Full name: Ganbare Goemon 2: Kiteretsu Shōgun Magginesu
Genre: Action
Developer: Konami
Publisher: Konami
First released: 1993
To many video game aficionados, Konami's Goemon series is held in both high and loving regard. The eclectic mix of Japanese folklore and completely off the wall humour, wrapped up in extremely well designed games struck a real chord with those who looked to the east for their digital fix.
Ganbare Goemon 2 once again follows the escapades of title character Goemon, his brilliantly wacky sidekick; Ebisumaru and now robotic clockwork ninja; Sasuke as they attempt to halt the evil General Magginesu's plans of westernising Japan (textbook!). As you'd probably expect, all sorts of crazy shenanigans happen along the way, with a guest appearance from Sparkster and the giant robot Goemon Impact being amongst the highlights.
I never really know where to start with this design...it's totally nuts! The stand out stuff for me has to be the towering figure of Impact in the background, the mischievous army of bunny men on the reverse of the box and of course, the awesome Ebisumaru, who always looks like he's about to get into to trouble.
This game (and its artwork) epitomises everything that I find fascinating about Japanese video games, and from the first time I saw it in a Super Play feature, I knew that it was one I'd need to own at some point. Just imagine how radical this looked to a 12 year old kid from Liverpool...you just didn't see this sort of thing round my way! Even though it was sadly never officially translated, the absence of really heavy text means that you can get through it with little fuss and maximum enjoyment, and so I'd urge any fans of wacky, fantastic video games to hunt down a copy.
Go Goemon!
Showing posts with label Konami. Show all posts
Showing posts with label Konami. Show all posts
Thursday, 16 May 2013
SFC box art number 5: Ganbare Goemon 2
Tags:
box art,
Crystal Blue Dreams,
Ebisumaru,
Ganbare Goemon,
import,
Konami,
musings,
retro games,
Super Famicom
Location:
Liverpool, Merseyside, UK
Monday, 29 April 2013
Vampires, whips and 16bits
Throughout the years much has been much written about Konami’s wondrous Castlevania series (a boat load in all honesty). And for one instalment in particular there is very little that has not been said, no part of the game left upraised and no dimly lit Transylvanian corridor unexplored... I am talking of course about the legendary SNES offering; Super Castlevania IV. Even though this game has been pulled apart on innumerable occasions, it has not deterred me from adding my own two penneth’s worth into the mix.
Released in 1991 as part of the Super Nintendo’s first wave assault on the gaming landscape, Super Castlevania IV arrived on the scene carrying with it the heavy burden of reputation - the rabid love for its predecessors was a force to be reckoned with. Although on the face of it, seemingly not much more than a simple 16bit re-working of Simon Belmont’s original NES outing, it soon becomes apparent that the cosmetic Mode 7 upgrades are just the beginning of this vamp-tastic (yes that’s a word!) adventure. Konami unleash upon us an array of undead baddies, eerie vistas and demonic overlords that will test even the most intrepid of vampire hunters.
Once again the game focuses on the tale of the unfortunately named Simon Belmont and his quest to slay the biggest and baddest undead fiend of them all; Dracula. Belmont must navigate the vast labyrinths and mazes of his nemesis’ castle (as well its substantial ‘grounds’) and using his trusty whip, slay hordes of minions and generally kick arse along the way (there may also be some swinging involved...but thankfully not of the fruit bowl variety).
Visuals – 8.5 / 10
In what is a rare occurrence for a Konami game, the graphics do not immediately blow you away and in fact for the first 20 minutes or so you could be forgiven for wondering what all the fuss was about. This is not to say the appearance is initially poor (far from it), the graveyards and outer reaches of the castle are immaculately drawn and ooze atmosphere, it’s just that it’s all a bit...brown, or maybe “earthen” is a better term. Though this does fit in with the gothic and chilling undertone of the game, it can feel a little samey.
Anyways, as with many of the finer things in life, once things get up and running you are treated to a Konami master class in how to how to “do graphics”. There is gorgeous use of parallax scrolling, seeing the night sky drift past the dilapidated walls is heaven for any 16bit fan! The sprites for the legions of evil creatures are beautifully drawn and then we get to the bosses which manage to put a decent amount of later Super Nintendo games to shame. From the delightfully translucent giant skull to the brutish take on Frankenstein’s Monster, these end of level titans are as jaw dropping in their appearance as they are in their difficulty.
And as was the way in the early 90’s, Super Castlevania IV takes huge advantage of the SNES’ (still mind boggling) Mode 7 trickery...leading to one of the most talked about and impressive scenes of the 16bit era. Yes, the chandelier bit is as good as everyone says it is...there is just something immensely satisfying about dancing over giant swinging light fittings! The scene’s cemented renown in gaming folklore is very much deserved.
Sound – 10/10
As any fan of the series can attest to, music is one of Castlevania’s strongest and most enduring features, and the SNES version is no different. It is well known amongst fans of the console that the Nintendo’s second grey box had the capacity to produce some quite staggering musical scores, so it is rather pertinent (to me at least) to say say that Super Castlevania IV’s is up there with the very best that the system has to offer.
The soundtrack is dark and foreboding – classic horror stuff and you could honestly be forgiven for thinking it was scored by an actual orchestra...on a cartridge! The use of organ (or the midi version of it anway) fits in perfectly well with the baroque style ambience of the game and adds a genuine feeling of darkness to each level you tackle. For my money, a video game soundtrack is only truly exceptional when I find myself listening to it outside of playing the actual game, this one has been on my iPod for a number of years now...and it will not be going anywhere soon.
Playability – 9/10
Once again here Super Castlevania IV starts off at leisurely pace, the first couple of sections are nothing more than an evening stroll around the castle grounds slaying a few slow moving monstrosities...this does seem trying initially but later on you realise that the period of familiarisation was actually a must. The gameplay is similar to earlier incarnations of the game but with some much needed improvements; Mr Belmont can now whip all around the place (or at least in eight directions as opposed to just four) which makes for some lovely diagonal action. The whip (aptly named ‘The Vampire Killer’) can also be held in front of the player and swung around like a flail; this inflicts less damage in exchange for much more frequent hits. An extra treat also comes in the form of sub-weapons such as daggers and axes which come in handy when the going gets tough.
Although controlling Simon initially feels slightly cumbersome, once you have the hang of it, the system feels very natural and then we get to Konami’s pièce de résistance: the whip can be used to latch onto and swing over various obstacles which allows you to reach otherwise inaccessible areas. Although this kind of thing seems standard today, it was revelatory stuff for the series and gives the game a much more fluid platform style flow.
Longevity – 8/10
The game is stretched out over 11 magnificent and varied levels, cunningly each one is just that bit tougher than the last so you never feel like you've run into a wall of difficulty. Make no mistake though, this is a hard game and death is never far away. Even though you learn that certain jumps require super precision and certain enemies have a pattern you’ll probably use continues and become familiar with the password system. If you’re not skilled at the platform genre then making it to the end and besting this beast may be a tremendous test of patience. The game is best suited to committed folk looking for a challenge and a bit of exploration to go with their platform escapades.
Sadly the western releases of the game were blighted by the usual censorship shite that we had become used to. Dripping blood was replaced by green ‘slime’, certain religious crosses and removed and the obligatory topless statues were given some clothing to keep them warm...but even this overly nannied approach though does not detract from what is an awesome spectacle with tonnes of replay value.
Overall In more recent times, Super Castlevania IV has (in my eyes at least) been eclipsed by the nigh-on perfect Symphony of the Night for the PSX. Never-the-less it is still a veritable classic and one of the Super Nintendo’s flagship titles, whilst it does begin at a rather sedate pace and maybe lacks the initial wow factor of a Super Mario World or F-Zero, those willing to persist with it will find true quality the likes of which is all too rarely seen.
I am a long time fan of this fantastic game and, in this reviewer’s humble opinion it absolutely carries the torch for a time when video games were not only scaling new heights of technical excellence, but were also crafted with genuine heart and soul...something which seems sadly lacking in many of today’s releases. Super Castlevania IV is dripping in both class and charisma and although I dislike the phrase, it really is a tour de force that once again shows what Konami could achieve at their brilliant best...and when playing with Super power.
Go out right this minute and buy it!
Score 9 out of 10
Tags:
blog,
Castlevania,
Crystal Blue Dreams,
Dracula,
Konami,
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new post,
retro games,
review,
Simon Belmont,
SNES,
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Location:
Liverpool, Merseyside, UK
Thursday, 4 October 2012
The SNES Knight Rises
Greetings friends! I've recently been moonlighting on another site writing the odd review. In a scandalous turn of events I've decided that I'm going to dual publish everything I review, so without further ado (ah, a rhyme!)...
I know I know...more Batman!
It does seem like the guy is absolutely everywhere at the moment. However the current hyperbole surrounding the Caped Crusader does give me the perfect excuse to talk a bit about one of his most highly regarded forays into the video game world: Batman Returns on the Super Nintendo.
Developed by the magicians at Konami back in 1992/93, Batman Returns is essentially a scrolling beat-em-up based on the movie of the same name...think Final Fight but with Keaton, Pfeiffer and DeVito replacing Cody, Hagger and Guy! The story goes something like this: maniacal business tycoon Max Shreck has formed an unholy alliance with The Penguin and Catwoman, together the three plan to bring Gotham to its knees (just for a change). As the heroic Dark Knight, you have to punch, kick and swing your way through a menagerie of baddies on the snowy streets to save the day. As it is commonly known, movie/game tie-ins are notorious for being, well...a bit cack really, but thankfully Konami bucked the trend here in a big way.
Visuals – 9/10
As with the majority of Konami’s SNES offerings, the graphics on show are nothing short of divine. The game opens with a quite stunning intro sequence that shows off some swanky digitised stills from the film, amazingly Michelle Pfeiffer manages to look enticing even when displayed in 16bit!
The in-game sprites (both major and minor characters) have a chunky and well designed look about them. The entire game is fantastically animated and manages to move with a fluidity that is quite astounding given that it was one of the earlier titles to be released on the SNES. There is also some decent use of parallax scrolling within the levels, coupled with lush backgrounds and lighting effects (check out the Christmas tree for instance) to really turn heads.
The baddies are refreshingly original if a bit weird in places (giant skulls riding motorbikes anyone?), the mixture of clowns, jugglers and American Indians (nope, I have no idea either) makes a nice change from the stock street punks seen in the likes of Double Dragon and Undercover Cops. The end of level bosses; Catwoman in particular are sights to behold, and I actually found myself a couple of lives down from admiring them too much.
Sound – 8/10
In the world of the scrolling beat-em-up, soundtracks are often left dripping in uninspiring or horribly cheesy background music. Happily Batman Returns brings to the table an epic rendition of Danny Elfman’s original movie score which not only belies the age of the game, but brings with it a real sense of that comic book atmosphere and this fits in perfectly with the gritty charm of Christmas in Gotham. Fans of the movie will instantly recognise signature melodies, and Konami’s use of the SNES’ quality sound chip set up is impressive to say the least.
The game is heavily loaded with some very satisfying sound effects; there are lots of hefty sounding thuds and cracks to let you know that bones are being crunched and heads are being cracked, these effects add a great deal to the game and are genuinely (and perhaps worryingly) realistic!
Playability 9/10
This where Konami really have pulled out the stops, Batman Returns plays like a dream. The brawling is right out of the top drawer and even gives the mighty Streets of Rage II a run for its money. Along with regular punches and kicks, the Dark Knight can also play a bit dirty by grabbing two enemies and cracking their heads together (rewarding) or even by throwing them at the wall or through windows...which is a wonderful touch (and immensely rewarding!).
The mandatory energy sapping special attack is also present and correct; a nice looking swing of the cape will take out all nearby enemies when things get a bit lairy. And of course, this being Batman there are a few elaborate gadgets to be called upon: the batarang, which stuns the crims for a couple of seconds allowing you to get the drop on them, and the batrope, which is ace for getting out of tight (and sometimes on fire!) spots. The last of these toys are the ‘test tubes’, loosing one of these bad boys unleashes a smart bomb effect and obliterates everything (normal) on screen...he’s nothing if not tooled up.
The two bones of contention I have with the gameplay are the slightly cheap boss fights, which can take up a good deal of your ‘test tubes’ and lives without you making much of a dent in their health bars, and the Batmobile section. It’s not that it’s terrible, the roads of Gotham look acceptable and the whole thing moves along at an ample pace, but it does just lack the polish that rest of the game displays so readily...to be honest, it’s a relief when it’s over and you get back to stoving heads in!
Longevity – 8/10
Unlike many scrolling beat-em-ups of the day, Batman Returns is actually pretty tough to beat, and should keep most players busy for a while...especially if you play it on the ‘mania’ setting which is completely mental! The boss fights alone can easily cost you a few lives, and while they can be a bit cheap, it’s nothing that’ll drive you to smashing the controller. The pick up and play appeal of this kind of game give serious relay value and I found myself playing it right the way through a couple of times.
The only thing that does slightly hamper the life of the game is the lack of two player mode. I know this is a bit harsh because the source material doesn’t really allow for one, but as any brawler fan can attest, stalking the streets and dishing out vigilante style justice is always more fun with a friend.
Overall
The bottom line is that Batman Returns is an absolute gem of a video game. For my money it is the best example of the scrolling beat-em-up genre on the SNES (outside of Japan at any rate), and probably the best Batman game I’ve ever played. It boasts glorious graphics, a wonderful soundtrack and has the charm and panache to rival even some of Nintendo’s own first party offerings. For anyone who is bored of Final Fight and Rival Turf or just wants a better SNES alternative to the Streets of Rage series then Batman Returns could and probably should be the game for you.
With this title Konami showed early on that their reputation as one of the Super Nintendo’s top developers was very much justified. And although a myriad of alternative ports of the game were released on a variety of other formats (Mega Drive, Amiga NES etc), it is the SNES title that remains the seminal instalment, and as such it would make a worthy addition to any retro collection.
Score
8.5 out of 10
![]() |
The prelude to awesome... |
It does seem like the guy is absolutely everywhere at the moment. However the current hyperbole surrounding the Caped Crusader does give me the perfect excuse to talk a bit about one of his most highly regarded forays into the video game world: Batman Returns on the Super Nintendo.
Developed by the magicians at Konami back in 1992/93, Batman Returns is essentially a scrolling beat-em-up based on the movie of the same name...think Final Fight but with Keaton, Pfeiffer and DeVito replacing Cody, Hagger and Guy! The story goes something like this: maniacal business tycoon Max Shreck has formed an unholy alliance with The Penguin and Catwoman, together the three plan to bring Gotham to its knees (just for a change). As the heroic Dark Knight, you have to punch, kick and swing your way through a menagerie of baddies on the snowy streets to save the day. As it is commonly known, movie/game tie-ins are notorious for being, well...a bit cack really, but thankfully Konami bucked the trend here in a big way.
![]() |
Konami + Super Power = amazement |
As with the majority of Konami’s SNES offerings, the graphics on show are nothing short of divine. The game opens with a quite stunning intro sequence that shows off some swanky digitised stills from the film, amazingly Michelle Pfeiffer manages to look enticing even when displayed in 16bit!
The in-game sprites (both major and minor characters) have a chunky and well designed look about them. The entire game is fantastically animated and manages to move with a fluidity that is quite astounding given that it was one of the earlier titles to be released on the SNES. There is also some decent use of parallax scrolling within the levels, coupled with lush backgrounds and lighting effects (check out the Christmas tree for instance) to really turn heads.
The baddies are refreshingly original if a bit weird in places (giant skulls riding motorbikes anyone?), the mixture of clowns, jugglers and American Indians (nope, I have no idea either) makes a nice change from the stock street punks seen in the likes of Double Dragon and Undercover Cops. The end of level bosses; Catwoman in particular are sights to behold, and I actually found myself a couple of lives down from admiring them too much.
![]() |
Parents queueing outside Toys r Us?! |
In the world of the scrolling beat-em-up, soundtracks are often left dripping in uninspiring or horribly cheesy background music. Happily Batman Returns brings to the table an epic rendition of Danny Elfman’s original movie score which not only belies the age of the game, but brings with it a real sense of that comic book atmosphere and this fits in perfectly with the gritty charm of Christmas in Gotham. Fans of the movie will instantly recognise signature melodies, and Konami’s use of the SNES’ quality sound chip set up is impressive to say the least.
The game is heavily loaded with some very satisfying sound effects; there are lots of hefty sounding thuds and cracks to let you know that bones are being crunched and heads are being cracked, these effects add a great deal to the game and are genuinely (and perhaps worryingly) realistic!
![]() |
Or more likely squeal, as you punch her face in! |
This where Konami really have pulled out the stops, Batman Returns plays like a dream. The brawling is right out of the top drawer and even gives the mighty Streets of Rage II a run for its money. Along with regular punches and kicks, the Dark Knight can also play a bit dirty by grabbing two enemies and cracking their heads together (rewarding) or even by throwing them at the wall or through windows...which is a wonderful touch (and immensely rewarding!).
The mandatory energy sapping special attack is also present and correct; a nice looking swing of the cape will take out all nearby enemies when things get a bit lairy. And of course, this being Batman there are a few elaborate gadgets to be called upon: the batarang, which stuns the crims for a couple of seconds allowing you to get the drop on them, and the batrope, which is ace for getting out of tight (and sometimes on fire!) spots. The last of these toys are the ‘test tubes’, loosing one of these bad boys unleashes a smart bomb effect and obliterates everything (normal) on screen...he’s nothing if not tooled up.
The two bones of contention I have with the gameplay are the slightly cheap boss fights, which can take up a good deal of your ‘test tubes’ and lives without you making much of a dent in their health bars, and the Batmobile section. It’s not that it’s terrible, the roads of Gotham look acceptable and the whole thing moves along at an ample pace, but it does just lack the polish that rest of the game displays so readily...to be honest, it’s a relief when it’s over and you get back to stoving heads in!
![]() |
Insert Batfink joke here... |
Unlike many scrolling beat-em-ups of the day, Batman Returns is actually pretty tough to beat, and should keep most players busy for a while...especially if you play it on the ‘mania’ setting which is completely mental! The boss fights alone can easily cost you a few lives, and while they can be a bit cheap, it’s nothing that’ll drive you to smashing the controller. The pick up and play appeal of this kind of game give serious relay value and I found myself playing it right the way through a couple of times.
The only thing that does slightly hamper the life of the game is the lack of two player mode. I know this is a bit harsh because the source material doesn’t really allow for one, but as any brawler fan can attest, stalking the streets and dishing out vigilante style justice is always more fun with a friend.
![]() |
Christmas cheer...Gotham style |
The bottom line is that Batman Returns is an absolute gem of a video game. For my money it is the best example of the scrolling beat-em-up genre on the SNES (outside of Japan at any rate), and probably the best Batman game I’ve ever played. It boasts glorious graphics, a wonderful soundtrack and has the charm and panache to rival even some of Nintendo’s own first party offerings. For anyone who is bored of Final Fight and Rival Turf or just wants a better SNES alternative to the Streets of Rage series then Batman Returns could and probably should be the game for you.
With this title Konami showed early on that their reputation as one of the Super Nintendo’s top developers was very much justified. And although a myriad of alternative ports of the game were released on a variety of other formats (Mega Drive, Amiga NES etc), it is the SNES title that remains the seminal instalment, and as such it would make a worthy addition to any retro collection.
Score
8.5 out of 10
Tags:
Batman,
blog,
Crystal Blue Dreams,
Konami,
musings,
new post,
review,
SNES,
The SNES Knight Rises
Location:
Liverpool, Merseyside, UK
Sunday, 2 September 2012
On the wind down...
In attempt to showcase video game music in it's purest form and display just how splendid it can actually be, this collection consists of nothing but regular ol' background music. There are no piano, orchestral or acoustic versions present...just fantastically produced and engineered in-game music. For those unaware or perhaps even uninterested in video game music, I would urge you to give this playlist a listen and see if it helps to change your opinion.
Once again, the RPG features heavily with pieces from some of the musical heavyweights of the genre (Mitsuda, Uematsu, Kikuta etc), but there are also a couple of surprises waiting and a certain David Wise flying the flag for England.
Anyways, here is the complete track listing and for anyone who's interested in having a listen, the download link can be found below.
VGM Unwinding Vol II: BGM Galore
- Frontier Village Dali - Final Fantasy IX OST
- Lost Fragments - Chrono Cross OST
- The Treasure Which Cannot be Stolen - Xenogears OST
- Interrupted by Fireworks - Final Fantasy VII OST
- Underwater Exploration - Super Mario Sunshine OST
- Fear of the Heavens - Secret of Mana OST
- The Village of Chirping Birds - Genso Suikoden II OST
- Forest Interulde - Donkey Kong Country 2: Diddy's Kong Quest OSV
- Angel Culture - Grandia OST
- Peaceful Days - Chrono Trigger OSV
- Hope - Wild Arms OGS
- Heart Softening (Ode to Nanami) - Genso Suikoden II OST
- Stickerbrush Symphony - Donkey Kong Country 2: Diddy's Kong Quest OSV
- Singing of the Gentle Wind - Xenogears OST
- Dream of the Shore (Boarding Another World) - Chrono Cross OST
- Brinstar Sector 2 - Super Metroid OSV
- Epilogue (To Good Friends) - Chrono Trigger OSV
- Good Egg Galaxy - Super Mario Galaxy OST
- Balrog - Street Fighter II Turbo OSV
- Find Ilia - The Legend of Zelda: Twilight Princess
- A Peaceful Time Together: - Legend of Dragoon OSV
- Mining Melancholy - Donkey Kong Country 2: Diddy's Kong Quest OSV
- Celes - Final Fantasy VI OST
- Requiem of Grief - Genso Suikoden II OST
- Everyday Dream - Legend of Mana OST
- Marin sings the Ballard of the Windfish: The Legend of Zelda: Link's Awakening
Once again, feedback and/or suggestions for future uploads are more than welcome. There are another 30 or so of these on the way so...happy listening!
Tags:
blog,
Crystal Blue Dreams,
Enix,
Koji Kondo,
Konami,
music,
musings,
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On the wind down...,
PSX,
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VGM Unwinding Vol II: BGM Galore,
video game music
Thursday, 24 November 2011
A change of pace...
![]() |
Chicks dig...ocarinas? |
As this is music that I genuinely enjoy listening to, I thought I'd share some of the more downtempo examples with anyone and everyone who visits Crystal Blue Dreams.
Below is my first and (to this day) favourite playlist, first created in 2007. It is very RPG heavy but that's because RPGs tend to have the best relaxing music...and for those not fond of the genre, there are some non role playing bits and bobs knocking about in there too.
Anyways, here is the complete track listing, and for anyone who's interested in having a listen, the download link can be found below.
VGM Unwinding Vol I: Original and Best
- The Prelude - Final Fantasy IX OST
- Theme of Crysta - Terranigma OST
- Kakariko Village - The Legend of Zelda: Hyrule Symphony
- Holding my Thoughts in my Heart - Final Fantasy VII OST
- Reminiscence - Genso Suikoden Music Collection: Produced by Hiroyuki Namba
- Another Gardov - Chrono Cross OST
- Shattering the Egg of Dreams - Xenogears Light: An Arranged Album
- 600 AD (Chrono Trigger) - OC Remix
- Descendent of Shinobi - Final Fantasy VII Piano Collection
- Orrizonte – Genso Suikoden II Music Collection: Orrizonte
- In the Earthen Womb - Illusion of Gaia OSV
- Because I Love You (Mother 2) - Orchestral Game Concert Part 1
- Radical Dreamers (Chrono Cross) - Eminence Symphony Orchestra: Passion
- Theme of Celes - Final Fantasy Potion: Relaxin' with Final Fantasy
- The Sandy Beach of Ganbo - Grandia OST
- Theme of Evergreen - Terranigma OST
- Stickerbrush Symphony - Donkey Kong Country 2: Diddy's Kong Quest OSV
- Torvus Clockwork (Metroid Prime 2: Echoes) - OC Remix
- Maian Tears - Perfect Dark OSV
- Faraway Promise - Xenogears OST
- My Lady's Sigh - Genso Suikoden II OST
- The Place I'll Return to Someday/Melodies of Life - Final Fantasy More Friends: Music from Final Fantasy
- Village Theme - SimCity OSV
- Fisherman's Horizon - Final Fantasy VIII: Fithos Lusec Wecos Vinosec
- Theme of Final Fantasy - Final Fantasy: 1987 - 1994
Download VGM Unwinding Vol I: Original and Best
I'm probably going to post a few more of these playlists over the coming weeks, and if they prove popular enough then I'll make sharing them a regular feature on the site.
Also, if there are enough requests, I'll definitely consider suggested playlists.
Happy listening!
Tags:
A change of pace,
Crystal Blue Dreams,
Enix,
Konami,
music,
musings,
Nintendo,
playlist,
RPG,
Square,
unwinding,
VGM,
VGM Unwinding Vol I: Original and Best,
video game music
Location:
Liverpool, UK
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