Friday, April 17, 2026

First Impressions: Return to Dark Castle (PC)

 [Disclaimer:  I received a review key for Return to the Dark Castle through Keymailer, a third-party company that connects publishers and developers with content creators.  The game key was given without promise or expectation of a positive review, only that it be played, and content be created.  Unless otherwise noted, all content in the following article is from my own playthrough of this game.]

Return to Dark Castle
Systems: Windows, Linux, macOS
Release Date: March 3, 2026
Publisher: Ludit
Developer: Z Sculpt Entertainment
Time Spent:2 Hours 6 Minutes
Gameplay Videos on YouTube

My first thought after playing Return to Dark Castle for two hours and not making any progress was that "You have to actually get good at playing the game before you can actually get anywhere playing the game."  At first, that felt like a great way to describe the game, before realizing that it is kind of how you can describe a lot of games, from Mega Man to Dark Souls to even Tents and Trees and Sudoku.  As the title states, Return to Dark Castle is a return to a video game first released on the Apple Macintosh in 1986, and while this is more than a simple remake and expands on the scope of the original game and story, it manages to preserve a lot of the mechanics and functionality of the original game, complete with gaming conventions of the mid 1980s.

I could go into a long-winded deep dive into the history of Dark Castle, but Classic Mac Gaming on YouTube already did that, so I'd highly recommend watching that for the next 13 minutes.  It genuinely gave me a deeper and better understanding of what Z Sculpt Entertainment was doing with an IP that was new to me, but beloved by an entire generation of early Mac gamers.  And that's really what Return to Dark Castle felt like in the end.  It was not a game that was made to be accessible by the masses or to engage a new generation of gamers who have grown up with games like Minecraft, Fortnite, and RobloxReturn to Dark Castle is the result of impeccable video game preservation, coupled with expanding on a game that was already hard as balls to make it just as difficult as it was 39 years ago.

While there are plenty of updates in Return to Dark Castle that benefit from being played in 2026, such as improved graphics, expanded soundtrack, and functional controller support, the game still feels as frustratingly difficult as I imagine it did in 1986.  However, given the option, I decided to play with an Xbox controller, primarily because this is a game that is heavy on platforming, and despite the fact that the original Dark Castle was likely the first game to utilize WASD movement coupled with mouse targeting, I personally am not very good at running around and platforming with WASD compared to a directional pad.  That being said, all of the on-screen prompts assume that you are playing with keyboard/mouse controls, so there is a bit of trial and error when the game prompts you to duck and crawl under a table and fight an enemy equipped with a flail and to then pull a lever, all to figure out which of the many buttons on a controller those prompts refer to.  Thankfully, most of how to play was covered in the training/tutorial area, so it was just a matter of remembering which buttons did what.

On that note, the game prompts you to pick up potions and elixers that are scattered around the castle, to be used when your health is low or if you're poisoned by a rat or snake, but to date, I have not figured out how to use an item apart from a weapon that you pick up.  Not that you have much time to use anything when you're poisoned, as whatever is attacking you will attack even faster after the first hit, and your life drains very quickly when poisoned.  And thus, you will die.

You will die a lot in this game.  There were a lot of deaths I know I could have avoided, but then there were deaths that felt like they happened because I made the wrong choice based entirely on RNG.  Every so often, usually after falling down a pit and having to pick up a key to find your way out, you are presented with the choice of one or two keys hanging up next to a torturer.  If you choose the wrong key, a 16-ton weight falls on you, forcing you to do the room all over again.  Only while researching for this article did I discover that the prisoners will fervently shake their heads when you're in front of the trapped key.  I'm sure that after tens upon hundreds of hours of playing this game, you will get good enough to play a no-hit run (including not tripping over six-inch steps, not tripping over torturer corpses, and not running into walls), and it genuinely feels that that is nearly the expectation that the original developers intended.  To get good enough at the game so that you know it inside and out, so that you can play through the game with nary a scratch.

That's Return to Dark Castle.  A game steeped in gaming history preservation and mired in historical accuracy.  I'm sure that if I had grown up with the original Dark Castle I would be as excited as most of the positive Steam reviews are, and if I didn't have any other game to play, I would play Return to Dark Castle until I got good enough to find all 10 orbs and all of the additional 20 orbs and kill the Black Knight, avenging Duncan and his ill-fated successful run at the Dark Castle back in '86.


~JWfW/JDub/The Faceplantman/Jaconian
Pray to your Weak God in Heaven

Wednesday, April 15, 2026

MIDI Week Singles: "Thief's Theme" - Golden Axe (GEN)

 


"Thief's Theme" from Golden Axe on the SEGA Genesis (1989)
Composer/Sound: Nankyoku, Decky, Imocky*
Publisher: SEGA Enterprises Ltd.
Developer: Team Shinobi


We're going to break "Thief's Theme" down into two parts.  First, it's a fun song that plays when your players are camping at night between levels.  The music starts right before the stage opens, so the cue lets the players know that something is about to happen.  The song itself, including the three-second intro, only plays for about 12 seconds during the game, all depending on how fast the player is in recapturing any of their stolen magic bottles.  The actual melody only plays for about 24 seconds, usually leaving the second half of the song unplayed, which is rather unfortunate, but entirely expected.  Had the scene gone on for a full 24 seconds with the thieves running around, the player would likely be able to bring their health back up to full and arm themselves with a belt full of potion bottles.

The second part is that for a good portion of the game, if the player is paying attention, the thieves are very rarely actually stealing anything.  If you finish a stage without any potions, then the thieves are just running around while the player kicks them, taking their potion bottles.  Although you could imply that the players are just taking back what the thieves stole from others.  But then the players are using those potions and hunks of meat for themselves without returning what was originally stolen from someone else.  It's a cyclical cycle of twisting logic; best to leave it be.



~JWfW/JDub/The Faceplantman/Jaconian
Will I Go Through The Night Thinking You're Near?

Friday, April 10, 2026

Game EXP: The Exit 8 (PC)

Systems: Windows, PlayStation 4/5, Nintendo Switch, iOS, Android, Steam OS, Linux
Release Date: November 29, 2023
Publisher: PLAYISM
Developer: KOTAKE CREATE
Play Time: 2.4 Hours

I'd been aware of The Exit 8 for a while, probably around the time I was reviewing Dreamcore and POOLS, and the concept of another liminal game combined with a spooky version of 'spot the difference' mechanic was very appealing.  So I picked the game up last week when I saw it was on sale along with The Cabin Factory.  The game is up front with what you have to do to proceed: walk forward and, if you spot an anomaly, turn around and walk the other way, although what specifically the anomalies are and how they manifest vary greatly.  One anomaly might be as obvious as a sign being upside down or the black ooze leaking from an air vent, while others might be more difficult to spot, like the man whom you constantly pass is no longer holding the phone in his left hand.

Your overall goal in the game is to escape the series of seemingly endless hallways by reaching Exit 8.  If you pass through a hallway that doesn't have an anomaly, the number on the large yellow sign will go up by one.  If you see an anomaly and you turn around, when you reach the sign, the number will have increased by one.  If you fail to see an anomaly and continue through the hallway, the number will reset to zero, and you will start back from the beginning.  If you think you see an anomaly but there isn't one there, and you head back the way you came, the number will reset to zero, and you will start over from the beginning.

I definitely went through various stages of emotion with this game.  First, there was the general uncomfortableness that you might experience playing a game in a liminal space.  Then there was excitement about noticing something different in the environment, like a light that wasn't blinking before or a severed foot in the middle of the floor.  Then there was the horror of the situation, and feeling scared when you turn the corner and stop, but continue to hear footsteps from behind you.  Then there's frustration when you enter the hallway after passing the yellow sign, now with the number 7 emblazoned on it, convinced that you don't notice any anomalies, only to see a 0 on the sign when you round the corner at the end of the hallway.  Then there's whatever emotion "fuck all" defines as you start sprinting through the hallways, only giving a haphazard glance around before you decide to continue or turn back (see my playthrough series Part 5).  And at some point, there's paranoia as you first come across the yellow sign with 8 on it, looking no different than all of the other iterations of the sign except the number.  You enter the hallway and begin to second-guess everything, all of the times you were convinced that you didn't see anything, only to have the number reset to zero.

For me, I didn't look up any of the guides on Steam listing all of the known anomalies at first.  I wanted to see how far I could get on my own, convinced that I had a decent memory and an eye for noticing differences.  To me, it would be like looking up all of the sanity effects in Eternal Darkness and not being surprised by the bathtub scene.  After an hour, I did look up a spoiler-free post, just to see if there was a mechanic that I was missing that was causing me to return to zero, and I inadvertently saw a reference to two anomalies.  After two hours and still coming back to that zero on the yellow sign, I gave in and looked up a guide for all of the anomalies.  I saw that, apart from one anomaly, I had already seen most of them, and the two I hadn't seen were somewhat obvious, like the lights in the hallway turning green, or the walking man wearing a baseball hat.  

On my sixth attempt, I finally made it out after several runs where, looking back at my video, I missed some pretty obvious anomalies, but I was just moving too fast to notice what was off about the hallway.  Seeing those stairs at the end of the hallway, I felt a sense of relief, although still cautious that there was going to be a stinger of an ending, which I wouldn't put it past this kind of game to pull.

Since this is a Game EXP article, I wanted to go into more specifics about how I played The Exit 8, but I can't really do that without getting into spoilers, because part of this particular liminal game is discovering how the game works apart from the list of rules that the game gives you at the beginning.  I had thought about not including some of these points, but while rewatching my playthrough videos, I laughed at my assumptions.  So I am going to include those below the spoiler warning.  So, only continue reading if you don't mind spoilers.












~SPOILERS~


One of the first things I started doing, even before reading the rules, was to stay to the left of the yellow line.  There was a sign that said "Keep Left," and I read that as one of the potential rules.  This, in fact, was not one of the rules, but me taking things literally.

Probably like a lot of people who didn't look up a walkthrough before playing, I was fully expecting there to be some super subtle anomalies associated with the posters on the wall.  I didn't think that the developers would have swapped Kanji characters, as this would alienate just over half of Steam's user base.  Likewise, I didn't think that there would be any misspellings or alterations to the date or time on any of the posters.  When the woman in the poster developed longer hair and creepy eyes, that was the kind of anomaly I was expecting.  I was also thinking that there would be additional anomalies, like maybe the dogs in the third poster attacking each other.  In the fourth poster, with all the people milling about, I was expecting there to be someone standing in the middle of that room holding a knife, and everyone else was murdered, maybe with the lone person looking out to the viewer.  Considering how many times I reset back to zero after missing an anomaly, I was convinced that something was happening with the posters that I was missing.

Focusing on the posters was one reason I didn't pay much attention to the walking man at first.  As long as he looked relatively normal, then I didn't need to give him so much of my focus, where there were six posters on the other wall.  Early on, I had experienced his face looking strange, him smiling, and him following me, and that all seemed pretty obvious compared to what my brain was telling me could be wrong with one of the posters.

After a while, I also thought that there could be an anomaly associated with the doors; apart from the door knob placement, and there being a door missing.  I noticed that the far left door was only two tiles away from the electrical box with the red light, and eight tiles away from the door to the left.  The doors were also three tiles higher than the electrical box.  Sadly, another thing I was focusing on turned out to be a self-imposed red herring.

Another thing that I thought might have been an unspoken rule that wasn't was that at some point, I thought you had to be moving the entire time, that you couldn't stop, and that was the reason why I kept failing and going back to zero.  Which I recognize doesn't make any sense, as there were plenty of times I had stopped to notice an anomaly, turned around, and progressed, but for some reason, my brain thought, "Maybe if I kept moving, that might prevent me from going back to zero.

As I mentioned above, after two hours of playing, and always seemingly missing an anomaly or two, I did look up a guide, and that was when I found out about "The Face."  The Face was described as a face that looks like it's made out of smudges of dirt on the ceiling.  There were a lot of people commenting on never seeing The Face, and it likely being the reason that they didn't spot an anomaly even when they were so very thorough.  I only barely saw The Face during my last run (in Part 6), or you can go up and look at the ceiling in the second-to-last picture in this article.  There's The Face between the light closest to the top of the picture and the next light down; the mouth might even be part of that second light.  It's that hard to see, although I think the screenshot from the video is a bit darker than what I saw in the game, but it really was that faint.

One of the more frustrating things about this game, apart from coming back to zero, was when it would happen immediately after seeing a very obvious anomaly, like the poster shaking, or when the walking man was a giant.  Since the game locks that specific anomaly away (put a pin in that for a second), it feels like a wasted use of an anomaly that could have been used to beat the game.  Missing an anomaly was even more frustrating after passing hallway four because it felt like, "Yeah, I'm halfway there, that wasn't too difficult!  Ahhh damn, now I'm back to zero."  So it kind of felt like a waste of time.

I've read criticism of one of the game's core mechanics, that after you see an anomaly and turn around, it removes that anomaly from the pool the game pulls from, which means that the only anomalies you end up coming across after an hour playing are often the ones that are difficult to see, being the whole reason you missed them.  This brings up the question of whether, if you have only one anomaly remaining when you start a run, will seven of the eight hallways be free of anomalies?  There's another mechanic that resets your anomaly queue, which happens if you fail certain anomalies, possibly the false exit, or being caught by the flood.  Other anomalies will "kill" the player, such as the aforementioned flood, but also walking through the open door to the void, or being caught by the tiled man.  Do these events also reset your progress?  In my run in Part 5, I believe I started seeing anomalies repeat, like the lights turning off, the flood, the creepy eyes on poster #3, and the walking man starting to follow you.  Was this because I triggered an event that reset my progress, or was it because I had too few anomalies left in my queue for a complete run?

In the two-and-a-half years since The Exit 8 was released, there have been a lot of games that use a similar mechanic, spot the anomaly while passing through a repeating room. The 18th Attic is a recent example, and I'm playing another VR game that uses the same premise, although in a different underground setting.  I get it, it's a fun mechanic that starts out scary because of the liminal space and the smoothness that anomalies happen within a repeating setting that is uncannily familiar, and can easily turn to annoyance and frustration.  That happened to me with The Exit 8, but I still had a lot of fun, and that's my final takeaway.



~JWfW/JDub/JWfW/Jaconian
They Go On And On Forevermore

Wednesday, April 8, 2026

MIDI Week Singles: "The Song of the Wind" - Divine Divinity (PC)

 


"The Song of the Wind" from Divine Divinity on Windows & OS X (2002)
Composer: Kirill Pokrovsky
Album: Divine Divinity
Label: GOG
Publisher: cdv Software Entertainment
Developer: Larian Studios


This song has really grown on me in the last couple of months.  When I first listened to it outside of the game, I thought it was alright.  There was nothing inherently wrong with the piece, nothing stood out to me as jarring, and nothing made me pause what I was doing to listen to the song again when it first came up.  However, since that first play, I've been playing a lot more of Divine Divinity, and I've been visiting Rivertown as it's my go-to town for equipment repair and item selling.  Each time I play, I probably spend 5-10 minutes in this town alone, so I hear this song a lot, which is not a bad thing now that this song has really sunk its hooks in me.

As for the song itself, I can't quite tell all of the instrumentation involved.  It sounds like there's definitely a harp there in the background, but the stringed instrument at the forefront, I can't tell exactly if it's a lute, a dulcimer (because of the quick stacatto-esque notes around 0:10, 0:17, 1:14, 1:27, etc.), or if it's just a digital string instrument.  The first 50 seconds kind of blend into the background for me, after the initial four seconds of, "Oh, yay, the Rivertown song."  But then at 0:54 and 1:43, something about that flittering melody there gets me every time.  It's now one of my favorite songs in the game, and I'm going to bring down whatever divine wrath I have if whoever the antagonist in this game is ends up destroying Rivertown and I never hear this song again.


~JWfW/JDub/The Faceplantman/Jaconian
Es war der Tanz mit den lebenden Toten

Monday, April 6, 2026

Game EXP: Organ Quarter (MQ2)

[Disclaimer:  I received a review key for Organ Quarter through Keymailer, a third-party website/company that connects publishers and developers with content creators.  The game was given without promise or expectation of a positive review, only that the game be played, and content be created through the playing of the game and the experience.  Unless otherwise noted, all content in the following article is from my own playthrough of this game.]

Organ Quarter
Systems: PlayStation 5 VR, Meta Quest 2, Meta Quest 3/3S, HTC Vive
Release Date: October 19, 2017
Publisher: AMATA K.K.
Developer: Outer Brain Studios
Time Spent: ~4 Hours 38 Minutes 
Playthrough Videos on YouTube

When I saw that AMATA had published a virtual reality survival-horror game, I was pretty excited.  My time with Last Labyrinth was a good indicator that they knew how to develop single-room-style escape room puzzles in a virtual reality space, so putting their publishing arm behind a game developed by Outer Brain Studios was a pretty decent indicator, before I looked up anything about the game, that this was going to be a wild ride.  However, after four and a half hours, I have officially hit both a skill and technical wall that we will get to after we lay some contextual groundwork.

Organ Quarter is a survival-horror game in the truest sense of the word.  There are slowish-moving humanoid monsters, and there are (currently) different types of guns with limited ammo and health that can be found scattered throughout the different areas.  Of the enemies I've encountered, they all take significantly more damage with head shots (for those that have heads), and take anywhere between three to five shots, while others seem to only take one.  In two instances, I reloaded from a previous save because I felt that I had wasted ammo, the first time being when I first encountered a shambling enemy, and tried shooting from a distance.

One complaint I have that's directly tied to shooting the enemies is the control scheme.  You move with one hand, which also has access to your inventory and map, and the other hand holds a flashlight and your weapon (your weapon takes on flashlight functionality, so there's no having to shoot in the dark), and allows you to snap-rotate.  When I first started, I opted to shoot with my left hand since I'm left-eye dominant, but this meant I was using the right controller/joystick, which felt very awkward.  When I switched to using the left controller/joystick for movement, it became much more comfortable, as did turning with the right controller.  Unfortunately, even in virtual reality, if I try to aim with my right eye, my shots are off ever so slightly.  This has forced me to fire at nearly point-blank range with the pistol, which isn't too much of an issue against the basic grunt-type enemies, Trypos, who just lumber at you slowly.  The faster-moving Pegman is more of a problem as it will also lunge at you when you're in range.  The projectile acid-spitting Retches are terrifying, as their long necks and bobbing heads allow them to look around corners before the rest of their body makes the turn.

The gameplay, up until I decided I was unable to progress any further, was a great throwback to "old school" survival-horror games set in a virtual reality space.  There are no enemies to encounter until after you acquire your first gun, and all of the enemies in the starting area are appropriately frightening while still being easily dispatched with the single-fire pistol.  Once you acquire the sawed off shot gun, you now have the option of a higher-powered gun, but at the expense of far fewer rounds found scattered around.  Do you use three rounds from the pistol to take out a monster, or one blast from the shotgun, hoping that all of your shots hit, otherwise you'll have to fire again, or maybe switch back to the pistol for the killing shot?  Do you shoot at the bouncing spider creature, knowing that it takes only one bullet, or do you try to sprint past the three or four that are currently scuttling around in the hallway between you and what you hope is a door to the next save room?  It can be a pretty fine balance between hoarding your ammo for the end of the stage boss fight and making sure you get through while taking as little damage as possible.

Four and a half hours in, though, I've decided to call it quits.  I'm at the boss fight at the end of the nightclub area, and the game is throwing too much at me while trying to shoot with my non-dominant hand.  It honestly feels like there is just too much going on to take in, and it feels like a jump in skill level that's just too much.  Let me try to break it down.

The boss is a creature inside of a metal shell with eight tubes, four on either side.  There's a fleshy mass that passes between each of the tubes and the round shell body in the center that the creature is in.  Once you shoot one of the fleshy masses, the battle starts, and the entirety of the boss creature starts rotating clockwise.  While the boss starts bobbing up and down and spinning, it fires projectiles at you that you have to move around to avoid.  There is also a rotating platform with a spike blade that sticks out that sweeps the playable area, although it retracts to the opposite side as this circular structure also rotates clockwise.  While the boss is moving, you again have to hit one of the fleshy masses, and in doing so, the whole creature drops to the top of the rotating blade platform, and a cage door opens, revealing the body of the creature within the device.  This is when you shoot it.  After about three seconds, the cage door closes, and the whole boss device thing starts again with its bobbing and spinning, although this time faster if you hit the creature within the device.  So you're moving to avoid the spinning spike blade that's sweeping the floor (and you can't jump over it because there's no jumping in the game), moving to avoid the projectiles, and trying to hit a seemingly random target that's moving up and down and spinning, all the while firing with my non-dominant eye.

In my final attempt, I did try going back to shooting with my left hand and moving with my right, but that felt too awkward.  I also tried changing the moving mechanism from standard to teleporting, but that didn't allow for the quick movement that I would need to be constantly moving around the room while aiming at the boss.  I am willing to concede that I'm missing something about this boss fight.  Like maybe I'm supposed to use the shotgun to shoot at the masses as they randomly move between the tubes, then use the submachine gun when the cage opens up.  But then I'm afraid that I'll run out of ammo, as I don't have much for either of those guns, and I'm genuinely thinking that you have to hit the fleshy masses eight times, each from a different pipe, along with the creature behind the cage.

Unfortunately, this is where my journey with Organ Quarter ends.  I was very much enjoying the gameplay and the terror and thrills of playing a survival-horror game akin to the original Resident Evil and Silent Hill in a VR setting, where an unsettling encounter with a single enemy puts you on edge.  Where a darkened cave with limited visibility is more terrifying than having to go up against a single boss for the 10th time.  I'd like to think that I'd come back and beat the Nightclub boss in the future, but in the meantime, I just need to step away rather than go in and hope that I might beat the boss.


~JWfW/JDub/The Faceplantman/Jaconian
Break the Cycle that I'm in

Friday, April 3, 2026

Monthly Update: April, 2026

 


I feel like I've actually got quite a lot on my plate right now.  I have almost three months of MIDI Week Singles queued up, although six of those articles are related to a Game EXP dump I'm in the process of writing/finishing.  Not really a "dump" per se, more like two short articles covering three games a piece, and since they've all had great music, I thought it would be a perfect excuse to feature some of that music too.  I also have several articles in various stages of being unwritten for cultural bangers like Horses, Mashina, and The Exit 8.  As I look at my list, I also realized I never wrote my article about Resident Evil 6, which wasn't as bad as I was expecting it to be, just the evolution of where the game was going since Resident Evil 4, along with the expansiveness of Resident Evil Revelations in the story they wanted to tell and how they wanted to tell it.  But we'll leave that for the inevitable article.

And then I seem to have found myself playing multiple games again.  I'm about 38 hours into Divine Divinity, just over five hours into Outer Wilds, 2.5 hours into Superbrothers: Sword & Sworcery EP, and I even started playing Dustforce a little while ago, but I don't know if I'll complete that game, as there seems to be a three-star equivalent mechanic that was prevalent in every other game to come out between 2008 and 2015.  I don't really have it in me to complete that game, or games like it, right now.  And I started another new character in Neverwinter Nights when I remembered that I had the Diamond Edition over on GOG.  But again, I've got that queue nipping at my heels.

We can't really talk about what happened in March without mentioning the Firefly animated series announcement.  A lot of the articles I've read as a reaction to this announcement laud the fact that they're going back to the time between the end of the TV series and the beginning of the movie, and from what I understood, this was supposed to be Seasons Two and Three of the show.  I get it, though, if you do a prequel to the movie, you get to have Wash and Book back, and if you're going to pitch an animated reboot of a show to a fanbase that loves the buhjeezus out of its crew, you might as well jump to a time when that crew was all still alive.  There's still plenty of show there with the development of Book's character and his leaving, as well as Inara.  Plus, the crew needs to have some bad stuff happen to put them in the bad place they're in at the start of the movie, and there're plenty of stories to tell to get them there.  Out of all of the possible announcements about a return to that hill'verse, I feel that this is one of the better routes they could take.

Movie-wise, there were quite a few trailers released in the last week:
And then there are movies that were released or are releasing within the next week:
Now is the era of small indie horror games, all typically selling for fewer than $10 USD, to get arthouse film adaptations.  And Super Mario Bros too, I guess.

And absolutely nothing else is going wrong with the world.  Nothing.  At.  All.



~JWfW/JDub/The Faceplantman/Jaconian
And There's No Need I Know

Wednesday, April 1, 2026

MIDI Week Singles: "Greenhorn Ruins" - Wario World (NGC)

 


"Greenhorn Ruins" from Wario World on the Nintendo GameCube (2003)
Composer: Norio Hanzawa, Minako Hamano
Album: No Official Soundtrack
Publisher: Nintendo
Developer: Treasure Co., Ltd.


Something about using a song from a Wario game for a MIDI Week Single article on April Fools' Day seemed somewhat appropriate.  The Squire has been playing a lot of Wario World on the Nintendo Switch Online GameCube app on the Switch 2 over the last couple of weeks.  It started out with him playing for a bit, then handing me the system to beat harder areas, but now he's able to play through most of the early stages on his own; he still needs assistance in areas where you need to rotate the camera.

As for the music itself, I'm not really qualified to analyze an early 2000s big band-styled piece.  I mean, you've got your drum kit, guitar, bass, brass section, and a classic MIDI saxamaphone.  There's probably a piano in there for good measure, too.  This song really just stuck out to me as one of the more interesting songs in the first half of the game, as we're currently only in the first area of the third world, and this track happens during the second stage of the first world.

So as Wario says, and is one of The Squire's favorite things to hear Wario say, "Have a rotten day!"

Except don't.  Have a wonderful day full of joy, music, and plenty of bulbs of fresh garlic.



~JWfW/JDub/The Faceplantman/Jaconian
You're Claiming Victory