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Ganymede - Some music credit (or, how Kevin ported 30% of the entire soundtrack)

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I am hereby declaring myself a Ganymede stan. I still don't think I get it, but that might just be a good thing. I love the sense of not just mystery but discovery that just oozes out of every screenshot and video you show. I'm absolutely in love with how emotional this game is. The style, the music, oh baby!

allow shy guy emojis in post footers you cowards!
Originally posted by Von Fahrenheit
I am hereby declaring myself a Ganymede stan. I still don't think I get it, but that might just be a good thing. I love the sense of not just mystery but discovery that just oozes out of every screenshot and video you show. I'm absolutely in love with how emotional this game is. The style, the music, oh baby!


My first stan! I am giga blessed!

A big part of why this project has stayed fresh in my head so long, longer than any other big project I've ever attempted (glances at the dozen or so unfinished novels) is because, it's a journey of discovery for myself as well. It feels less like I'm building something and more like I'm an archaeologist digging it out of the ground, little by little, until a certain point not even sure what it is that's buried. The upside to attempting and not completing so many stories is that it's great practice. It turns out that prose is not my preferred medium. Making a game is way more fun than typing hundreds of pages.

It's a deeply personal story. In a sense, it's a fictional and fanciful take on my own life and experiences. The characters are all based, with varying degrees of looseness, on myself and other people in my life. Ganymede is many things to me, one of them is therapy, a mechanism for coping with some old psychological scars and just the general heaviness of life.

And it's always profoundly gratifying whenever other people vibe with it!.:)
GANYMEDE

Chapter Two: Land of No Shame
Hei. Some updates:

1. Hard at work on Chapter 2 now. I'm taking things in a different direction, as far as the map and how you will explore it.
2. This means I'm probably sort of done twiddling with Chapter 1. Those levels were done and redone so many times, itsnjudt nuts.
3. By now, it's obvious that Ganymede is a narrative game. I've gone over the early parts of it at some length by now, but there is a lot more to it than I've mentioned previously. I've written more than 70 little tales, each of them the narrative foundation of the levels. Some of them are abstract, and relate loosely to the backstory. Others are direct accounts of the Boy and the Man, and relate to important people in his life and his experiences with them. All of them, as a whole, are a part of a metanarrative, which you will discover as you progress through the game.

I'd like to share a few of these tales here.

Cocytus

A gray sky covered everything.
From the mountains cold to the forests old
Howling from on high, the wind came,
blustering and bold.

As her arctic heart kept beating,
his molten flood of boiling blood
slowed down to a trickle, until it
ceased to flow at all.

The gray sky darkened into black,
From the mountains cold to the forests old
They froze together, neither having
anyone to hold.


The Hungry

As he walked on the path which led to the woods,
the sun shone, brilliant and bright.
Now, the woods had closed in and left him
in darkness made of permanent night,
where all kinds of terrible monsters,
hungry and vicious and blind,
will eat every piece that's worth eating,
till he's naught but a skull and a spine
with a mind,
which to things of their kind,
is a treat they can eat till the end of time.

And as every second of this ticks by,
there'd be just enough left still to ask,
if the next trillion years of being digested
will be better or worse than the one just past.
And if the whole universe dies,
will that be the end?
Will that be the moment the darkness will bend,
and open and let in the light once again?
A final, last instant of heat and release,
as they finish consuming the ultimate piece

His imagination had spooked him, he thought.
It was stress getting under his skin.
But maybe it had actually all started over,
and it all was to happen again.


Monocular

Now, isn't this a sight? It sure does look like
a cold little snowflake has fallen.
Hang up if you like, or maybe you might
try throwing it out altogether.
Listen up, little man. Keep up, if you can
As I give you some words of wisdom
Want me to explain? Well boo hoo, what a shame
You might find the truth a bit dismal.
For I am the one who calls all of the shots.
And I know where you live.
And I know when you'll die.
So run your feet bloody.
Bury your head and hide.
Go as fast as you want.
I'll be right behind.
Nothing's going to save you
If I choose homicide!
GANYMEDE

Chapter Two: Land of No Shame
CHAPTER II

In the first chapter, the boy has to make his way from his broken boat on the coast, across four levels, to the lighthouse. As you progress, the day turns to night and the boy's elation slowly wilts, until nothing is left but fear and regret.

In the second chapter, the boy makes his way back to the boat. This time, he will traverse four levels, as before. In fact, on the face of it, they are the same four levels. However, do not fear that you are simply retreading ground you are already familiar with, because this couldn't be further from the truth. I love you all and would never make you replay a whole level a second time for no satisfying reason.

First of all, since you are retracing your steps across the island, you will start these levels at the end points of the levels from Chapter I. There are more enemies and dangers to be found, and though you will recognize visual elements from the first time around, the paths you take through these levels will not be anywhere near the same as before.

Should the boy make it all the way back to the coast in one piece, it could be that he will be able to repair his boat and attempt to sail back home, to safety. It's just important to bear in mind that, maybe, that's not the best move he can make, and definitely, not the only move he can make.

Here's a sneak peek, unfinished but well on their way:


GANYMEDE

Chapter Two: Land of No Shame
One of the reasons this game will take 40 more years to finish is because a part of the development cycle is a long, often about two or three months, of inactivity, followed by at least three months of constant work and activity which always culminates in a release of a demo. None of this has been the result of deliberate intent (I'd go 24-7 if that was possible), it's just how my brain processes this enormous thing.

I've attempted a lot of projects before. I've been carrying around, upon many hard drives and about ten different computers, a folder containing a series of word files. These are novels that I've attempted, and several collections of poems and short stories. The novels all came from some great spark of an idea, and several of them made it into the hundreds of pages and hundreds of thousands of words. The only thing I ever finished was a meticulous novelization of Silent Hill 2, which gained me a tiny bit of fame in the fandom for a brief period of time, and still gets daily views 15 years after publishing the final chapter. As it turns out, I don't actually enjoy the physical labor of writing novels enough to let ideas flesh out and mature into real stories. There always comes a point where the initial rush of the seed idea wears off and I find myself unable to see a way forward. Thus dies the novel.

Nor is Ganymede my first long term video game project. Between 2000 and 2004, using two different RPG Maker versions, I built about 150 maps and 8 hours of gameplay in an epic called The Stormseeker Saga. I lost this for good in a computer crash, and this was my lesson in being anal about creating backups. As it turns out, I had actually saved a copy of the game and all the assets, and I now have it fully recovered, but I've lived whole lives since I last worked on it, and it will not be continued. Ganymede is my life now. It's the most special of all the things I've ever created, if for reason other than that I take a few months off here and there and I never, for a second, worry that my muse won't come back. It may take 20 years to finish this game, but it will be finished.


GANYMEDE

Chapter Two: Land of No Shame


I missed C3 this summer. Probably, I could have slapped together a functional thing and released it, as I've worked Chapter 1 over and over so many times that it's hard to break this part of the game at this point. However, I had already started a major project in redrawing the art assets (I've redrawn the entire opening cutscene, for example) and rewriting scenes, and I felt that it would be better to wait until winter. By then, a year will have passed since the last public release of Ganymede, and it will be a very different and new experience. The Winter 2021 release already looks dated and old.



But, there are a lot of new things to show off. First is the new title screen, which is in the last post.

Both the Burning Rage and Sword of Soaring powerups have new looks. Also, there's an all new Status Bar, with more unique looking graphics and the removal of the Item Reserve box (and concept).


Burning Rage now makes you glow in the dark and you can really unload your anger in a shower of deadly invectives. This form gives you unparalleled offense, you can sweep groups of enemies with your firepower. The tradeoff is that this form has a tough time collecting water, and that means he struggles to maintain stamina necessary to get extra height from whirlwind jumps.


The Sword of Soaring now gives the man a cool costume. It lacks the range of the Burning Rage power, but it takes out almost any threat and lets you cut through enemies quickly. It offers no water collection bonuses at all, but you can perform mega leaps with no stamina cost. Just beware you don't use all your water dashing around!


The man, without his special powers, has it tough. He can't jump very high, and he can't do much to defend himself. But, he does have a unique ability which is extremely useful: any water drops he collects gives you three times as much water and stamina as usual. Some levels, like The Hungry (pictured above) give you little or no water to start with, so collecting a lot, quickly, is necessary to survive.

The boy has things a little easier, as kids tend to do. He has a high, floaty jump, which makes it easier to survive tough platforming stages, as well as dodging enemies. Which he has to do a lot, because the kid has no attacks, and he takes 3 HP damage when harmed, rather than two in his adult forms.

Some new art:



GANYMEDE

Chapter Two: Land of No Shame
2021 has been a very busy year on the island. I've redrawn the majority of all graphics in the game. I've worked really hard to step up my pixel art skills, and apply them in interesting ways. So, when the next release happens (only 2.5 months to go!) Ganymede will be a new experience for everyone but me. If you played the Winter C3 demo in January, you will be playing a very updated game. All Chapter 1 levels have been redone, all story segments redrawn, and there will be far more content than in any previous demo.

And yet, you will still barely scratch the surface of this thing. Ganymede contains well over 200 unique levels on the ROM. Some of these levels are very big and very complex and took weeks to create. Some have taken months, some years. There are dozens more levels whose day in the sun has not yet arrived. If you want to see how massive this hack really is, click here and enjoy the ride.



Here are some peeks at new content:





The new-look Serenity Steps.




New-look Wants and Needs.



The man suffers a rage attack in With Tight Fists.






New Chapter Two level: A Threadbare Tale





Another new Chapter Two level: Cocytus




Another new Chapter Two level: Lockdown (still a little rough atm)




Another new Chapter Two level: Over the High Side (little more rough)



Flaming hot font!
GANYMEDE

Chapter Two: Land of No Shame
It's been a few weeks since the C3 grind, and I have been taking my customary post-C3 break from hacking. As always, Ganymede is never far from my mind and I always devote at least a little mental energy towards it every day. Though it was a big effort to get the demo ready, and I had a blast doing that, the truth is that I don't really feel like it was the best I could have done. I spent all of 2021 working on the game, pretty much, but as the end of the year approached, I found myself dealing with dozens of little things that needed to be finished before I would release it. This meant that, as it got to be crunch time, there were loose ends and small issues abound that needed attention, and I kept finding them everywhere. Of course, this is also the busiest, most stressful and exhausting time of the year at my job, to say nothing of the family obligations. Oh, and let's not forget how I almost lost the entire project and all the assets in a catastrophic computer failure. I had to rebuild almost all of it from a safe copy of the rom. And now, I am utterly paranoid and backing up on the cloud every day.

In short, it was a struggle to not be overwhelmed by everything. But, I did it. I survived work, had a good holiday, and released the 15th playable demo on the second day of C3. I feel like it was, overall, a good demo, but with more rough edges and less refinement than I'm comfortable with. There's a lot of incredible competition, as well. It ended up being a bit of a disappointing entry, in my opinion.

But, if you think that means I'm going to be more realistic about what I can accomplish this year, you're dead wrong. I turn 40 in July. Ganymede has been a big part of my life for nearly a full quarter of that time. And, while the game is still not close to being done, it is a lot closer. The further into this I get, the more and more that the big picture comes into focus. It has been years, and years, of learning how to make the game I want to make. By this point, I feel like most of what I need to do this, is available to me. I've made a ton of levels, I've written most of the script, and just about all of the fundamentals are in place. From here on, the primary work will be in creating the actual content.

By next Winter C3, I intend to have a fully complete chapters 1 and 2, and be deep into the third. There will be whole hours of gameplay, and we will begin to meet the rest of the cast of characters (Chapters one and two are, for the most part, the boy alone with his own thoughts). It's going to be a fun ride, for me, at least.

I want to thank everyone who has been supportive and interested in this project, some of you for quite a few years now. Though I do it primarily for my own enjoyment, of course I want other people to enjoy it as well. Ganymede would not be possible, and would never have even happened, without the community here.
GANYMEDE

Chapter Two: Land of No Shame
I've neglected my WIP thread, the intro post is two years out of date. Updating the thread can be a challenge anyway, because it's not always easy to show remarkable progress. And, as the title indicates, this thread has been around forever. Probably you've seen it already, if you ever wanted to.

But, two years is plenty of time; it's a very different game today in 2022. So, I have finally overhauled the OP and modernized its looks and content. Go and maybe check that out, there are a lot of worse ways to spend three of your minutes. Or, you can just open the lil link below.

in spite of all the scary broken tag warnings, everything looks the way it should


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Unexpected end tag (</div>) at 18214, expected </center>
Unexpected end tag (</label>) at 18222, expected </center>
Tag (center) was not closed.
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GANYMEDE

Chapter Two: Land of No Shame
A progress report:

My hope, presently, is to have Chapter two complete and in place by the end of 2022. At this point, my chances of success are mixed; it is a very busy time for me. However, I feel like I've made a ton of progress this year, perhaps more than ever.

At this point, Ganymede is just about ten years old. I spent about three years making levels and learning basics, another three years learning how to do more advanced things and testing the waters with original pixel art, and then the last three have seen the game in my head slowly become the game I want to make. It took almost three whole years to figure out Chapter 1, because I'm not only learning how to rom hack and build a whole game mostly by myself, in my limited adult free time, I'm also writing a script, which involves taking all these core ideas and actually linking them together in some coherent fashion. That's the hardest part of creating anything, I think.

In any case, what all this means is that I now have much of what I need to make production happen more quickly. Chapter 1 had five levels (and a prologue which was much more complex than any level to make), and it took a long time to make those levels good, insert the story, and polish them to a shine (I did make and polish other levels, too, but those were done in moments of inspiration and will be used later in the game) But, in 2022 alone, I have already created six entirely new levels for the Ganymede canon, all in a few months.

If you read back through this thread, you can see a lot of information that was tentative or no longer accurate, with regards to projecting hard numbers about what the final game will look like. At this point, I feel these numbers are much more concrete:

The game will have seven chapters:
1: New Home's Coast
2: Land of No Shame
3: The Sunshine Saga
4: Sweating Skeletons
5: Cold Shoulder
6: Empty Glasses
7: For All the Time

There will be, roughly, 45-50 levels in the final game. I have many more levels than that already completely made, designed, and just waiting to be polished into their final forms. There will definitely be a ton of unused content, which I may do something with. Over 30 levels will not make the cut.

I'm hoping to be done within five years' time. It's the first final release deadline I've ever dared to set.

Here's the roster for Chapter two:

GANYMEDE

Chapter Two: Land of No Shame
Looking forward to it.
Dude, this hack is awesome! I love so much how you are devoting your life to making SMW into an entirely new game that's based on a music album you love. It's pretty rare to see total conversion hacks of SMW these days, and not even my wildest dreams for SMW hacking are living up to a hack like this at the moment!

However, when I look at the animated screenshots you provide, I'm noticing one of my SMW hacking pet peeves: desynched ExAnimations. I have an eye for detail, and a lot of the ExAnimations I'm seeing in those screenshots look like they were set up with a lack of knowledge about how Lunar Magic processes ExAnimations. The lightning in both the title screen and "st. nobody" are pretty obvious examples of how the colors are spread across different slots and how they don't animate in sync with each other. Then there's the graphic animations, like the bubbles in "direct current", the spinning starfish in "on the rise", and the laughing shadows in "fatal flow". Even the title screen's rain seems to exhibit this! Please don't split the tiles or colors across different ExAnimation slots when you do that - that causes the individual tiles or colors to be ever so slightly out of sync with each other. If you want to do that, use stuff like full-palette ExAnimations and 4 8x8 line ExAnimations.

I know that this may seem frivolous, but like I said, it is one of my pet peeves, and I am one of those people that gets bothered by small things. And I apologize if this requires you to add a lot of work on your hack to fixing these, but I really don't want an awesome work like this to be tainted by minor, but annoying, errors. Please, think of my sanity! If you've built up to something this awesome over 8 years, you can fix things like these too, right? (And sorry if I seemed mean at all in this post.)
Kinda in hibernation for a while. I hope to be back in full swing soon.
Originally posted by Fostelif
Dude, this hack is awesome! I love so much how you are devoting your life to making SMW into an entirely new game that's based on a music album you love. It's pretty rare to see total conversion hacks of SMW these days, and not even my wildest dreams for SMW hacking are living up to a hack like this at the moment!


Thanks a lot, that's very kind. This will probably be the coolest thing I ever try to do.

Quote
However, when I look at the animated screenshots you provide, I'm noticing one of my SMW hacking pet peeves: desynched ExAnimations. I have an eye for detail, and a lot of the ExAnimations I'm seeing in those screenshots look like they were set up with a lack of knowledge about how Lunar Magic processes ExAnimations. The lightning in both the title screen and "st. nobody" are pretty obvious examples of how the colors are spread across different slots and how they don't animate in sync with each other. Then there's the graphic animations, like the bubbles in "direct current", the spinning starfish in "on the rise", and the laughing shadows in "fatal flow". Even the title screen's rain seems to exhibit this! Please don't split the tiles or colors across different ExAnimation slots when you do that - that causes the individual tiles or colors to be ever so slightly out of sync with each other. If you want to do that, use stuff like full-palette ExAnimations and 4 8x8 line ExAnimations.


Are you ever right! There are actually a few issues going on which contribute to this.

First, any exanimations I do now are competing with older animations from long ago (every single one of these levels was created at least 6-7 years ago). They've all gone through multiple iterations, and as I've learned and improved my skills, I add new things, change other things, and eventually, it's almost unrecognizable. One result of this is that, any time I want to add new animations, they are competing for space with existing animations for that level. And sometimes, those are really extensive. So, I'm putting them wherever I've left space. You have no idea how much absolute jank holds this thing together! It scares me a little bit. And, animating sprites and objects is something I only learned how to do in the last couple of years, as I had to also get good enough with pixel art for that to even matter. Thus, it's kind of a mess, and at the moment, I'm just happy it works at all. So, I hope you can bear with me, for the time being.

It's not an excuse, but I never planned any of this, and it was already enormous and all over the place by the time I even thought about totally converting it. It's also not an excuse, because some of the issues you specifically mentioned, I do know better, and I just did not take the time to arrange the tiles optimally, because I never have nearly the time I'd like to spend doing this no excuses, dammit.

But, I do insist on quality, and I promise that the time will come, where I will do the best I can to fix these synchronization issues, as well as the other things that bug me but I live with because this has taken ten years already and I want to keep moving forward.

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I know that this may seem frivolous, but like I said, it is one of my pet peeves, and I am one of those people that gets bothered by small things. And I apologize if this requires you to add a lot of work on your hack to fixing these, but I really don't want an awesome work like this to be tainted by minor, but annoying, errors. Please, think of my sanity! If you've built up to something this awesome over 8 years, you can fix things like these too, right? (And sorry if I seemed mean at all in this post.)


Yeah, no, we're of a mind on things like this. No worries, I appreciate the reply and analysis!
GANYMEDE

Chapter Two: Land of No Shame
It has, customarily, been a long time since I've dropped any updates here. Mostly because I share a lot of my progress on discord, also because, after a long stretch of not posting updates, I feel compelled to make a big post with lots of gifs and stuff. I'd rather just work on the hack.

However, this one is worth an update.

Ever since this project became serious for me, I have had the ultimate goal of escaping the restrictions of the SNES and the onerous intellectual property of Nintendo. I want Ganymede to be a game, all on its own. I want to see it released on all platforms. These are dreams I've spoken of numerous times across the development of the hack. Which makes it very awesome to be able to say that LAIKA ROCKET is officially a studio, and Ganymede is no longer a one-man passion project. Joining me is my life-long friend, my first roommate, all-around wizard of technology, and fantastic human being Erich Toven. His response to my pitch was immediate and enthusiastic, and he brought my attention to Unreal Engine as being the solution. As he participates in development on Unreal Engine, I know I'm in good hands. There will be no technical problem he won't be able to overcome, probably with minimal effort. I'm extremely excited to partner up with this guy once again.

Another thing that I will need to do is promote Ganymede to the world. Unfortunately, I'm really not great at self-promotion, it's difficult and uncomfortable for me to advertise and attract attention. Also, I don't really use social media very often. I need someone who will be my advocate, who will care about me and my project enough to tell the world about it, as well as the social media savvy to actually utilize that potential. That's why I'm happy (and relieved) to bring on my very best friend in the whole world, my wife Amy. I began working on Ganymede six months into our relationship, a year and a half before we (officially) got married, and so she is very well aware of what it means to me, as well as how dedicated I am to seeing this through. I'm extremely excited to partner up even more with this lady!

With myself doing the jobs of writer, director, producer, artist and level/map designer, that really leaves just one major function that is left unmet: sound. And music. Up to this point, I use tracks that are available on this site. I am very selective in the tracks I use, as it's a crucial element of establishing atmosphere. But, I am no musician. I love music, but the ability and talent to compose music, and play it on an instrument, is not an ability or talent I possess to any useful degree. I've tried! But, it just isn't for me. I don't enjoy doing it, and I don't create anything I like. I won't be able to use most of the sound and music in the romhack, just about all of it is copyrighted (technically, all of the OC is, as well). I know that I can use royalty-free music, or even purchase some licenses. That's always an option.

But, I've never made any secret of what inspired this game. In a sense, my hack is an adaptation of another story, though the hack is vastly bigger and more detailed in scope, and even at the surface level, the hack is obviously original content, through and through. Nonetheless, there would be no hack without the album, my story would not exist if not for the tragic tale of a misanthropic guy who said fuck it and sailed away from everything, forever. It is my favorite album ever, by my favorite band ever, and it will be part of my life, as long as it lasts. The dream, the dream, is to collaborate with the guys who made all of this possible for me. Unlike my other teammates, I don't know these guys and have no personal connections. This can only happen if I can convince them it's worth the time and effort. And, it might not happen, because they just might not want to. But, I do and have always believed this is a realistic ambition, if I play my cards right and do the hard work of proving I'm serious. But, I'm also shy, fearful of embarrassment and failure, and I have not yet figured out exactly how to pitch this entire project and idea, without sounding like I'm an obsessed dweeb. Even if I am! But, this is the dream, and it would make my game all the more unique and special in a sea of indie titles.

In any case, what does that mean for Ganymede, the romhack?

At this point, my goal is to continue to work on the rom hack through to around Winter C3, next year. At that point, if all goes right, I will be able to present you with Ganymede: Part One. It will be the first two chapters, completely wrapped, polished, in a satisfying state of completion, and finally published as a "Finished Hack" on this site. There will be a ton of extra content as well, because of course, the first two chapters contain only a fraction of the total material I've made. So, I'll try to make a lot of the rest of it available as well. It won't be the complete story and experience of Ganymede, but it will be one of the biggest and most comprehensively altered Super Mario World romhacks that anyone will ever try to make. It will, I hope, leave you satisfied, but also wanting to see the rest of it, when it transforms into the game it was always meant to be (which does not mean I'm going to radically alter the visual aesthetic or gameplay, just so you know).

The future is bright!

GANYMEDE

Chapter Two: Land of No Shame
Figured this would happen eventually. This is easily the most ambitious hack I've seen yet, so I was a bit worried that the restrictions of the SMW engine would prevent those ambitions to reach their full potential.

I'll be looking forward to the full game as well as the final release of this demo-esque romhack, and I hope that you manage to find your ideal soundtrack.
It'll be great to play the hack as well as seeing what it'll bloom into as an actual independent game that isn't based in SMW. I wish the best of luck finishing the hack and starting a new chapter in Ganymede's further development.

The latest batch of screenshots are fantastic to see as you've brought so much originality into SMW.
Hey.

This is a list of the music which is present in the hack as of the last and final demo:

Track Ported/Composed by
Bakumatsu Kourinden Oni - Underwater Ahrion
Graff - Strange Land Ahrion
Mr. Fantastic of Mangoo - Rekord 3 Ahrion
Super Mario World - Game Over (Coltrane Version) Anonymous
Donkey Kong Country 3: Dixie's Double Trouble! - Water World brickblock369
Ghost Factory Ambience brickblock369
Super Mario RPG: Legend of the Seven Stars - Explanation! brickblock369
OFF - Clockwork Daizo Dee Von
Lollypop (Amiga) - Underground Dippy
Unreal Tournament '99 - Nether Animal Dippy
Baba Is You - Bird Is Float - Mountain Fyre150
Jurassic Park 2 - Dark Jungle ggamer77
Pokémon Colosseum/XD: Gale of Darkness - Relic Forest icrawfish
Donkey Kong Country 2: Diddy's Kong Quest - Bayou Boogie Kevin
Donkey Kong Country 2: Diddy's Kong Quest - Funky the Main Monkey Kevin
EarthBound - Giygas' Intro Kevin
Final Fantasy VI - Quiet Beach Kevin
Radical Dreamers - Forest Ambience Kevin
Radical Dreamers - Poltergeist Ambience Kevin
Radical Dreamers - Sneaking Around Kevin
Secret of Mana - The Curse Kevin
Ultra Kaizo World 2 - Knock Ambience Kevin
Waterworld - Menu
Fortress of Artificial Fabrication KungFuFurby, brickblock369
Trials of Mana - Three of Darkside Masterlink
Mario & Luigi: Dream Team - Dreamy Somnom Labyrinth Maxodex
Star Fox - Continue MercuryPenny
Waterworld - Attack 1 / Atoll Milon Luxy
Schoolboy Q - Collard Greens mueuen
Classic Road II - Autumn Nanako
Il Maniero Spettrale - Forest RednGreen
EarthBound - Giygas' Lair sincx
Equinox - Overworld Teows


It's well past time to renovate this WIP thread, it's almost two years out of date at this point. Stay tuned for that exciting development!
GANYMEDE

Chapter Two: Land of No Shame

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