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.

VGM Entry 62: Enix


VGM Entry 62: Enix
(Thanks to Tish at FFShrine for the banner)

Today Square might be remembered as the uncontested kings of Super Nintendo RPGs, but this is not an accurate assumption. As a young kid obsessed with anything approximating the genre, I anticipated every new Enix release with nearly equal glee. What I didn’t realize at the time was that Enix was a publisher. You won’t find games developed by them. While Square’s games emerged in house from the drawing board, Enix released titles developed by a wide variety of companies.

Quintet was the leader of this pack. Quintet is a Japanese video game developer officially founded in April 1989. According to Wikipedia, the first game credited to them is Legacy of the Wizard (Nihon Falcom, 1987), an installment of the Dragon Slayer series. Hence a bit of a to-do is made about their origin, with “June 1987 / April 1989” listed as the ambiguous founding date. The source for their official founding date links to a nearly illegible magazine scan (in English), and I don’t want to give myself a headache trying to decipher it, so I’ll take the Wikipedia editor’s word on that one. (The fact that whoever edited the article noticed an ambiguity in the first place marks them as more attentive than the vast majority of game-related editors.)

But the article and its relevant links lead me to believe the issue isn’t as complex as it seems. Tomoyoshi Miyazaki, director and president of Quintet, was a Nihon Falcom employee (he was involved in developing the first three Ys titles), and it just so happens to be the case that Legacy of the Wizard was released in North America in April 1989. The only real confusion is that Wikipedia suggests that Quintet developed both the Famicom and the NES ports, and that the former was released in 1987. If both were released in 1989, or alternatively if Quintet only developed the NES release (if the division of labor between developer and publisher renders this thought unintelligible, my apologies), then there is no issue. And moreover, if Tomoyoshi Miyazaki was a Nihon Falcom employee, the ambiguity may capture a simple gap in time between Miyazaki beginning to call his development team Quintet and his registering the name as a corporate entity.

Whatever the case may be, Quintet were busy in 1993. Following ActRaiser in 1990 and Soul Blazer in 1992, they managed to pump out two games in a span of two months. This probably wasn’t a great idea in retrospect. Illusion of Gaia, composed by Yasuhiro Kawasaki, was musically pretty shallow (this might account for why I never bought the game after renting it as a kid), and as an installment in the unofficial Soul Blazer Trilogy it was a sad decline from the quality of Yukihide Takekawa’s Soul Blazer. In its subtler moments, 2:49 to 5:35 for instance, it boasts an atmospheric vibe vaguely reminiscent of Jeremy Soule’s Secret of Evermore two years later, but the rest is of poor quality.

ActRaiser 2 on the other hand had an outstanding score, and is a real testament to the diversity offered by Yuzo Koshiro. While I remain unmoved by his more popular Streets of Rage sound, as a classical composer he not only competes outside of the video game spectrum, but makes the Super Nintendo sound like a real symphony with unprecedented professionalism. Nobuo Uematsu is always quick to point out that he had no professional training, and my own musical inclinations lead me to treat such claims with an appreciative nod of respect, but where he did try to emulate an orchestra on the Super Nintendo he never came close to the level of Koshiro. (Indeed, “Dancing Mad”‘s charm is it’s quintessentially SNES sound within the orchestration.)

Koshiro’s work in ActRaiser 2 in contrast might as well have been a live recording. Koshiro is, like Chris Hülsbeck, an artist I’ve I in many ways simply failed to appreciate, but not here. Quintet’s problem in this instance is that Koshiro’s stellar score was ActRaiser 2‘s only redeeming value. I mean, I never played it, but that fact is directly relevant to its commercial failure. In choosing to abandon the simulation side of the gameplay and go for a straight side-scroller they essentially ostracized their entire fanbase and entered a much more competitive field in which the Enix seal of approval meant jack.

Produce was a pretty obscure developer founded in 1990, probably most known for Super Adventure Island (Hudson Soft, 1992) and The 7th Saga. My most vivid memories of The 7th Saga are of the obnoxious pseudo-avoidable encounters that were for all practical purposes random but gave you the sensation of just being bad at avoiding them. Still, as with most Enix titles it was a refreshing change of pace from the Dragon Quest-patterned norm, and perhaps it had a good plot of which I was simply oblivious at the time (I doubt it though.)

What really strikes me though, listening to this video, is that it actually had a really great soundtrack. Norihiko Yamanuki doesn’t even have a vgmdb entry, and he’s surely one of the most obscure SNES composers to have actually accomplished something. There’s nothing really compositionally striking about the music of The 7th Saga, and it doesn’t really surprise me that I overlooked it as a kid. Yamanuki’s accomplishment here is more in the subtle qualities of the arrangement. The bubbly little tapping tones that prevail throughout this collection, most dominantly in the track at 1:00, really give the game a heartwarming sort of appeal; it’s quite pretty.

Ogre Battle was probably the most successful real-time strategy game for the SNES, at least in the United States. It stemmed from a long lineage of similar titles in Japan, but few had found sufficient success for overseas ports. Quest, the developer, had worked on similar projects in the past, though Ogre Battle would be the first in their Ogre series. A game of few settings and themes–the entire plot unfolds within the combat setting, and there are no separate story scenes as in say, Final Fantasy Tactics—Ogre Battle demanded a whole bunch of tunes well suited for long, drawn-out conflict.

The game did, nevertheless, have a pretty extensive soundtrack. Masaharu Iwata did the bulk of the composition, contributing 24 tracks, while Hitoshi Sakimoto added 12 and Hayato Matsuo added 6 (based on the ost liner notes on vgmdb). If the music sounds a little similar to the score of Final Fantasy Tactics, that’s no coincidence. Masaharu Iwata and Hitoshi Sakimoto composed it too.

VGM Entry 61: The RPG generation


VGM Entry 61: The RPG generation
(Thanks to Tish at FFShrine for the banner)

The Super Nintendo RPG/Adventure legacy didn’t come over night. But ActRaiser (Enix, 1990), Final Fantasy IV (Square, 1991), and The Legend of Zelda: A Link to the Past (Nintendo, 1991) did not necessarily set the stage, either. RPGs had been huge in Japan for quite some time. The Super Nintendo provided both the capacity to carry them and the consistency to focus costs on a single product (imagine the amount of time and resources which must have went into porting PC RPGs to a half-dozen different systems). This didn’t inspire computer gaming companies to switch gears–Nihon Falcom continued to pump out their titles for the PC-9801 all the way up to 1996, slowly switching to Windows with only one Super Famicom title, Ys V: Ushinawareta Suna no Miyako Kefin (1995), to show for themselves in between. But other publishers saw RPGs as a more viable option now, and Capcom, Taito, and Nintendo hopped on the bandwagon while Square and Enix picked up the pace. (Konami held off producing RPGs until the Playstation era.)

The fact that these types of games did not start to appear in abundance on the SNES until 1992 might have been a simple consequence of developers spending most of 1991 making them. 1992 to 1995 were the glory days of SNES fantasy gaming, and perhaps the crowning era in the history of video game music.

Capcom’s first big RPG was Breath of Fire (1993), credited to a long list of composers including Yasuaki Fujita (Mega Man 3), Mari Yamaguchi (Mega Man 5), Minae Fujii (Mega Man 4), Yoko Shimomura (Gargoyle’s Quest, Street Fighter II), and Tatsuya Nishimura. Thankfully track by track authorship is actually available, and we can see that Yasuaki ‘Bun Bun’ Fujita did the grand bulk of the composing, with Mari Yamaguchi contributing five songs and the other three chipping in a song each.

Here’s a track list for the compilation:

(0:00) The Dragon Warrior
(1:24) Fate
(2:54) Starting the Journey ~Breath of Fire~
(4:11) Deep Forest
(5:18) Battling
(6:02) Sand Palace
(7:07) Dejection
(8:05) Fishing

As a series, Breath of Fire was not really all that well noted for its contributions to video game music. I don’t want to blow off the rest of the games here and now before revisiting them, but I distinctly remember playing through most of them with the radio on (I never actually played Breath of Fire V). The original Breath of Fire was definitely more of an exception than than the rule. The soundtrack is peppered with memorable, moody numbers. It’s most famous song, at least in so far as it was carried on in future installments, is Mari Yamaguchi’s overworld theme, “Starting the Journey”. But it is Yasuaki Fujita’s bleaker contributions that really make the game stand out from the crowd. “Deep Forest” and “Dejection” could both easily pass for ending credits themes to some complex plotline defying the good versus evil stereotype–the sort of RPG we all crave but rarely find outside of the Suikoden series. They’re both delightfully dark and finite, screaming “it’s over, but did you really win?”

Of course neither of them are actually credits music, and Breath of Fire was never known for its plot. The series had an incredible knack for being simultaneously completely forgettable and quite fun to play–perhaps a consequence of actually challenging combat (at least, in comparison to the vast majority of turn-based RPGs.) When it came to music, the original was the only one that actually made a lasting impression on me when I played it.

Lufia & the Fortress of Doom, composed by Yasunori Shiono, was another series starter in 1993. There were actually only two Lufia titles in the 90s, and I suspect the later handheld releases came as an afterthought. Taito were prolific producers with a history in the gaming industry dating all the way back to 1973, but they had always shied away from the RPG market. With the cooperation of newly-established developers Neverland Co., Lufia would be their first attempt.

As for the history of Neverland, something on Wikipedia is clearly wrong. It claims Lufia‘s developer was founded on May 7th, 1993, and it claims the game was released on June 25th, 1993. But while Neverland certainly must have had an earlier origin, Lufia does appear to be their first of very few titles. In that regard, the Lufia series was kind of unique. I won’t pretend to know what goes on behind the scenes in the gaming industry (my dream of directing RPGs has always been a total fantasy), but I have to imagine when a producer develops their own game there’s a fairly more intimate degree of interaction between the two sides. Square and Nintendo as of 1993 nearly always developed their own games. The wildcards in the world of non-PC RPGs almost always went through Enix (the most famous developers being Quintet and Chunsoft). Neverland-Taito then seems like a pretty unique pairing–an independent developer working with a producer that had never marketed an RPG.

Lufia & the Fortress of Doom was in every manner a rough draft–a sort of prototype for Lufia II: Rise of the Sinistrals, which was infinitely better and one of the best RPGs in the history of the SNES. Unlike Final Fantasy, Dragon Quest (from what I gather), Breath of Fire, Seiken Densetsu, Quintet’s unofficial ‘Soul Blazer Trilogy’, and Zelda really, the Lufia series was both plot-centric and cumulative, taking place in the same world with a continuous history and related/reoccurring characters. As if in collusion with the rest of the development team’s maturation, Yasunori Shiono’s compositions improved substantially in the second title, but we will get to that later.

Good adventure/RPG music was not limited to the Super Nintendo. The Game Boy was a musical instrument par excellence, with by far the most aesthetically pleasing tones of any system on the market lacking diverse instrument sampling. (I hope that’s a suitable delineation for a technical subject of which I still know absolutely nothing.) The Legend of Zelda: Link’s Awakening is far and wide my favorite score in the Zelda series. It might have nothing on Ryuji Sasai’s work on Final Fantasy Legend III, but Link’s Awakening brings the Game Boy to life in a really beautiful way. Indeed, its only real fault is a failure to employ his three-dimensional stereo effects. The game’s crowning jewel, Tal Tal Heights, appears early in this compilation (0:30), but the whole score merits attention.

Koji Kondo surprisingly had nothing to do with it. Link’s Awakening was a joint effort between Kazumi Totaka, Minako Hamano, and Kozue Ishikawa, all of whom I’ve yet to mention. Kazumi Totaka actually had a pretty long history with Nintendo, providing music for the sort of games you might expect to hear Soyo Oka on (Mario Paint, Wave Race 64, most notably Animal Crossing, which I do hope I remember to feature if I ever get that far). Minako Hamano was responsible for roughly half of the Super Metroid soundtrack, though her name rapidly fades from the pages of history, and Kozue Ishikawa is a virtual unknown. But this motley crew managed to piece together one of the quintessential scores of the Game Boy, and in doing so earn themselves a place in video game music history.

October Music Series: Townes Van Zandt


Townes Van Zandt lived a troubled life, characterized by constant alcoholism, drug abuse, and failed relationships. He finally passed away of heart failure in a state of delirium tremens on January 1, 1997, at the age of 52, cryptically 44 years to the day after the death of perhaps his greatest influence, Hank Williams, under similar circumstances. As a song writer his music was inconsistent, but at his finest moments he tapped into his inner demons with an acute awareness that he was living more in dream than reality. He created his own folklore both in life and in song. The latter was quite deliberate, emerging sometimes from scratch and sometimes with attention to older legends. Narrated in the first person, always at night, bridging a gap between sleep and consciousness, he painted strikingly vivid images of personal confrontations with foul spirits and terrifying monsters physically imbued with emotional states which could never take on material form outside of a dream, or a song.

To call Spider Song a metaphor would do it a disservice. Of course it is about overcoming some inner demon, whatever that may be, and yes, through the battle against the spider we gain some insight into Van Zandt’s personal struggles, but that’s trivial. He’s not just beating that old dead horse again. The spider begins “in his dreams”, and at no point does it definitively leave them, yet the song is structured in such a way that Van Zandt’s dreams come to characterize more and more a real, physical monster encountered collectively by the narrator and the audience. What you get is a subtle transition from a nearly explicit metaphor (it’s in his dreams) to, by the end, momentary belief that a real, heroic, pitched battle against a giant spider is about to ensue. You don’t fully forget that the spider originated as a sort of representation of emotional states of fear, depression, or whatever you read into the first few stanzas of the song, but nevertheless here it stands, a menacing physical object. No, this song should not be regarded as a metaphor. Rather, our recognition of metaphor is employed to, over time, trick the senses into visualizing something supernatural.

Our Mother The Mountain is laden with hints at the supernatural from the outset: The woman’s esoteric claim to have come from her mother the mountain, her mysterious medallion, the refrain “singing tu-a-lu-ra-lai-o” with an emphasis on “lu-ra-lai”… “Lorelei”… The music feels like a dream, and the lyrics too, until the narrator stops observing the dream and tries to interact, reaching for her hand. The woman’s response is a manifest nightmare–a completely nonsensical appeal to pure foreboding terror captured in her physical actions. The narrator never sees her again, but he swears that it wasn’t just a dream, and as the listener you can’t help but believe him.

Spider Song

There is a spider in my dreams
Long and silent is his name
Cold as lightning is his smile
Final is his sting

His curse is deep as seven skies
Boys, I wouldn’t tell you lies
The legends say he never sleeps
and he’s never hungry long

He’s got us boys, I believe it’s true
But I’m fighting til he lays me down
Run his foul black body through
Cleave him all asunder

Think of your women, won’t you boys
Think of your mother growing old
Think about your darling son
Spit in the spider’s eye

Up at ease, against him ride
We’ll not take him by surprise
Give a scream down in your dreams
Let him know we’re coming

There is a spider in my dreams
Long and silent is his name
Cold as lightning is his smile
Final is his sting

Our Mother The Mountain

My lover comes to me with a rose on her bosom
The moon’s dancing purple all through her black hair
And her lady’s-in-waiting, she’ll stand ‘neath my window
And the sun will rise soon on the false and the fair
Singing tu-a-lu-ra-lai-o

She tells me she comes from My Mother The Mountain
And her skin fits her tightly, and her lips do not lie
She silently slips from her throat a medallion
Slowly she twirls it in front of my eyes
Singing tu-a-lu-ra-lai-o

I watch her, I love her, and I long for to touch her
The satin she’s wearing is shimmering blue
And outside my window her ladies are sleeping
My dogs are gone hunting; their howling is through
Singing tu-a-lu-ra-lai-o

So I reach for her hand, and her eyes turn to poison
And her hair turns to splinters, and her flesh turns to brine
She leaps ‘cross the room. She stands in the window
and screams that my first-born will surely be blind.
Singing tu-a-lu-ra-lai-o

Then she throws herself out to the black of the nightfall
She’s parted her lips, but she makes not a sound
I fly down the stairway and I run to the garden
No trace of my true love is there to be found
Singing tu-a-lu-ra-lai-o

So walk these hills lightly, and watch who you’re loving
By Mother The Mountain I swear that it’s true
And love not a woman with hair black as midnight
and a dress made of satin all shimmering blue
Singing tu-a-lu-ra-lai-o

My lover comes to me with a rose on her bosom
The moon’s dancing purple all through her black hair
And her lady’s-in-waiting, she’ll stand ‘neath my window
And the sun will rise soon on the false and the fair

AMV of the Day (Horror Edition): Am I Not Human? (Another)


Yesterday site anime and manga contributor pantsukudasai56 posted his anime horror post for the month be recommending to everyone to watch the anime horror series Another. Using that as inspiration I’ve chosen the latest “AMV of the Day” by picking an AMV that uses that very series as the foundation for the video.

I’ve still have to find time to watch the series, but I know that Another is a horror anime that seems to have reached cult-status and beyond since it’s release earlier this year. Unlike pantsu here I do enjoy lots of anime horror but I will agree that they’re not in the same realm as mahou shoujo and slice-of-life series in terms of consistent quality. The last horror anime that I thought to be very good was Gakuen Mokushiroku (better known as Highschool of the Dead) but even that series earns much of it’s popularity due to it’s excessive (I thank Zoidberg Jesus for it everyday) use of fanservice shots.

With this AMV we get one from a high-quality horror anime and also paired up with one of the music industry’s preeminent producers of musical scores from Two Steps From Hell. This time around AMV producer AnimeFanOtaku123 uses that groups song, “Am I Not Human?”, to be the score for the chosen scenes from Another to complete the video. In fact, AnimeFanOtaku123 does such a great job with this AMV that one could easily say that it works perfectly well as a trailer for the series if one didn’t think it was an AMV to begin with.

I’ll probably have one or two more horror-related AMV’s before the end of the month, but this is a good choice for this month..

Anime: Another

Song: “Am I Not Human?” by Two Steps From Hell

Creator: AnimeFanOtaku123

Past AMVs of the Day

VGM Entry 60: Splatterhouse


VGM Entry 60: Splatterhouse
(Thanks to Tish at FFShrine for the banner)

Today is October 1st, and Shattered Lens readers probably have a good idea of what that means.

Namco’s Splatterhouse series first emerged in the arcades in 1988. As the advertisement poster used in this music video suggests, it was one of the first video games that really possessed the graphical capacity for some good old fashion gore. You play as Rick Taylor, a run of the mill college student who takes refuge from a thunderstorm in an old rickety mansion and inevitably finds himself demonically possessed, hacking and slashing his way through all sorts of hellspawn and ultimately butchering his girlfriend before defeating the mansion’s demon fetus-spawning womb and escaping. Quality stuff.

The game is accompanied by quite an impressive soundtrack.

When not taken to weird, incoherent noises such as on “Poltergeist”, the game has a knack for some rather pretty tunes that are only disturbing when placed in context. (The theme for Jennifer is one such instance; let’s not forget that the scene results in you chopping her head off.) I am not sure whether Yoshinori Kawamoto or Katsuro Tajima composed Splatterhouse. The former name crops up slightly more often on vgm websites, but trusting the majority consensus has lead me astray plenty of times before. Unfortunately, Namco have featured so seldom in my gaming music compilation that I am not really in a position to take an educated guess.

Splatterhouse is probably not thought of by most gamers as an arcade series. The original 1988 Splatterhouse only found obscure ports–to the PC Engine/TurboGrafx-16 in 1990 and the Fujitsu FM Towns in 1992. Its sequels made a bigger splash, becoming staples of the Sega Genesis/Mega Drive. Splatterhouse 2 and Splatterhouse 3 were released only seven months apart, in August 1992 and March 1993 respectively.

Both sequels were composed by Milky Eiko, and despite their wide acclaim, Milky’s rather outlandish pseudonym does not seem to have surfaced since. I could not find any other Eiko associated with Namco, and he must be regarded as both one of the last and one of the most famous game composers to be buried in complete anonymity, before composition credits became standard.

On an odd final note, there was actually another series game, Splatterhouse: Wanpaku Graffiti, released in 1989. It was an SD game, that is, super deformed, which generally refers in video games to over the top, excessively cute anime portrayals of familiar characters from earlier games. Released exclusively on the Famicom, Wanpaku Graffiti offered good clean serial murder for the whole family.

VGM Entry 59: Street Fighter II and SNES domination


VGM Entry 59: Street Fighter II and SNES domination
(Thanks to Tish at FFShrine for the banner)

An enormous disparity had emerged between the Super Nintendo and competing platforms by the early to mid-90s. The Sega Genesis/Mega Drive, released two years sooner, still didn’t have much to offer, and the arcade was fading fast. The former simply couldn’t compete with the SNES’s ability to simulate real instrumentation, and the latter, I suspect, was no longer funded the way it used to be. This lends itself to a number of comparisons, but in consideration of the fact that my available time for writing these articles is rapidly coming to an end, let’s just jump straight to the point.

The Street Fighter II series is a massive and confusing string of titles through which Capcom managed to milk a great deal of money releasing minor updates and new characters over a short period of time. The original Street Fighter II came out for the arcade in 1991. This was followed (in the arcade) by Street Fighter II: Champion Edition (April 1992), Street Fighter II: Hyper Fighting (December 1992), Super Street Fighter II: The New Challengers (October 1993), and Super Street Fighter II Turbo (March 1994).

If that were all, it would be fairly easy to sort out, but each of these games was given a different title based on region and platform. Street Fighter II Turbo for the SNES, for instance, was a port of Street Fighter II: Hyper Fighting, not Super Street Fighter II Turbo. Street Fighter II: Special Champion Edition for the Sega Genesis/Mega Drive was not a port of Street Fighter II: Champion Edition, but rather of Hyper Fighting. The additions made in the original Champion Edition were carried over into most future versions of the game and ports, such that the original Sega Master System Street Fighter II (released in Brazil, where there was inexplicably still an SMS market, in 1997) was actually Street Fighter II: Champion Edition.

I would love to sort all this in a nice coherent list, but it would take me all day, and as I said, my time for writing these articles is starting to run short. So let’s just look at the version currently playing: Super Street Fighter II: The New Challengers. This one was released for the Super Nintendo in 1994 as simply Super Street Fighter II. Skip ahead to 5:12 and you’ll hear a delicious little oriental arrangement reminiscent of Miki Higashino’s Yie Ar Kung-Fu. (Again, time restricts me from actually finding the name of the song.)

Wikipedia credits Isao Abe and Syun Nishigaki with composing the Super Street Fighter II soundtrack. This is a little confusing as well, since Isao Abe and Yoko Shimomura get credited for the original Street Fighter II and a lot of the music is the same, but whoever wrote it, you’ve now heard the arcade version of the song, and I think we can all agree that at least in the 80s sound quality (not necessarily composition and arrangement) was substantially better in the arcade than on any home system.

The same song appears in the SNES Super Street Fighter II song compilation at 4:29, and I don’t think I need to point out how it’s better. Here’s a game released for a 1990 system, and the quality of sound is decisively better than Capcom’s 1993 arcade release. Forget about state of the art technology in the arcade; I think at this point companies were cutting costs, and high-end sound systems had to go.

Here’s another case in point. Shining Force (Sega, 1992) was a tactical RPG released for the Sega Genesis/Mega Drive. Composed by Masahiko Yoshimura, it is one of the most highly regarded soundtracks on the system. Aside from a ton of spin-off titles, Shining Force as a series only saw three installments, and each of these featured a different composer. Motoaki Takenouchi, for all his talents, didn’t do such a hot job with Shining Force II (Sega, 1993), and the third was released on the Saturn, so we’ll just focus on the original.

Masahiko Yoshimura did a really outstanding job here with the limited resources available to him, especially when the gameplay situation called for intensity. The tracks beginning at 1:47 and 2:34 especially impress me in this regard. Yoshimura’s militant snare carries the day, and there’s also something interesting going on in company with the bass. The deep piano tones on this second track play tricks on my ears, projecting a piano vibration onto the bass when I listen to the song as a whole which clearly isn’t there when I focus on the bass specifically. Both at the start of the 1:47 track and mid-way into the next, around 3:19, he musically employs a tone that sounds more like a jumping sound effect in order to simulate an instrument sample that probably wasn’t available on the system, and it works. You can catch some more of this in the track that kicks off at 7:23.

Packed with catchy songs creatively arranged to artificially simulate a higher degree of orchestration than the system allowed, Shining Force was a great success.

But what it took a lot of creativity to pull off on the Genesis the SNES made easy. Jun Ishikawa and Hirokazu Ando (both of Kirby series fame) composed Arcana (HAL Laboratory, 1992) the same year Shining Force came out, and the improvement in sound quality was staggering. RPGs to a large extent defined the SNES. I have no statistics to back this up, but I have to imagine more popular games outside of Japan fell into the RPG/adventure/tactics spectrum on the SNES than on any other system, to such an extent that NOA even incorporated an “Epic Center” column into Nintendo Power for two years (March 1995-November 1996).

An end date of late 1996 roughly coincides with the North American launch of the Nintendo 64, when Nintendo Power subscribers began to feel the effects of the cartridge gaming fallout. RPGs were big games, calling for big capacity, and the Playstation rapidly became developers’ new system of choice.

But this was 1992, and even little known, quickly forgotten titles like Arcana were blowing Sega and arcade gaming out of the water.

VGM Entry 58: Illusion City


VGM Entry 58: Illusion City
(Thanks to Tish at FFShrine for the banner)

Illusion City never saw an English translation. Micro Cabin first released it in December 1991 for the MSX turboR, and this was rapidly followed by versions for the PC-9801/PC-88VA (January 1992), FM Towns (July 1992), Sharp X68000 (July 1992), and a bit later the Sega CD (May 1993).

On a completely irrelevant note, I finally looked up why they called it the Towns, and apparently Fujitsu named their 1989 PC after 1964 Nobel Prize in Physics winner Charles Hard Townes. Aaanyway, Illusion City had a soundtrack to rival the SNES legends, and that’s about all you’ll ever find concerning the game in English. It *gasp* doesn’t even have an English Wikipedia page.

The music collections you’ll find scattered across youtube–and these are relatively abundant–showcase the MSX turboR version, so I will to. Two years behind our current historical progression or three years after the original release of Snatcher, I thought it best to bring the game up now since they’re occasionally compared. The two have next to nothing in common concerning gameplay, but they are both cyberpunk, and I gather they have some common plot features. (Not that I would know, short of digging up a fan translation.)

Illusion City is not a visual novel. It’s an RPG. The best you’ll find concerning what style of RPG are a few stills here and there; I am thoroughly convinced that no Illusion City gameplay video exists on youtube. You’ll find plenty of videos of the introduction, and there’s an ending/credits roll video out there for the Sega CD version. That’s about it. But with these credits, conveniently originally in English, and a last resort Google Translate of the game’s Japanese Wikipedia entry, we can piece together its authorship easily enough.

The music was composed by Tadahiro Nitta (the same Nitta responsible for Micro Cabin’s Final Fantasy MSX port), Yasufumi Fukuda, and Koji Urita (Kouji Urita in the credits). These are the names listed on the wiki, and the Sega CD credits clearly distinguish them (“Music Compose”) from composers contributing new material to the port (“Mega-CD Special Music”). This latter group consists of Hirokazu Ohta, who “arranged and computer programmed” the intro and end-game music, and Yasufumi Fukuda, who added new combat music. Lastly the credits list Hirotoshi Moriya and Masato Takahashi under “sound” for the “Mega-CD Work Staff”.

There we go: clean and concise credits. How often does that happen on a Japanese PC game port?

In so far as this is the first cyberpunk RPG I know of (the Phantasy Star series comes to mind as a similar comparison), Tadahiro Nitta, Yasufumi Fukuda, and Kouji Urita had their work cut out for them. Where Masahiro Ikariko and company were able to score Snatcher more or less like a movie, Illusion City required themes for all of the contrivances of a standard RPG. The sort of poppy vibe with which Tokuhiko Uwabo flavored Phantasy Star II, to use a game I’ve previously showcased, can’t fly in cyberpunk–if that is in fact what kind of game Illusion City is, as many have claimed. It needed something a bit more dark and grimy.

Whether they really pulled it off is debatable, but if “City Noise” (3:37 in the present video) is in fact the main town theme then they definitely had the right idea. Oh, it’s not dark on the scale of Snatcher, but I get the sneaking suspicion anyway–mainly from the Sega CD intro and outros–that this is more of a futuristic adventure game with cyberpunk overtones than Akira-worship. It definitely succeeds in creating a futuristic RPG soundtrack to a far greater extent than what I’ve heard of Phantasy Star, and it’s got a decently dark edge.

oldskoolgamertje on youtube has provided a complete soundtrack of the MSX version for your enjoyment. Cheers.