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TopicPara ranks every classic Mega Man stage theme
Toxtricity
04/05/21 6:04:03 PM
#111:


someone bringing up odd time ok, like cataloguing any vgm that uses odd time at all is a major obsession of mine so...here we go

the only megaman songs with odd time signatures at all that i can think of:

Mega Man 5 - Napalm Man
-you all kno....

Mega Man 7 - Junk Man
-the 6+5 11 intro

Mega Man 10 - Usual Day
-mixed meter that is really 'happy'

Mega Man: The Wily Wars - MegaMan 1 Boss Theme
-i am sort of not sure if this is intentional or not lol but it's a clearly 5 version of the original

Mega Man & Bass - Morphing Bass
-just 5 16ths over and over; maybe doesn't really 'count' but it comes to mind anyway

Mega Man & Bass - Stage Select
-actually polymetric, 15 in the organ part while other layers are doing other things. i actually love this tune but i wish it was longer haha

MegaMan X2 - Password
-one of the most aggressively weird timesigs in a game this well known tbh. it /sounds/ like it's just bouncy swing or 6/8, but its actually a different bar length every bar basically; requires lots of x/16 prime numbered bars to make sense no matter how you interpret it basically. janky 5/8, 6/8, 6/8, 11/16 loop is how i'll feel it for now

MegaMan X2 - Crystal Snail
-a well known example, 13 fun here.

MegaMan X4 - Eregion
-lots of bits with 7 in here

MegaMan X7 - Flame Hyenard
-5

MegaMan X7 - Soldier Stonekong
-the relevant bits here might not really count as odd time by some definitions since you'd probably write it in sheet music as looping 4/4+4/4+4/4+3/4, but it gives it a very "15" vibe anyway. one of my favorites

MegaMan X8 - Burn Rooster (all versions)
-5. sometimes i like to think that this being in 5 is an intentional reference to the fire tune in the previous game also being 5

MegaMan X: Command Mission - Redips (all versions)
-pretty straightforward 7

MegaMan Zero 3 - Scrapped Beat
-very lopsided janky 7 here at the start; obvious reference to the rhythmic feel in the title

MegaMan Zero 4 - Falling Down
-i personally feel this mostly in 12/8; making some odd time 15/8 bits exist. recently the composer actually posted the original demo of the track on his youtube that reveals he actually wrote the whole tune in triplets: making the "12/8" parts be 4/4, and the actual odd time sections be 5/4 (even a "5/4" tag written in the project file)

Mega Man ZX - Metallic Soul
-very slow 7

Mega Man ZX - Pallida Mors (Vs. Serpent; Final Battle!)
-aggressive 5 sections here

Mega Man Battle Network - Main Theme
-funny little bit in the middle of the tune with a 5/8 rhythm; ironically if you count 4/4 all the way through the tune everything still lines up with the 4/4. very strange overlapping fade between the 5/8 synth and the 4/4 drums when it kicks back in to normalcy

Mega Man Battle Network 4 - Dracky's Mansion (VampirManor)
-mixed meter with lots of 7/8 bars

Rockman Xover OST - ATTACK
-this is just like fake dream theater haha. one of my favorites

Super Smash Bros. Ultimate - WoodMan Stage (MegaMan 2)
-mostly pretty normal but there's some added odd time sections here late into it

oh and there's plenty of odd time in official mm arrange albums and stuff too but i'm not counting those

if you define odd time more liberally there's more examples (ie i know para thinks of a certain mm6 tune as odd time because it goes into 6/4; lots of weird polymeter examples like mm7 wily, mmx2 overdrive ostrich or mmz4 crossover station, but didn't count them since they're just 3 against 4 in some variant. and mmbn & starforce have lots of random stuff where it's like "one layer is in 5 for 2 seconds" or single bars of 3/4 or whatever but imo nothing you'd write as odd time on paper).

i also don't know every mm ost equally so there's probably stuff i'm missing in the games i know the music to less well; or just things i forgot

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