaps some of the best NES music out there. The game’s 21 tracks remixed hundreds of times in varying styles. The catchy tunes were composed by Takashi Tateishi and Manami Matsumae and many would agree that they’re among the most catchy and genre-defining songs of that Nintendo era. The game’s level selecting setup means there’s no “first level” to impress users with. This was common in a lot of NES games, the first level looked awesome and had great sound, but past that, it just became monotonous and musically uninspired. No matter what level you start with, the music is amazing. I’d have to say Flash Man and Quick Man’s levels have some of the best tunes. I’ve heard from many that Dr Wily Stage 1 music is THE best 8-bit song ever.
The songs definitely have a rock music influence to them. I get the feeling these guys were listening to 80’s hair metal guitar solos and trying to convert them into 8-bit blips. The end result doesn’t sound like your average video game track or a heavy rock song but something completely new. It’s hard to believe there’s only four sounds playing at any one time when you listen to these complex and well-composed tunes. I’m always trying to capture those melodic components in my own music.
Megaman II spawned an entire series of successful games, but I don’t think any of them was ever quite as perfect as Megaman II. I strongly suggest you play this excellent game today.
Here’s an awesome song done Coheed and Cambria style based on the Dr Wily Stage 1 Theme music.
Beatscribe is a full time indie composer, musician and writer. By day he creates soundtracks for various mobile gaming companies, by night creates megaman-inspired chiptunes, in the afternoons he drinks tea. Check out his latest releases, tutorials and retro ruminations at www.beatscribe.com.
A blog for video game and chiptune music, retro gaming, and live events. Created by Dj CUTMAN.