Reprinted with permission from Diehard GameFAN
While Guitar Hero and Rock Band rake in mountains
of cash today, the music game scene wasn’t always so available or …
“normal.” Early music game efforts were always cast as niche in nature
and this situation wasn’t any different in 1997 when Masaya Matsuura
stepped on to the scene to pioneer the genre with the iconic Parappa the Rapper (even though his company got its true start in the genre with the little-known title Tuninglue in 1996). With my first tastes of Parappa and Tsunenari Yada’s Bust a Groove,
the late ‘90s marked a turn where rhythm gaming became my all-time
favorite genre of video games, so it’s no surprise any time a
Matsuura-san project is announced, my attention is immediately perked.
Without an original music game release from Matsuura and artistic
talent Rodney Greenblat in the U.S. since 2002 (NanaOn-Sha’s 2003 Mojib Ribbon never released outside of Japan), the duo garnered a lot of attention when it announced the development of Major Minor’s Majestic March.
The title fits into a lineage of quirky and original titles produced
by NanaOn-Sha, moving on from the rapping and jamming of gangster dogs
and punk lambs to bring players into a whole new music game universe.
Opting for motion controls and taking charge instead of button tapping
and following the leader, Major Minor’s Majestic March takes
both the company and players into a whole new territory. Unfortunately,
while the game exudes originality and charm, in the end, it can’t
overcome the lack of depth and uninspired controls that plagues this
title.
True to the Matsuura-Greenblat team up, Major Minor’s Majestic March
lines up a crazy host of anamorphic characters and thrusts them into a
universe where music reigns supreme. Conveniently, the game’s cast
lives in a town where all anyone wants to do is play instruments in a
marching band, something that just doesn’t interest Major Minor, the
title’s feline protagonist. However, feeling the pressure to carry on
his family’s long linage of grade-A drum majors, he looks to his best
friend, Tom, and a family heirloom baton for inspiration. As Major
Minor begins to use the baton, the duo quickly finds the spirit of
Great Great Grandma Gladiola (GGGG) inhabits the heirloom and from
there, the expected, “humble beginnings to greatest drum major in the
land” storyline carries out.
Unlike titles such as Parappa and Lammy, Major Minor’s
storyline revolves around a very small circle of main characters. Since
the only characters who ever speak are a narrator and GGGG, very few of
the characters, most importantly the main character, recieve a chance
to shine. The lack of interest in the characters is a huge blow to the
game’s story as the plot details are shuffled through storybook-style,
providing players with uninspiring stills and virtually no animation.
On its own, Major Minor’s tale serves its purpose, throwing
out the usual tale of hope and dedication. However, when compared to
NanaOn-Sha’s previous efforts, the title lacks the quirkiness,
character development and satisfying progress found in Parappa.
As expected, the single-player story is the major focus of the
title. There are other modes included in the game, which allows a
second player to grab a Wii remote and participate in co-op or versus
modes. Those wanting to test their tempo skills have extra difficulty
options available once the story mode is cleared. Progressing through
the various difficulties allows players to discover more band members
to add to their viewable character gallery. Players that make a career
out of leading their band can also track their progress to see how many
steps they’ve marched and other various statistics.
Visually, the game is true to Greenblat form, bringing his unique
style to the Nintendo Wii for the first time. Not having to abide by
the Parappa theme, Greenblat’s characters are able to enjoy
3-D rendering this time around and the results are enjoyable for the
most part. Major Minor is one of the most colorful games you’ll play outside of Katamari,
making it a real attention grabber. Through the course of the story,
players will see a number of quirky environments such as a track and
field stadium filled with insects, a live factory, a neon-lit downtown
city at New Year’s Eve and Major Minor sometimes even finds himself
underwater. While the title does has a vivid and unique look, a lack of
variety in the game’s characters and simple animations drag the game’s
visuals down quite a bit when in motion.
As expected, the game’s true shine comes from its deep audio. In
marching band tradition, the game is filled with medleys comprised of
familiar material from composers such as Wolfgang Amadeus Mozart, John
Phillip Sousa, Julius Ernst Wilhelm Fucik and Peter Ilyich Tchaikovsky
along with a few traditional compositions, original scores and … Herbie
Hancock’s Rockit. Although modern well-known artists won’t be found in Major Minor, the selections are as true to the source as you can get outside of college fight songs and sports anthems.
The true execution of the game’s audio, however, comes along with
the game play mechanic of band recruitment. While in most stages, Major
Minor only starts with Tom and his brothers stroking out on the drums.
The player is then tasked with adding more members to the band as he
marches. While the compositions begin with bare-bones sound, by adding
in a variety of different instruments and bolstering the member count,
the music produced by the band differs according to the variety and
number of instruments involved at that point in time. With a full band
and proper performance, players will be guiding a professional sounding
procession; however, a small band with poor performance will produce a
weak-sounding whimper.
Outside of the game’s music, though, there is hardly anything more
offered audibly. The game’s narrator appropriately reads along with the
story and during game play, players will have GGGG’s grisly voice
barking commands through the Wii remote’s speaker. In the end, however,
musical preferences aside, Major Minor delivers during game play with quality audio that suits the situation.
Once players dive into the game play, there is little more to the
game’s control than thrusting the Wii remote up and down while
occasionally pointing it to the left and right. Under the surface,
however, the rhythm mechanics of the title make things a little more
interesting. As the drum major and leader of the band, the player
begins by moving the remote up and down to establish a tempo. Once the
pace is set, the procession begins and it is up to players to maintain
a steady tempo to keep the band in check. The goal is in finding a
happy medium because if a band member feels the tempo is too fast, they
will eventually grow tired of keeping up and leave the band. On the
reverse, if the tempo is too slow, they will become bored and drop from
the group.
While keeping the tempo and leading the band to the finish line is
the main staple of the game, players will also encounter animal friends
and power-ups along the path. Each item along the path is also
activated in time to the music, with a green exclamation point
appearing over it as Major Minor approaches them. If the player is able
to match the timing with a waggle to the left or right, they will
either add another member to the band or pick up the item that appears.
Items are represented by square icons, which do not reveal the item
until a split second before they can be picked up. So while there are
items such as tempo-steadying jellybeans, mood-stabling sunshine and
more, the game challenges players to not pick up bad items that drive
band members away from the group. Also in the vein of negative items,
some of the animal characters aren’t what they seem as sometimes the
nefarious Eggplant Fox will disguise himself to trick players into
recruiting him. If the deviant joins your band, he will purposely
provide a bad performance that will drive members away unless players
can find items to drive him away.
With so much going on at once, players will most likely find Major Minor’s Majestic March
to be a little intimidating for their tastes and that’s a fair
conclusion as the title does throw a lot at its players. Tackling the
story mode, players will unlock access to harder difficulties which
litter the path with more and more penalty items. This tasks players
with not only the game’s steady rhythm, but also quick reflexes and
details that will try to take your attention off the baton. The thought
of motion controls might shy players away with the concern of
inaccuracies. However, as long as you can abide to strict rhythm
windows, the controls actually work quite well as I experienced very
few inaccuracies through my Major Minor romps.
Seeing very forgiving timing windows in current music games, many
players might be taken aback by the accuracy required in the game’s
waggling and, as such, this might put the game just out of the reach of
the more casual and younger crowd the game’s presentation is most
likely to attract. Players can get a little help in co-op where one
player controls the tempo and the other recruits. Story progression is
strictly limited to one player though. When you boil the game’s premise
down, though, Major Minor is nothing more than waving your
arm up and down repeatedly for a couple of minutes at a time. Even
though mini-segments such as calling halts and doing waggling drills
try to break up the marching, they still amount to little more than
waggling the remote in a slightly different fashion. While you can get
into the game and add a little flair into your movements, it’s no doubt
the premise will be appealing to few, even with Greenblat’s signature
art adorning the game.
Even if you do get sucked into the premise, however, players will
quickly find there isn’t a whole lot to do in terms of the number of
songs and stages offered. Similar to Parappa, Major Minor
only features seven stages, and most players will be able to dive
through the game’s story in less than an hour. This puts the weight of
replayability on the shoulders of one’s desire to shoot for better
performances in a stage, tackling the same stages at a higher
difficulty or heading into the game’s simplistic multiplayer modes. If
you’re willing to do the same seven stages over there is a little
replayability to be found, but the amount of goods to go back to is
paltry.
Yes, there are goals to shoot for such as completing the character
gallery and running a five-star performance through each stage, but
chances are very few players will have the drive to stick with the game
beyond the initial story progression – if they don’t become frustrated
or bored with the title before even that point. Even though Major Minor’s Majestic March
arguably stands as 2009’s most original title and features some
satisfyingly unique visuals and music, its lack of depth, variety and
appeal drag Major Minor down heavily. Deep down there
actually is a small bit of fun to be had with the title, however, this
will most likely only be realized by a very niche crowd of music game
and/or Matsuura loyalists.
GemuBaka Final Review Score: 2 of 5
Even though Matsuura and Greenblat have teamed up once again, players
looking for a Wii title that rivals the charm and game play of Parappa the Rapper
will be disappointed in NanaOn-Sha’s latest production. Music gaming
purists that are keen to the Eastern style of rhythm games should be
able to dive in for a game play or two, but it’s unlikely many gamers
will jump at the chance to hoist a baton up and down for an hour – the
incredibly short time it takes to finish the game’s main story mode. Major Minor’s Majestic March
gets a hearty nod for its unique styling, appropriate music and great
originality, however, its flat game play mechanics and lack of variety
and replayability make it tough to wholly recommend.