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See, that’s what the app is perfect for.

Sounds perfect Wahhhh, I don’t wanna

NEW SONG! This is my Little Data cover of the song “Dr. Mook’s Robot Remodeling Factory” by Jun Chikuma from the video game Super Bomberman, taking the original arcadey tune and turning it into a super-chill bossa song—chk it out if that sounds fun! here’s the original if you haven’t heard it before! nωn

Source: SoundCloud / Kid MarsCat super bomberman bomberman hudson soft hudson little data kid marscat bossa nova jun chikuma chill videogame videogame music remix chiptune datapop
ghostoftom
kidmarscat

Check out my cover of “Fyda”/”Fyda’s theme” from the Terranigma soundtrack! I’ve been obsessed with the Terranigma soundtrack in the last few days, so much that I decided to re-arrange a song that I love but feel could be so much more grandiose and traditionalist. If you haven’t listened to it in a while or not even once, check out the original here.

The arrangement is inspired by Ennio Morricone’s soundtracks for early Dario Argento, Sun City Girls, Yasunori Mitsuda, Joe Hisaishi, The Astronauts, Secret Chiefs 3: UR and Traditionalists. The arrangement features the following instruments:

  • Panflute and Mellotron flute
  • Acoustic guitars
  • Electric guitars with spring reverb goodness ☆
  • Rhodes piano
  • Hammond organ
  • Fretless bass and regular bass
  • Celtic harp and regular harp
  • Violin section, plus viola and erhu
  • Alto sax section
  • Tabla and dholak
  • Boy choir
  • My singing voice
  • Drums

The song was mixed using 16 tracks, and took me like a day to finish from start to end. The hardest part was the new arrangement. It’s completely different in many ways, including an entire extended section.

Terranigma was the first RPG I ever played because it was one of the few games that had an official Spanish translation. I must have been like 7 or 8 when I played it for the first time. I adore this game so much; it wasn’t just a good game, i think it influenced my ideas on life and art, too. It’s probably one of the most mystical videogames of the SNES era. There are many RPGs that hint at esoteric themes but Terranigma is built pretty much entirely from fundamental, traditional esoteric concepts, and that’s beautiful to me ♡ I also made the song because Fyda is a warrior princess and, like my cover of Yapoos’ “Akai Sensha”, making my own version just thematically makes too much sense considering who I am and how much I relate to the character.

Anyway, enjoy!

ghostoftom

I reblogged this the first time without listening to it the whole way through. Listening to it again is like whoa, this is very good even ignoring the connection to the game.

kidmarscat

High praise ;ω; That was the idea, too—to be neither too faithful nor too distant from the original song or the game’s ideas, but rather to take the the elements inside the song and the game that I found to be most beautiful and highlight them; to make them timeless and ever present, not nostalgic.

Source: kidmarscat thank you so much ;ω; terranigma videogame music

Check out my cover of “Fyda”/”Fyda’s theme” from the Terranigma soundtrack! I’ve been obsessed with the Terranigma soundtrack in the last few days, so much that I decided to re-arrange a song that I love but feel could be so much more grandiose and traditionalist. If you haven’t listened to it in a while or not even once, check out the original here.

The arrangement is inspired by Ennio Morricone’s soundtracks for early Dario Argento, Sun City Girls, Yasunori Mitsuda, Joe Hisaishi, The Astronauts, Secret Chiefs 3: UR and Traditionalists. The arrangement features the following instruments:

  • Panflute and Mellotron flute
  • Acoustic guitars
  • Electric guitars with spring reverb goodness ☆
  • Rhodes piano
  • Hammond organ
  • Fretless bass and regular bass
  • Celtic harp and regular harp
  • Violin section, plus viola and erhu
  • Alto sax section
  • Tabla and dholak
  • Boy choir
  • My singing voice
  • Drums

The song was mixed using 16 tracks, and took me like a day to finish from start to end. The hardest part was the new arrangement. It’s completely different in many ways, including an entire extended section.

Terranigma was the first RPG I ever played because it was one of the few games that had an official Spanish translation. I must have been like 7 or 8 when I played it for the first time. I adore this game so much; it wasn’t just a good game, i think it influenced my ideas on life and art, too. It’s probably one of the most mystical videogames of the SNES era. There are many RPGs that hint at esoteric themes but Terranigma is built pretty much entirely from fundamental, traditional esoteric concepts, and that’s beautiful to me ♡ I also made the song because Fyda is a warrior princess and, like my cover of Yapoos’ “Akai Sensha”, making my own version just thematically makes too much sense considering who I am and how much I relate to the character.

Anyway, enjoy!

Source: SoundCloud / Kid MarsCat terranigma surf rock music cover snes classical rpg videogame music 天地創造 フィーダ quintet

MarsCat Steam Review: Paratopic

[Source]

Disclosure: I’m a friend of one of the developers, and got the key as a trade.

Paratopic is a first-person adventure game that focuses on exploration and storytelling, using elements from horror and surrealism to present a mystery that involves multiple characters, VHS tapes, nightmares, murder, and an overall sense of dread and confusion. However, while the game achieves the look and feel that it’s aiming at with its world building and art direction, the scenes and themes introduced never come together to tell an actual story.

I love the aesthetics of Paratopic. Regarding the visuals, dialogue, music, sound design and environmental storytelling, the game creates some very compelling moments, that are mostly well executed and worth watching at least once. The game understands how to give a sense of mystery through its design elements, and how to use cinematic techniques for effect. I commend the developers for these aspects, as they are coherent and well designed as a whole, giving Paratopic a real uniqueness in terms of style, graphics and experience.

Sadly, however, a mystery can’t be executed merely through superficial aesthetics that don’t structure themselves into a system or a narrative. If there’s no development, purpose or sense of substance behind an artistic choice, it’s merely an empty gesture. The design elements and story ideas presented here never get together to tell an actual story, but instead linger in limbo, like a series of suspended vignettes that are only vaguely related with one another, thematically, symbolically or otherwise. A mystery that doesn’t allow itself to be understood or explained is no mystery at all: just a bunch of ideas wrapped inside a canvas, never resolving into a bigger picture, no point of entry or exit for the player to begin to piece the game together. It’s truly a disappointment, since the game creates a world that could be worthy of exploring in the telling of an actual story.

Technically speaking, most of the exploration mechanics are designed as expected from a first person adventure game or “walking simulator”. However, the slow pace at which you are made to walk and run, combined with the size of the maps compared to what’s available to explore and interact with, make the experience entirely tedious and not worthy of being played more than once, in spite of what the achievements system and lack of saving feature try to compel you to do. There’s also lack of clarity for the mechanics of the game in many of its interactive portions, which makes some of them feel unresponsive and underdeveloped.

All in all, the game burns through its clever design too quickly and without course, so much that, after the first 15-20 minutes of gameplay, there’s not much new to the experience of the game that hasn’t been seen in the early scenes. The narrative elements never resolve into any kind of arc or punchline that could motivate you to want to keep exploring the game, not least do it more than once. I would want to see future works by the developers that take these great ideas and world-building elements onto a more mature, serious, and better-constructed narrative experience. Otherwise, Paratopic is a game that, while interesting in some portions and in many aspects, tends too much into tediousness and a lack of purpose. There’s just no real mystery in Paratopic; merely a vague but otherwise hollow feeling of mysteriousness that never develops into a whole experience.

paratopic review videogame walking simulator horror surrealism mystery game review

So, uh, I don’t use this as much anymore :/

So, if you wanna follow me on social media that is actually active, consider following me here:

OFFICIAL LEGIT TWITTER WITH NO SHITPOSTS
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SEVERAL PICTURES OF MY FACE AND CLIPS OF SONGS
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NEWSLETTER THING THAT I HAVEN’T USED YET
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PATREON THING THAT I RARELY GET TO UPDATE
https://patreon.com/kidmarscat
NEOCITIES PAGE WITH ALL MY INTERNET MEDIA CONTENT THINGS
https://kidmarscat.neocities.org/

So there you go. I hope to see you around soon again C:

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