![]() If Mario walks across either, he will be frozen and will lose his turn. Later into the battle, the Ice Vellumental will start encasing certain panels with either blocks of ice or snow patches. Mario must use the Fire Vellumental's power to melt the ice block, and can then damage the Ice Vellumental with the 1,000-Fold Arms, which will render it dizzy and cause it to lose a turn. The Ice Vellumental starts the battle encased in a block of ice, and is immune to most of Mario's attacks, with the exception of minimal damage from the Fire Flower. Glad you fixed those.Mario faces off against the Ice Vellumental There were some songs I wanted to add to one of my mixtapes, but opted out due to problems with the looping. I didn't listen to all the tracks, just most of them.Īlso forgot to thank you for fixing some of the looping problems. Other than these, the abruptness works for all the other tracks. Beware the Handaconda suffers from the same problem as Graffiti Underground (but might work to the song's advantage considering the vibe it tries to pull off). I would split up the two Trial of Wisdom tracks again, as they don't flow into each other nicely. Thrills at Night ends a bit too quickly- the last note gets cut off. ![]() M-A-X Power! ends really abruptly, and I found that one really jarring (Deep, Deep Vibes ends the same way, but doesn't feel abrupt). Graffiti Underground feels like it's incomplete, but I guess I just prefered the fade-out for that track. Which tracks end jarringly? Some tracks have abrupt endings in favor of classic fade-outs for stylistic reasons, but I'd love to fix anything that's too abrupt. I also wanted to keep the tracklist as short as possible given how much music this game has, and aimed to keep the three trial songs as their own standalone tracks.įair point on "Beware the Handaconda", though I think it could maybe benefit from some more fade-out than is presently applied to the track, so I'll look into that as well. I actually feel that the bell abruptly cutting off the hectic timer segment in "The Trial of Wisdom" works to the song's advantage, as it's sort of an anti-climactic/comedic response to the rising tension at the start of the track. It's just something that bugs me a little. I didn't listen to all the tracks, just most of them.ĭon't feel like you have to change it solely for me- if you think it's fine the way it is, that's your choice, and I respect that. I might look into improving "Thrills at Night"'s ending timing, and I'll see what I can do for "M-A-X Power!" as well, though I can't guarantee much in that specific case. ![]() ![]() "M-A-X Power!" in particular was a little hard to make sound natural, but I wanted to maintain the idea of these being music disc tracks that each get cut-off by the next in the rotation. Regarding the music disc/disco tracks, those were pretty hard to seamlessly end with the game's record sound effect. I figured the existing abrupt cowbell cut fit, but I'd say it's perfectly fair to prefer a fade-out. "Graffiti Underground" was pretty fun to work with given its segment's interesting use of dynamic music, so I felt it was somewhat appropriate to give it a more unique intro/outro instead of a simple fade-out. ![]()
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