Song of the Day: 117 from Halo 4 (by Kazuma Jinnouchi)


It’s now been three or more weeks since I began playing halo 4 and to say that it has surpassed my very high expectations for this title would be an understatement. Even the soundtrack has been such a wonderful surprise that I’ve been listening to it almost nonstop. I already profiled one of my favorite tracks from Neil Davidge’s work on the score with the song Green and Blue and now I pick another track from the soundtrack for the next “Song of the Day”.

This one wasn’t composed by Neil Davidge but from another composer brought in to create the final end credits song. The game could easily have settled for using music that played during the game to score the lengthy end credits, but everyone involved went for broke and decided really remind gamers that what they’ve just gone through was epic both in gaming terms but also in cinematic. It’s hard not to listen to Kazuma Jinnouchi’s contribution to this title’s score, simply titled “117”, and not imagine some sci-fi blockbuster film rolling up it’s credits with this type of song being played alongside.

From just listening to “117” one could hear some early James Horner influences in Jinnouchi’s composition in the track’s beginning and middle before it transitions in it’s last third to something that resembles one of Basil Poledouris’ epic martial scores. For fans of Martin O’Donnell’s own work in the previous Halo titles this song reaches a crescendo around 6:05 mark with a very familar musical cue. For those who complained that the Halo 4 soundtrack abandoned the iconic sound of the Bungie Studio produced Halo soundtracks should listen to this song around that mark much more closely.

While Neil Davidge deserves all the praise he has been getting for his work on the soundtrack for Halo some of it should also be heaped Jinnouchi-san’s way for the very epic (yes it bears repeating that word) musical composition he created to end the Halo 4 title and leave fans wanting the sequels to arrive now rather than later.

VGM Entry 67: EarthBound


VGM Entry 67: EarthBound
(Thanks to Tish at FFShrine for the banner)

Hirokazu Tanaka and Keiichi Suzuki composed Mother in 1989, and it would remain perhaps the most eclectic soundtrack in all of video gamedom until 1994, when they teamed up again for Mother 2.

Better known to western gamers as EarthBound, Mother 2 (Nintendo, 1994) was… well… on the new game ‘name your characters’ screen you are asked the crucial question “What is your favorite homemade food?”, and that’s about as normal as it ever got. Since Mother was never released here, EarthBound was our first experience with Shigesato Itoi’s madness, and the already ridiculous events and dialogue were made all the more bizarre by a sometimes incredibly awkward (though fairly grammatically sound) translation. (Consider that the most powerful spell in the game is called “PSI Rockin Omega”.) Perhaps this was not originally by intent, but I like to pretend NOA fell in love with it and let a few oddities through intentionally.

The EarthBound soundtrack was huge, or so it seemed to me. With no comprehensive ost on the market it can be a bit hard to tell, but at least one fan rip I came across contained 78 tracks. Every town had a theme. Every combat zone had a theme. There were easily a dozen or more different battle themes. The new music just never stopped coming from start screen to the ending credits. According to Wikipedia, Keiichi Suzuki claimed in a Famitsu interview only available in Japanese that he wrote over 100 songs for the game. Many of these obviously were not used, but Suzuki also only accounts for half of the music.

EarthBound‘s finest musical moments took place in combat. This video presents a compilation of eight battle tunes (by no means all-inclusive) which should give you a good idea of what the game had to offer. The music was a mix of smooth grooves like the first track played here and corny absurdities like the second, with the former typically representing aliens and tougher bosses and the latter such detestable foes as “New Age Retro Hippie”, “Scalding Coffee Cup”, and “Big Pile of Puke”.

The corny tracks are more representative of the larger gaming environment, but the groove numbers are where Tanaka and Suzuki really excelled, culminating with “Kraken of the Sea” (6:27).

I’m not actually sure who was responsible for the combat music throughout this game, or whether the individual tracks were collaborative efforts. (Many songs in the game in fact were.) It would certainly make sense, considering how they all fall into two neat categories, to reason that one composer made the groove tracks and another did the comedy ones, but I certainly can’t confirm this. The track “Another 2” on the highly mutilated official Mother 2 ost contains quite a few samples from the former and none from the latter, and it’s credited to Tanaka specifically, but that might simply mean he was responsible for the remix. “Another 2” contains the bicycle theme as a hidden track after a half minute of silence, and that was definitely written by Suzuki, so there’s really no clear evidence here pointing to one musician or the other.

The two best songs in the game are the last two you’ll hear before the ending. Both are combat tunes, and they couldn’t be more different. “Pokey Means Business” was my favorite song in any video game as a kid, and I don’t think I need to tell you why.

Or are you not there yet? Wait for it…

Ok so, maybe it’s not decisively the best song on the SNES, but it’s definitely the heaviest. Funny that for all the dozens of games out there marketing their edginess as their selling point, none came anywhere near goofy little EarthBound. Once again I am not sure if this is a product of Suzuki, Tanaka, or both. I just know that Pokey meant business alright…

And then there was Giygas. Credits suggest this was all a product of Tanaka’s twisted mind, and it may well go down in history as he most disturbing boss music ever written. Everything about Giygas was completely abstract, from his form to his combat moves. (The game would just say “You cannot grasp the true form of Giygas’ attack!” and deal out damage.)

There are a lot of hairbrain theories out there as to what Giygas represents, especially in connection with how his final form outlines the shape of a fetus. Frankly I think if you’re playing EarthBound for the plot you’re probably reading too much into it.

This song does have a little bit of relevance to what’s going on though. The transition starting around 1:40 and the music box charm it leads into at 2:32 reflect a break in the gameplay action where Paula uses her psychic powers to ask various friends for help. So while its inclusion certainly adds to the creepiness of the overall piece, it’s also intended to be a bit heartwarming. And anyway the song as it appears here, 4:03 in length, is a little arbitrary. The song isn’t a single continuous piece, and the transitions take place as a result of progression in the boss fight.

The song and its visual counterpart have earned quite a bit of internet popularity for its unorthodox behavior. You’ll have to forgive me for sharing this last one with you:

AMV of the Day: Our Miracle (Sword Art Online)


The newest “AMV of the Day” entry is one that will give site contributor and anime/manga editor pantsukudasai a smile. It’s a video for one of this year’s newest anime series in Japan and one that’s growing in popularity with each passing day.

“Our Miracle” is a video dedicated to the anime series Sword Art Online and it uses the song “Miracle” from the hard rock group Shinedown. This series has been quite a surprise in that it’s an anime about a fictitious MMORPG of the same. It’s one that I’ve only started watching but I can understand why so many people have been raving about it. It has action, romance and comedy in equal amounts and it actually has quite a story about loyalty and perseverance. Not to mention that it’s pretty dark for a series that’s a visual feast to the eyes with its animation that goes for bold and bright colors and brightly lit settings.

The video itself tries to focus on the romance between it’s two main leads in Kirito and Asuna but at the same giving equal focus on the action that should attract the shonen crowd. If I had to pick a type of AMV this one goes under it would be as an action video and it definitely makes a strong case for action fans to check out. The romance and comedy are great side bonuses for those willing to take them on.

I have to give it up to the video’s creator, FedeBankai, for making a very clean video that doesn’t go for too much excessive video effects. I do like the paneling effect that makes some of the scenes transition from motion to static images on paper. He’s made the best Sword Art Online AMV I’ve seen yet and has raised the bar for those wanting to use the same series to create their AMV around.

Anime: Sword Art Online

Song: “Miracle” by Shinedown

Creator: FedeBankai

Past AMVs of the Day

VGM Entry 66: Super Metroid and Donkey Kong Country


VGM Entry 66: Super Metroid and Donkey Kong Country
(Thanks to Tish at FFShrine for the banner)

The release of Star Fox in 1993 was a sign of quite a few great games beyond the RPG/adventure genre to come. The following year would see another visually revolutionary blockbuster, this one completely blowing Star Fox off the map. Rare, a famous name on the Nintendo, held back developing much for the SNES until they were good and ready to take the system by storm.

Donkey Kong Country (Nintendo, 1994) essentially marked the peak of graphics on the Super Nintendo. It never got appreciably better than this, though plenty of other developers would rise to equal it by the end. Considering just how bad the graphics of say, Final Fantasy VII or Super Mario 64 look today, its amazing how well the best of the SNES have stood the test of time. Musically the game did not have quite as big of an impact, but it definitely maintained the cutting edge standard.

Composed by Dave Wise (Wizards & Warriors), Eveline Fischer, and Robin Beanland, the game’s sometimes hoaky jungle themes might be misleading; somewhat silly tunes out of context, they were ideally suited for the gameplay, and they completely defied the limitations of the SNES. I mean, plenty of great musicians were able to craft soundtracks that didn’t sound contrived. They weren’t obligated, as in the 8-bit days, to treat their audio chip as an instrument for any hope of success. But when Nobuo Uematsu added a pseudo-vocal track to Aria Di Mezzo Carattere he wasn’t fooling anybody; the extent to which SNES music could sound performed rather than programmed came in degrees and was not directly relevant to quality. (Final Fantasy VI, Uematsu’s opera included, was one of the best scores of all time despite sounding nowhere near as authentically orchestrated as Yuzo Koshiro’s ActRaiser 2.) But I feel like Donkey Kong Country was remarkably successful in its ability to distance itself from any sense of these limitations.

I mean, it’s electronic music in spirit (or more appropriately ‘new age’, though that is a dangerous term to throw about in so far as the musicians who have defined it share little in common with the finest musicians to have been branded with it) and it should not be compared to attempts at orchestration, but the subtle panning and fading, the outstanding percussion, the appropriate and convincing use of ambient jungle noises in the background… it all adds up to a sound that goes beyond the system, as if they had the nearly limitless possibilities of composers from the Playstation era and beyond.

While Donkey Kong was enjoying his first incarnation as a well-defined, major franchise character, Samus was returning for her third venture, and her first on the SNES. Super Metroid (Nintendo, 1994) was one of the best games on the SNES, presenting a massive, open world for exploration that surpassed its series predecessors and remained unmatched until Castlevania: Symphony of the Night (Konami, 1997). And much like Castlevania, the Metroid series was synonymous with good music. Super Metroid was composed by Kenji Yamamoto and Minako Hamano (Link’s Awakening), and as best I can tell this was very much a joint effort. The ost on vgmdb credits both artists with 11 out of the 24 tracks. (Hirokazu Tanaka is credited for the last two.)

The two had their work cut out for them. While Tanaka’s original was, I think, far more novel in concept than as an actual finished product, his vision of the Metroid sound as carried on by Ryoji Yoshitomi in Metroid II: Return of Samus was nothing short of perfection.

Super Metroid took a slightly different approach from the get-go. The first two games featured eerie yet beautiful intro songs which really captured the conflicting nature of the metroids as morally innocent yet dangerous predators (one of Metroid’s unique features in early gaming is that some of the monsters aren’t evil or lifeless ‘bad guys’, but rather a natural species taken advantage of by, well, evil bad guys). Super Metroid, on the other hand, starts off on a human space station, and the opening conflict is between Samus and the Zebesian Ridley, not a metroid, so a different sort of musical theme was in order. Yamamoto and Hamano effectively captured that with dark and suspenseful music that offered none of the warmth of the first two games.

Furthermore, the majority of the game takes place on Zebes, the home world of the space pirates who are manipulating the metroid species for conquest. The original Metroid took place here as well, but a lot had changed plot-wise since then. The metroid species had been all but exterminated, and Samus at any rate had had a much more intimate encounter with them in Metroid II than would be possible on Zebes. Their presence here was no longer such a significant factor (in setting the mood, though they remained central to the plot), and the Zebesians presented a less mysterious and more sinister threat.

Yamamoto and Hamano wrote some pretty creepy music for Super Metroid, and it served its purpose well, but the bulk of the tunes were earthy in ambiance and more action-oriented, precisely in keeping with the mood of the game.

The SNES had some less famous gems in 1994 too. Demon’s Crest was the third installment in Capcom’s largely forgotten Gargoyle’s Quest series, which was in turn derived from the Ghosts’n Goblins series. It couldn’t have been much of a commercial success in North America; at the height of my teenage game obsession I managed to never even hear of it. It had a unique classical soundtrack which rarely stands out in any single instance but deserves a great deal of praise for its consistency. The composer never gives in to temptation by picking up the pace, keeping an even keel that succeeds in maintaining a sort of Halloween spook to the whole game from beginning to end.

Who composed it? I was about to say Yuki Iwai, because she’s almost universally credited for it, but this is yet another one of those gross misconceptions derived from failure of in-game attribution. Apparently Demon’s Crest has no credits (I never played it), and some time long ago someone decided Yuki Iwai must have composed it because she composed the previous series installment, Gargoyle’s Quest II (Capcom, 1992). Thankfully someone on Wikipedia caught on to this and did some research; a compilation cd of music from the series explicitly credits the score to Toshihiko Horiyama.

And then there’s Live a Live (Square, 1994), composed by the rising star Yoko Shimomura (Gargoyle’s Quest, Street Fighter II, some minor involvement in Breath of Fire). Shimomura left Capcom in 1993 and joined Square, with whom she would maintain a long and productive partnership up through the present day. Chances are you never heard of and almost certainly never played the RPG Live a Live. Even in the present day of classic game redistribution it has never received an official English language port. It’s a shame, because with a lively mix of adventurous western themes and oriental melodies, Live a Live presented one of the most spirited soundtracks on the SNES.

It was also one of Yoko Shimomura’s first independent scores. Though she receives solo credit for a few earlier games–F-1 Dream (Capcom, 1989) for the PC Engine and The King of Dragons (Capcom, 1991) for the arcade for instance–the bulk of her earlier games list joint credits, and these can be pretty misleading. (She only contributed one song to Breath of Fire from what I gather.) Live a Live then might be seen as one of her first really extensive works, and it was definitely a sign of good things to come. With a legendary repertoire to include Super Mario RPG and Kingdom Hearts, Shimomura would be making herself heard in video games for a long time to come.

VGM Entry 65: Follin in the 90s


VGM Entry 65: Follin on the SNES
(Thanks to Tish at FFShrine for the banner)

The average quality of Tim Follin’s compositions seemed to progressively decline with every new improvement to technology. A sort of daredevil musician accustomed to breaking barriers and pushing boundaries, I think the relative freedom of SNES composition forced him to find new forms of inspiration. Sometimes the muses moved him, and quite often they did not. When it did click for him, he showcased the same level of creative aptitude he’d been stirring up the gaming music world with since 1985.

Plok (developed by Software Creations, first published by Tradewest, 1993) was an instance in which Follin most certainly did rise to the challenge. For a goofy little game, here was a simultaneously ridiculous and wonderful score.

Tim and Geoff collaborated on this one, as they had often times before (I may well have falsely credited Tim with Geoff’s work on occasion), and it all came together exceptionally well in this instance. The track beginning at 1:48, “Venge Thicket”, especially exhibits precisely the sort of upbeat prog rock for which Tim excels, with a definite Ghouls’n Ghosts vibe. The track at 5:00, “Cotton Island”, does a delightful job of busting out in trademark over-the-top Follin style while remaining entirely within the corny and fun setting of the game it represents. “Akrillic“, not featured in the above compilation, is more of a smooth, relaxing jazz-prog ride that far exceeds the game for which it was written.

Plok was not the first great Super Nintendo soundtrack by the Follin brothers. Tim and Geoff also collaborated for Spider-Man and the X-Men in Arcade’s Revenge, another Software Creations development, published by LJN in 1992. It was, as it turns out, the only Follin game I actually owned as a kid, and its music was the leading cause in my purchasing it after playing a rental. Tim has supposedly cited Guns N’ Roses as a musical influence, but it’s only on the Arcade’s Revenge title theme that you can clearly hear it.

The whole rock and roll approach to composition was not a one-time go for the Follin brothers, though it was fairly foreign to their pre-SNES games. They would employ a much heavier rock influence throughout most of their SNES catalogue, most obviously on Rock n’ Roll Racing (Interplay, 1993). But it didn’t always work. Arcade’s Revenge was more the exception than the rule. In any case, it was not strictly rock, and the music of the Gambit stages in particular exhibit a wide variety of electronic beats intermixed with rock and prog.

The music to the Spider-Man stages was perhaps the most memorable of the game for me, and not merely because they were the only ones I could consistantly beat. It’s definitely the most diverse song in the game, intermingling prog and classical with some funk and jazz in a subdued sort of way that matched the cool vibe of the opening level, where you infiltrate a high security facility with a smoggy night sky as your backdrop. It made an otherwise tedious game well worth playing. . . . With a Game Genie.

The Follin brothers were mostly committed to the SNES throughout the 1990s, but at least one incursion was made into the world of the Genesis/Mega Drive. To the best of my knowledge Tim is responsible for the title screen music to Time Trax, and he probably wrote it in 1993 or 1994. Its extension from the Arcade’s Revenge sound should be fairly apparent. Unfortunately neither the game itself nor any other songs from it are available. Malibu Games released a SNES version with an entirely different score in 1994, but the Mega Drive version was dropped prior to publishing.

AMV of the Day: Dead End (Mirai Nikki)


Time for a new “AMV of the Day” and the first one that features the recently licensed supernatural horror (w/ some romance) anime series Mirai Nikki aka Future Diary.

“Dead End” is the title of the AMV and it features the two leads of the series. There’s the loner Yuki Amano and Yuno Gasai. The latter being the pink-haired girl who seems to be quite smitten with the quieter Yuki. The video itself doesn’t spoil much about the main story in the series, but it does give a hint as to the peculiar relationship between these two people. The loner (not hikikomori-level but getting there) and the slightly unhinged yandere.

This video would’ve been perfect for the horror-themed October, but alas I had just recently found this little gem which uses the song “You Make Me Feel” by trip hop group Archive. The song itself fits in well with the scenes chosen and edited together for the video. It really highlights the soft and extreme nature of Yuki and Yuno’s relationship as the song goes from hard trip hop bass line beats to the band’s frontwoman’s ethereal-sounding vocals.

So, much props to the video’s creator, Himura Kenshin, for this well-made AMV and for creating a video that could easily act like a trailer for the series.

Anime: Mirai Nikki

Song: “You Make Me Feel” by Archive

Creator: Himura Kenshin

Past AMVs of the Day

Song of the Day: Green and Blue from Halo 4 (by Neil Davidge)


The latest “Song of the Day” comes from the Halo 4 soundtrack. I have just finished playing the campaign and for a first-person shooter the story is what makes the game great. The song from the soundtrack I’ve ended up loving through my first listen through the album is track 15 with the simple title of “Green and Blue”.

The past Halo titles while it was under the development of it’s originators over at Bungie Studios had Martin O’Donnell composing all the music. His Halo theme as become one of the most iconic and recognizable piece of video game music. One doesn’t even have to be a fan of the series to recognize O’Donnell’s theme. When Bungie finally ended their work on the series and Microsoft’s in-house game studio created to take over with 343 Industries fans of the series were concerned that any future Halo titles wouldn’t be able to stand up to O’Donnell’s work under the original regime.

For Halo 4 a new composer was hired to create the appropriate score for the title. In comes Massive Attack’s Neil Davidge to follow in the huge foot steps of O’Donnell. The track I chose is just one piece of a huge orchestral score that Davidge (with assistance from Kazuma Jinnouichi) ended up creating for the title. It’s not just my favorite but also the one piece of music in the entire score that best describes the themes and emotional content of the narrative created for the campaign of Halo 4.

The song begins with a subtle opening that speaks of the revival of the game’s two leads in Master Chief and his A.I. companion, Cortana. They are the Green and Blue of the title. From their revival, to a ethereal lament that then moves moves into a growing, rousing section that best describes the two characters’ relationship and feelings for each other. These are two individuals who have been through hell and back and going into the breach once again and there’s a chance that one or both won’t be back.

As a fan of O’Donnell’s work on the series I was one of those who had concerns about whether Davidge could handle being the new musical caretaker for the Halo franchise. With this example from the game’s orchestral score my concerns have been alleviated and now have another Halo score to enjoy.

VGM Entry 64: Star Fox and Turrican


VGM Entry 64: Star Fox and Turrican
(Thanks to Tish at FFShrine for the banner)

Fantasy genre gaming alone did not define the Super Nintendo, and it’s time to look again at what was transpiring in more action-oriented fields. Star Fox was probably the most well-known action game of 1993. Super Turrican was perhaps one of the least.

Star Fox launched yet another major Nintendo series still being marketed today, and it was a novel game in many ways. It was the flagship title for Argonaut Games’ new Super FX chip, and as such featured a style of graphics never before seen on the system. It was the must have non-RPG of the year, and I can safely say the music had no factor in selling the game. It was just a wonderful added bonus.

Hajime Hirasawa is not a significant figure in game music composition generally. As best I can tell he only ever scored two games: Time Twist: Rekishi no Katasumi de… (Nintendo, 1991) for the Family Computer Disk System (FDS) peripheral to the Famicom, and Star Fox. (The former, as you might quickly notice, is pretty bad.) Hirasawa left Nintendo upon the completion of Star Fox and, a few small arrangement jobs aside, doesn’t seem to have had any further involvement in the gaming industry. He ranks alongside Yukihide Takekawa as one of the greatest one-hit wonders of the era.

Super Turrican (Seika, 1993) on the other hand marked the Super Nintendo debut (to the best of my knowledge) of a video game music legend. The Turrican series has a long and convoluted history, throughout which Chris Hülsbeck did the grand bulk of the composing, and it is for the first SNES installment that he is most remembered.

There were, as best I understand it, six distinct Turrican games in all, but many of these were ported to wildly different systems and must have underwent some drastic changes. Turrican (Rainbow Arts, 1990) and Turrican II (Rainbow Arts, 1991) were both designed for the Commodore 64 originally, by Manfred Trenz, that dubious developer of The Great Giana Sisters. In the span of about one year–to give you some idea of the wide variety of versions here–Turrican was ported to the Amiga 500 and Atari ST (by Factor 5), the Amstrad CPC and ZX Spectrum (by Probe Software), and the Sega Mega Drive/Genesis, PC Engine, and Game Boy (by Code Monkeys and Accolade.) It would be nice to at least know which of them Chris Hülsbeck was directly involved in, because not all of their music is good. The Game Boy port is especially terrible.

Super Turrican was one of three installments of the series developed in 1993. The first, Mega Turrican, had to be shelved for year for lack of a publisher on the Mega Drive, but it did make it to the Amiga as Turrican 3: Payment Day, resulting in the odd consequence of a port of the game being released a year ahead of the original. The other two were, confusingly, both called Super Turrican. Manfred Trenz and Rainbow Arts developed the Nintendo Super Turrican, based loosely around the original two C64 titles, and got the game published through Imagineer. Factor 5 in the meantime developed the Super Nintendo Super Turrican on the model of the Sega Mega Drive version, which was published by Seika as well as, according to Wikipedia, Hudson Soft and Tonkin House. Whatever all confusion must have surrounded this game, they didn’t forget to bring back the series’ main composer, and Chris Hülsbeck’s Super Turrican stands among the best on the SNES today.

VGM Entry 63: Secret of Mana


VGM Entry 63: Secret of Mana
(Thanks to Tish at FFShrine for the banner)

The Super Nintendo may have been video game music’s finest hour with or without them, but three soundtracks in particular carried this system to an unprecedented level of greatness which has really never been matched since. Each was composed by a different artist, and each was released by Square. The first of these was Secret of Mana.

Here is the track list for garudoh’s compilation:

(0:00) Angle’s Fear
(0:53) selection menu track not featured on the ost
(1:23) Into the Thick of It
(2:17) Colour of the Summer Sky
(2:55) Ceremony
(3:53) Star of Darkness
(4:46) Strange Event
(5:46) Spirit of the Night
(6:22) Eternal Recurrence
(7:29) The Sorcerer
(8:15) Leave Time for Love
(8:44) Dancing Beasts
(9:24) Calm Before the Storm

Hiroki Kikuta was brand new to the world of video game music when he scored Secret of Mana, released in 1993. (Called Seiken Densetsu 2 in Japan, the game was technically the sequel to what we commonly know as Final Fantasy Adventure for the Game Boy.) He had worked on the sound effects for Romancing SaGa in 1992, and beyond that he only had two animes to his credit (The Adventure of Robin Hood and The Legend of Snow White, both released in 1990.) Like the more famous Square composer whose 1995 composition would overshadow Kikuta, his work would emerge from pure inspiration, with almost no past experience upon which to build. He single-handedly made an otherwise fairly average game one of the most beloved titles on the system. I suppose average is an odd way to describe Secret of Mana–it was a very unique game within the adventure genre–but its success hinged entirely on the soundtrack. With limited plot potential and almost zero character development (the playable characters are named Boy, Girl, and Sprite for goodness sake), Secret of Mana‘s success was due entirely to Kikuta’s ability to bring the visual environment to life in fantastic ways.

garudoh chose some odd tracks for this compilation, and judging by the fact that some of the songs fade before they’re anywhere near looping (Leave Time for Love for instance) I have to assume he wasn’t personally very familiar with the music. I’ll offer you some additional tracks that didn’t make it into his mix.

Secret of Mana was a game about elements. This was not integrated in any sort of forced way, as with say, the crystals of earth, water, air, etc in the Final Fantasy series, but rather it was a natural consequence of the games strengths and weaknesses. For instance, I doubt anyone remembers why, plot-wise, you ever end up in a desert, but the experience of being there is a lasting memory.


Secret of the Arid Sands

Kikuta didn’t rely on any stereotypical reference points here. He didn’t give his music a Middle-Eastern vibe or any such nonsense. Instead he chose tones that actually reflected a visual experience of a desert. The accompaniment to the melody here flickers up and down from the bass of the music like boiling bubbles and mirages dancing off the desert sands. It’s largely in these world encounter zones, where the plot was least relevant, that Kikuta’s music is at its finest, because he was at liberty to paint a timeless musical image without any concern for the events taking place there.

This same idea of audio imagery really stands out to me in “Into the Thick of It” (1:23 in the garudoh video), where at the start the plucked sort of harpsichord-guitar line accented by the drum beat and displayed on the backdrop of a simple, confident bass and quiet but encompassing synth creates the image of a forest rushing by. (Much of the drumming is hard to find in the low bitrate youtube sample, with exaggerated alterations in volume obscuring the fact that the staccato metronome-sounding drum hits on every beat.) The bass and synth fill in the earth and sky; the drum sets things in motion; the plucked notes count off the passing tree trunks; the fuzzy guitarpsichord resonance depicts the myriad interwoven branches, tying each note into the next. However pretentious that may sound, and regardless of whether or not it reflects Kikuta’s intentions, I’ve always heard something roughly along these lines in this song. I want to clearly distinguish it from music which captures the sense of being in a forest. This doesn’t tap into emotional reactions to environments so much as it generates an actual physical image of the environment, supported by the game’s graphics proper, upon which the players can impose their own emotional values. It’s fantasy in the purest sense. As “Into the Thick of It” progresses the song flushes out into more obvious visions: woodwinds capturing the blowing breeze and rustling grass, bubbly staccato synth tones depicting passing streams. And this is precisely the graphic environment in which the song is employed.


What the Forests Taught Me

“Into the Thick of It”, where the player is rushing on ahead on a well established path, is nicely contrasted by “What the Forests Taught Me”, in which the game sets you in a much more secluded forest. Here the motion is removed, and you get a standing image of a forest clearing full of life. The calm is a bit more displaced from the gameplay, considering you’re hacking and slashing your way through, but this is entirely in keeping with Kikuta’s tendency in such plotless zones to score music descriptive of the visual environment and allow the players to attach their own value to the events taking place there.


A Wish

The sort of apex to this side of his soundtrack is “A Wish”, which plays in the winter forest combat zones. An environment blanketed in a single, neutral, stagnant substance, full of life but only subtly altered by its motion–Kikuta composed a track perfectly descriptive of what the player, upon taking a break from mechanical combat and visualizing themselves in this fantasy world, would experience. A lot of truly great musicians have attempted to capture this sort of situation–Sigur Rós and George Winston come to mind–but as the nature of video games dictates looping tracks, “A Wish” offers this vision in a uniquely and authentically eternal sort of way.

The mental images in a work of fantasy are not always natural, and for Secret of Mana‘s darker side Kikuta needed to get pretty creative. “Ceremony” (2:55) and “The Sorcerer” (7:29) represent the game’s darkest moments, and the former, though not my favorite track, might be his finest accomplishment in the mix. In a score through which the player is accustomed to deriving physical imagery, Ceremony’s twisted patterns and displaced tones take on added weight. There is nothing natural to latch onto here–no coherent vision, just some disturbing, chaotic mass. It’s got to be one of the creepiest video game songs out there, second on the SNES only to the Final Battle music of EarthBound by Hirokazu Tanaka. “The Sorcerer” is just as if not more disturbing, made only slightly less intimidating in practice by the distraction of having to actually fight a boss while it’s playing.


Steel and Snare

One thing you may have noticed listening through garudoh’s mix is Kikuta’s tendency towards hard-hitting, dominant percussion. It’s one of his strongest consistencies, tying a wide variety of musical styles together under a common feature, and on one of my other favorite tracks, “Steel and Snare”, he really lets it all out. This is one of those songs I’ve wanted to cover in a rock band since the first time I ever heard it, and I remember having the whole thing worked out on bass at one point in my life (along with Meridian Dance; this never really crossed my mind before, but when I first bought a bass it was always Hiroki Kikuta and Ryuji Sasai that I turned to.) The music again drives the setting of the game, with the continuous tone in the background simulating the air around the floating castle, and the drum and bass track giving all of the enemies a decidedly mechanical feel. I don’t actually know that they -were- mechanical. I don’t remember what they looked like precisely. But whatever they were meant to be, the music dictated my memory of the scene.

I’ll leave you with one last song:


Premonition

I’ve managed to maintain this as my ringtone for well over a decade, and it’s become such a continuous occurrence in my daily life that I don’t think I can even intelligibly discuss it in the context of the game anymore, but I was in love with it when I first heard it and I still am now. I suppose I should have featured Meridian Dance here instead, as it seems a bit silly to ignore Secret of Mana‘s most epic track through all this, but I’d rather draw attention to the less commonly featured great ones anyway. Enjoy.

Song of the Day: Red Headed Woman (by Bruce Springsteen)


In honor of the site’s co-founder’s birthday I thought it appropriate that the latest “Song of the Day” pick be honor of one Lisa Marie Bowman.

Happy Birthday, Lisa Marie!

Red Headed Woman

Well, brunettes are fine, man
Blondes are fun
But, when it comes to getting the dirty job done,
I’ll take a red-headed woman, a red-headed woman.
It takes a red-headed woman to get a dirty job done.

Well, listen up, stud,
Your life’s been wasted
’til you’ve got’ down on your knees and tasted
A red-headed woman, a red-headed woman.
It takes a red-headed woman to get a dirty job done.

Tight skirt, strawberry hair
Tell me what you’ve got, baby, waiting under there.
Big green eyes that look like, son,
They can see every cheap thing that you ever done.

Well, I don’t know how many girls you dated, man
You ain’t lived ’til you’ve had your tires rotated
By a red-headed woman, a red-headed woman.
It takes a red-headed woman to get a dirty job done.