The Sound Walk on Newground
The game is made by cccplay.
It’s pretty similar with what I’m doing with “Divine Beats – Night at the Monastery” in that is takes the beatmap-roadmap concept from “Vib Ribbon”.
The Sound Walk on Newground
The game is made by cccplay.
It’s pretty similar with what I’m doing with “Divine Beats – Night at the Monastery” in that is takes the beatmap-roadmap concept from “Vib Ribbon”.
Masaya Matsuura, creator of PaRappa the Rapper, talks about his newest game, Major Minor’s Majestic Marck, as well as his thoughts on music game.
Marching To His Own Drummer: Masaya Matsuura’s Thoughts
Stage Background
A group of people bands together to transverse an isolated mountain area, and decided to spend a night at an abandoned monastery. Amongst them, a young drummer and a Taoist monk shared a room, when suddenly they found themselves being assaulted by their fellow travelers. The monk pointed out that malicious spirits were dwelling near this area, and has now taken possession over most of the travelers. It might also have been their luck that the monk by then lacked the ingredients and tools to perform a proper exorcize ritual.
There is still a way, though. The monk currently has talismans that are meant to expel the spirits from their host but are functionally dormant. However, these talismans’ power can be reactivated with sonic energy, which is where the young drummer comes in.
The young drummer, however, is not completely unconcerned. The talismans can only be reactivated correctly by correctly drumming on this part. Last but not least, the monk appears to be perpetually drunk. Will this duo be able to save their fellow travelers and survive the night?
Gameplay
This is a music game where the stage last as long as the music duration. In this game, the player plays the drummer who works together with the monk to expel the evil spirits possessing the travelers. The goal of the game is to free as many travelers as possible until the music duration.
The core mechanic and gameplay involved includes:
Button 3 – Hit Drum
During the gameplay, the monk and drummer transverse the stage, where the monk runs in front with carefree attitude while the drummer tries to keep up with him. The enemies will appear on screen based on the music’s rhythm and charge towards the duo. The monk can dodge them with ease, but if the player fails to perform by the enemy’s associated beat mark (hitting the button in time), he will be injured by the enemy.
In order to save a possessed person:

The timing between possessed travelers being stuck with a talisman and when the drummer is suppose to hit the drum is meant to be setup in a call-and-response pattern; the call here is when the monk sticks a talisman onto an appearing enemy.
Health Bar
The drummer health bar is affected by the player’s performance during the gameplay. Hitting a beat mark/defeating an enemy increases the health bar while missing it decreases it.
If the health bar reaches 0, the game ends prematurely.
Beat Map Gauge
The beat map gauge is mainly there for debugging purpose for now, though it’s possible for it to be used in the future.
The gauges consists of a time bar that indicates and suggest when the drummer should be the drum in order to defeat the enemy associated with the gauge.
My thesis is a music rhythm game, centered on the adventure of a drummer in a fictional Oriental world. A common aspect of music games is how the game informs the users the timing for when they have to perform a certain action. In this game, I want to explore how beatmap data of such can be implemented and incorporated into the theatrical aspects of the game (such as the character animation, narrative, and the music).
My motivation for this thesis stems from the different ways various music games handles theatrical elements. When beatmap data are represented, either as visuals or audio, they may either combine with one of these theatrical elements or compete for attention against them. For this game, I attempt for the first approach, which leads to several design questions, including:
The prototype I’m currently working on, tentatively named Divine Beats – Night in the Monastery, is inspired by the NDS game Rhythm Heaven and the Playstation franchise PaRappa the Rapper. It builds upon a call-and-response game mechanic, where the player has to repeat a previously performed rhythm. In this game, the drummer works with a Taoist Monk to evict malicious spirits from their possessed victims, whom stream in based on the rhythm of the background music. Having the enemies representing the beatmap data introduces challenges covered by the mentioned design questions.
The intended audience for this thesis mainly focuses on gamers who may have varying exposure to music games. The narrative context and music choice may also appeal to people familiar to Asian pop culture.
I’ve rented this and toyed around with it for about half an hour. My thoughts are somewhat similar with this review here:
Wii Music game review on Gamespot
It’s a good reference on how the Wiimote can imitate different instruments. I’m just not sure how much of a “game” is there; the game stages are not clear with its objective and challenges. The improv part is probably funner.
Two music games that plays like action games, where music is used as a cue for what’s coming up.
It seems like another music game where the stage is created from a chosen music. Players have to use the mouse cursor to catch floating shapes, which seems to behave depending on the music played. A downloabable version allows users to specify their own music as well.
The objective is to collect as many points as possible. Yellow ones will increase your score while red ones will hurt you. Purple once will help you suck in all the scoring shapes. I personally enjoy watching the screen while having the music quoing possible waves of assaults.
The LeetStreet Boys (a.k.a. the L33tStr33t Boys) is a fantasy band themed on Anime Otaku culture. Found by Matt Myers and Ryan McCormack, the band made the spotlight with its single music video, “Yuri The Only One”. In many of its songs, music video, and webcomic, references to games are superfluous; for starters, the lead singer sports a Guitar Hero guitar controller for most of the performances. Nathan Soria, who had worked with the band to create animated music videos for them.
The single that’s of interest today, “Guitar Hero Hero”, is a tribute song to the Guitar Hero games as well as an attempt to fuse RPG with music games. This single is also made into an online game that resembles DDR.
Play the game here
Blog post about it
The music video that runs in the background is pre-rendered, and the only visual elements that responds to the player’s performance is the score bar UI, overlayed over the music video. There are 3 different endings based on the player’s performance, but even those may end up becoming disjointed from what happened in the music video.
A game on Playstation, where you control a rabbit character to travel through a stage filled with obsticles. And, as a music game, the obsticles (blocks, holes, loops, etc) are placed based on the music.
osu! is a tribute game to Osu! Tadake! Ouendan! and Elite Beat Agents from the NDS. It’s playable on PC and takes over the original game’s game mechanic. Further yet, players can make their own customized stage with their own choice of song.
Unlike in the original game, in osu! the background visuals can either be a still image or a pre-rendered video. Indication of the palyer’s performance, failure, and fever/combo becomes the responsiblity of the gauge UI.