![]() ![]() This song was previewed on the official website for Super Smash Bros. The song briefly transitions into a drum-and-bass tempo for the "Intermission" section of the song's second half. The song is also arranged in the same soundfont as the classic Namco arcade games.Ĭomposition: BANDAI NAMCO Entertainment Inc.Ī more electronic remix of the "Game Start" and "Intermission" jingles that adds a heavy focus on percussion. As both are very short, the song adds new melodies and is very improvisational. TitleĪ ragtime melody that incorporates the "Game Start" and "Intermission" jingles from the original Pac-Man. Note: All songs play on Pac-Maze and Pac-Land, as well as on all Smash Bros. This is a list of Music that originates from both the Pac-Man series and various Namco games that have appeared throughout the Super Smash Bros. Sadly though, given the developers lackluster support for other issues (see the Xbox One controller thread pinned) with the game so far, I wouldn't hold my breath waiting on a solution.Note: If you want to listen to the songs, just click on the title. Another option could be to simply loop the music if it ends before the stage does. If it did, perhaps the inability to upload high scores could be paired with the setting. The developers could introduce a frame-skip option, assuming this wouldn't break the physics and/or provide an unfair advantage where the leaderboards are concerned. Even after I figured out what was going on, I was pretty surprised to see the music ending a full 15-20 seconds before the stage did as the performance drops didn't really suggest that much of a difference. While there were a couple areas on my old laptop where the slowdown was visibly noticeable, the game essentially ran fine. Not even so slow that you would notice it (except the music part). I can play from the start to the end with no problem or lag, the game simply runs slower. Originally posted by TheVampire100:I did what you said and you are correct, the game appears to run slower than it should but I've never noticed because it still runs smoothly. I'd also guess that the difference is exactly how long between the time the music stopped playing and when the stage actually ended :-) My guess is that one will see a discrepancy between the 3 (or 5, 10) minute stage end time and the elapsed time on the stopwatch. A more accurate test would be to grab a stopwatch, start it when the stage/music begins, and check the elapsed time when the stage is completed. To test for this visually, one could simply look at the game and eyeball whether the frame rate was dipping or otherwise inconsistent. Since the music tracks do not loop, one would encounter the issue described under the aforementioned conditions. ![]() The end result is that a "3 minute stage" may actually take longer than 3 minutes to play. This includes the stage timer, but does not include the music tracks. This game doesn't appear to support frame skip and therefore, renders every frame of the game even if it has to slow down to do so. I haven't experienced the issue on other systems that meet/exceed the requirements. I also noticed the music dropping off about 15-20 seconds sooner than it should've. I was pretty surprised at how well the game ran considering the hardware, but there were some slowdowns at times. The other night, I gave the game a try on my laptop that is well below the minimum system requirements for the game. the issue may be down to the hardware not being able to adequately run the game at it's intended speed. ![]()
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