VGM Entry 17: A question of authorship (part 3)


VGM Entry 17: A question of authorship (part 3)
(Thanks to Tish at FFShrine for the banner)

Kinuyo Yamashita and Kazunaka Yamane: two respected video game composers whose main melodies have appeared in both refined, noteworthy form (on the NES) and in rather half-hearted, trashy form (on the MSX and in the arcade respectively.) The lack of well-documented attribution leaves us clueless as to how much of a role either played in this disparity. But at least we can be fairly confident that they wrote the basic melodies of the songs.

In the case of some pretty famous works, even that much information can be difficult to come by.

Take Bionic Commando. Its main theme (calling it the “main theme” might be something of an afterthought; it first appears as the background music for level 2) is an iconic NES classic. But in the span of about a year between 1987 and 1988, Capcom released this game for the arcade, the Amiga, the Atari ST, the Commodore 64, the Amstrad CPC, the ZX Spectrum, DOS, and oh yes, the Nintendo. The Nintendo version did have its fair share of differences, both in gameplay and in song selection (perhaps as an undermining of Nintendo’s licensing laws akin to Vampire Killer), but the “Main Theme” faithfully appears in every version.

Here is a collection of some of the song’s variations over the years. You’ll notice that even the early takes were each quite different:

http://www.youtube.com/watch?v=fTl5jSgJk-Q

The first track in this mix is the arcade version. You’ll notice the central roll of the drums and the flutey trills, giving the song a distinctly martial feel quite appropriate for the game. It was clearly composed with an orchestra in mind, and could I imagine be preformed live with hardly any alterations.

The second track in the mix is from the Commodore 64 version. Tim Follin is credited with the arrangement, and if you’re at all familiar with his unique and lively approach to video game music, there can be hardly any doubt. The then about 17 year old Follin was determined to make a musical impact, and he certainly did, taking such spirited risks as mixing in the Star Wars theme song and converting an upbeat march into a grimy space groove. Completely inappropriate for the game, it’s certainly sub par to the arcade version, but Follin was fairly new to C64 sound programming at the time, having made his initial mark in the world of the ZX Spectrum. (Follin did use this same version of the song for the ZX Spectrum release, not featured in the compilation video, but considering its drastic departure from his previous Spectrum compositions I have to assume his arrangement was originally intended for the C64.)

The next track, confoundingly labeled “Nintendo Sequel”, “WRONG AMIGA VERSION”, and a bit later “Bionic Commando Rearmed” is in fact the Amiga 500 version. You might think of it as a toned down, slightly safer take on Follin’s C64 version.

The fourth take is the Nintendo version. Whether it should be regarded as a “sequel” or simply a heavily altered port is debatable. Its music in this instance is faithful to the arcade version, ignoring Follin’s spin, but it fails to incorporate a lot of the original’s frills or deliver with nearly the same impact. It is, I would say, by far the weakest of the five, while the original arcade take is the best. (The “Bionic Commando Rearmed” version which follows in this video is obviously a travesty, but it was released in 2008.)

Now tell me: who wrote this song? Do a quick google search, pull your best resources, see what you can come up with. Pretty much every result is going to direct you to either the 2008 remake Bionic Commando Rearmed or the 2009 sequel Bionic Commando (both by Capcom, same publisher as the originals), because their soundtracks were actually released and the latter uses the exact same name. You’ll find a lot of sites that simply list a composer for the 80s versions with no further information, but they can’t all seem to come to an agreement. Something official from the publishers would be nice. The original game manuals contain no credits (I checked), nor do the original games appear to have ending credits, save the NES version, which lists the composer under a pseudonym. So I pulled up the official liner notes of the 2008 and 2009 game soundtracks. Both acknowledge “Main Theme” to be based on the original by Junko Tamiya. A-ha. We have an answer.

But Wikipedia lists Harumi Fujita as the composer of Bionic Commando (arcade, 1987)–providing no source–and Junko Tamiya as the composer of Bionic Commando (NES, 1988)–providing precisely the 2009 liner notes I used as a source. And we know that “Main Theme” appears in the arcade version. You just heard it. The NES version wiki’s subsection on Music states that “The music for the game was created by female videogame music composer Junko Tamiya, who was credited under the pseudonym “Gondamin”. It is very highly praised for its militaristic compositional element. Two songs from the Arcade versions are used in some areas.” This last comment again has no source.

That makes a bit more sense. I picked up copies of both soundtracks, and sure enough, aside from “Main Theme” and “Power Plant”, all of the NES music is original. Junko Tamiya did likely compose sixteen out of its eighteen tracks. The problem is that one of the two she did not compose happens to be her most famous composition!

What to do when a few unsourced claims on Wikipedia get the credits right and Capcom, the people who actually made the game, don’t?

Bionic Commando‘s “Main Theme” is one of the most revered video game songs of the 1980s. If it wasn’t, I wouldn’t have been so concerned about figuring out who originally wrote it. It would certainly appear as though Harumi Fujita wrote it, Junko Tamiya rearranged it for the Nintendo shortly thereafter, and an oversite more then twenty years later lead the company who released it to get the two mixed up. But this is only a best guess. It just goes to reaffirm the dismal state of preservation of even some of the best early video game music.

VGM Entry 09: Nintendo’s turn


VGM Entry 09: Nintendo’s turn
(Thanks to Tish at FFShrine for the banner)

If a bit humbled by less apparent contemporaries, Koji Kondo’s work in Super Mario Bros. (Nintendo, 1985) nevertheless stands as the most recognized video game music in the world. Your average Joe on the street is more likely to identify it than a Beatles or Dylan song. A lot of this has to do with successful marketing. Super Mario Bros. is not the most distributed game of all time. In fact, it barely sneaks into the top 10, at roughly 40 million copies sold. A lot of this has to do with dirt cheap mobile phone distribution. (Apparently that Angry Birds game has broken 1 billion. I still have no interest in checking it out, and anyway it’s pretty easy to exploit a free download to your heart’s content to get into the world record book. Does one seventh of the world’s population even own smartphones?) Of games that actually require you spend a little, the 2006 title Wii Sports is leading the records at 79 million. It must be that economic depression…

But really, if you asked people what they thought was the all-time best seller I’m pretty sure most would mention Nintendo’s 1985 classic, and that is an indication of the company’s groundbreaking marketing strategy. If you owned a Nintendo, you knew Mario and his music. And if you played video games in the late 80s, you probably owned a Nintendo. The company has moreover been persistently re-releasing the game ever since its conception, not to mention incorporating features of its classic soundtrack and iconic characters into newer games. The only prior game that really offered this sort of bundle–very catchy music, memorable characters, massive distribution–was Pac-Man.

But a 5 second song that doesn’t even loop and a big yellow dot just aren’t all that satisfying. Oh the ghosts had names, and I’m sure if I was born a few years earlier I’d have gotten a kick out of pretending they were somehow relevant and imagining some sort of weird plot to it all. (Preferably a better one than the Hanna-Barbera 1982 Pac-Man tv series.) But all of the important features, while present, were just too simplistic to stand the test of time. And it wasn’t a game design you could make good sequels to.

What Super Mario Bros. really offered was a full package. The “best” music of its day? No. The most memorable characters? Not in isolation. But all of the features came together to make a game that really had no flaws. Nintendo knew it, and they ran with it.

If I tried to compare Koji Kondo’s music to other game musicians of the day, I might sound a little unfair. He certainly wasn’t revolutionary in style; his music was if anything retro, harking back to earlier carnival- esque soundtracks, whereas electronic experimentation was the cutting edge. Compared to the likes of Monty on the Run (which by the way, despite being only one song, was longer than the Super Mario Bros. soundtrack in its entirety), the game sounds a little childish. But that was, after all, the target audience, and let’s not split hairs here. Koji Kondo is brilliant. He wrote a soundtrack that was simultaneously extraordinarily catchy and quite aesthetically pleasing. It never clashes with the game. It never speaks out louder than the game. It just merges harmoniously, and keeps on playing in your head when you power off.

Maybe that should be remembered as one of his greater contributions to video game music. A lot of the Commodore 64 tracks I’ve been listening to, while feeling more progressive than Super Mario Bros., seem to disregard their games entirely. A good case in point is Roland’s Rat Race.

Another 1985 title, composed by Martin Galway, Roland’s Rat Race (Ocean Software) is a sleazy little bop, perfect for an inner-city street fighter, or perhaps, in consideration of the peculiar opening sequence, something to do with extraterrestrial pimps. It’s great stuff, way better than the vast majority of soundtracks that would ever appear on the Nintendo Entertainment System. But the problem here should become pretty obvious when you take another look at the game’s cover art.

You will find irrelevant soundtracks up to this day, and plenty of carefully coordinated ones prior to Koji Kondo, but I do have to wonder if perhaps Super Mario Bros.‘ success lead to developers demanding a little more attention to audio relativity.

VGM Entry 08: Ports complicate the picture


VGM Entry 08: Ports complicate the picture
(Thanks to Tish at FFShrine for the banner)

While I have noted that composers remained within regional spheres, games certainly did not. Ports reigned supreme, and it was not uncommon for a game to appear around the world in a half dozen different formats. Each of these required a group of programmers familiar with the given system, and it was certainly not always the case that the original arcade version remained the best at the end of the day.

Take Commando (Capcom, 1985) for instance. The original main theme was composed by Tamayo Kawamoto, an obscure name which will persistently resurface throughout this series of articles. It’s certainly a commanding little march (utilizing the YM2203, if my previous article has peaked anyone’s interest in this regard), and I’d have fed in my quarter in the hopes of hearing more. But quite a number of Kawamoto’s soundtracks are better known for what other artists made of them in the port process than in their original form, and Commando is no exception.

Put it in the hands of Rob Hubbard and, well, did you expect anything less? This wild ride might be his most famous 1985 work after Monty on the Run, and it’s all the more enhanced when you realize how distinct it was from the original. Again Hubbard shines best when he is expanding and improvising upon the music of others. The potentially performable original work is completely lost here, transformed into a uniquely SID sound and style, and with all due respect to Tamayo Kawamoto, its certainly not worse off in consequence. The problem, which would go on to haunt countless composers down the line, is that most fans of Commando have no idea Kawamoto had any part in writing it.

The composition was actually a single day project, and the entire port was pushed through by Elite Systems in a mere two months. Hubbard briefly discussed it in an interview by Jason ‘Kenz’ Mackenzie’s Commodore Zone magazine. (Issue 10 as best I can tell, probably released in 1997): “There is an interesting story behind Commando. I went down to their office and started working on it late at night, and worked on it through the night. I took one listen to the original arcade version and started working on the c64 version. I think they wanted some resemblance to the arcade version, but I just did what I wanted to do. By the time everyone arrived at 8.00am in the morning, I had loaded the main tune on every C64 in the building! I got my cheque and was on a train home by 10.00 am…

Yie Ar Kung-Fu (Konami, 1985) is an especially odd game to consider, because its ports varied so drastically. I couldn’t find a stand-alone sound sample of the original arcade version, but you can hear it well enough beneath the sound effects of this gameplay video. The upbeat, distinctly Asian sound is a refreshing change of pace from the usual video game song styles, and in consideration of what Rob Hubbard did with Commando, you can imagine the potential for new arrangements this presents. Arguably the most famous version of the game’s music, however, is a completely bizarre departure.

The only rational explanation I can think of for Martin Galway having replaced the traditional Asian music theme with a completely irrelevant cover of “Magnetic Fields” by Jean Michel Jarre is that the title screen music is, in fact, completely irrelevant. I think perhaps Galway, either by request or on his own initiative, submitted the song as an all-purpose Commodore 64 option for Imagine Software, who produced the European computer ports of the game, and that it found its way into Yie Ar Kung-Fu simply because it happened to be available at the time. It is not one of Galway’s finer works, but I suppose you can do what you want to the loader screen. It was the combat music that really defined the game.

http://www.youtube.com/watch?v=rC2SBO_-NX4

Even so, the actual gameplay music to the Commodore 64 port of Yie Ar Kung-Fu is as unexpectedly similar to the arcade as the title screen is unexpectedly divergent. The arrangement makes no effort whatsoever to expand upon or even properly convert the original arcade gameplay music to suit the SID sound. Instead we’re met by an unimaginative attempt to emulate the original as closely as possible, marred by SID distortion which could have so easily emphasized the music’s finest features but instead just drowned them out. I mean, this is far more appropriate than Galway’s load screen, but so much for a middle ground between total disregard for the original and a carbon copy.

http://www.youtube.com/watch?v=5OOm4CyFutQ

And then you have the Famicom/NES version, released in April 1985. (That’s five months before Super Mario Bros., to put things in context.) Without altering the style of the arcade version in the slightest, it offers an almost entirely original song. It’s really the best version of Yie Ar Kung-Fu out there–you’d be hard-pressed to argue otherwise–and its existence is a bit puzzling. Who composed it?

The notes I’ve found on Yie Ar Kung-Fu credit Miki Higashino, but they fail to distinguish between the arcade and NES versions, as if these weren’t completely different songs. Now, I am inclined to think Higashino wrote both, which is quite remarkable considering she was only 17 years old at the time. (The only other really famous game musician I can think of to get this early of a career start is Tim Follin.) The other titles credited to Higashino in the mid-80s don’t exhibit this kind of quality, but in consideration of the fact that ten years later she would compose one of the greatest game soundtracks of all time (Suikoden), I know she had it in her. The Suikoden soundtrack is predominantly folk and traditional music (like Yie Ar), and the consistency of style between the arcade and Famicom songs favors a single composer.

The other thing Higashino-authorship has going for it is that she worked for Konami, who made both the arcade and Famicom versions. She would have been involved in the sound team of both, so it’s reasonable to believe she would have had the liberty to create an entirely new song when it came time to program the port. Her hands would have been tied for the European versions, which were produced by Imagine Software. On a final interesting note, the MSX version ports the Famicom soundtrack, not the original arcade music.

It’s all just speculation though. Anyone at Konami could have potentially been responsible for the changes. I’ll leave you with one final version that was most certainly not arranged by Miki Higashino. … Ok, I’m really going to try to avoid video game covers where they aren’t historically relevant, but you have to admit this Markdoom Shehand cover is one of the most awesome things ever.

VGM Entry 06: Hubbard’s covers


VGM Entry 06: Hubbard’s covers
(Thanks to Tish at FFShrine for the banner)

Monty on the Run is arguably Rob Hubbard’s most famous work today, and perhaps because of that I am inclined to believe it was one of his most distributed songs at the time, but it remains one game among many. A broad and stylistically diverse collection of games released in 1985 all featured Hubbard’s novel techniques as well as his high standard of quality, and it was through this larger catalog that Hubbard really made his mark on the future of game sound. What may come as a surprise is that a lot of these songs were not actually original. Hubbard had a knack for finding obscure preexisting songs that could translate well into the SID sound.

In fact, Monty on the Run was essentially a cover song. It was a rock arrangement of “Devil’s Galop”, a classical piece by Charles Williams which served as the theme to the radio show Dick Barton – Special Agent. Dick Barton, moreover, aired from 1946 until 1951, and Hubbard was born in 1955, so I doubt the choice was merely nostalgic. But whatever inspired him to choose the song, rock and roll was no obvious style through which to reinterpret it. It took a pretty unique ear to hear this and envision a C64 chiptune epic.

It helped that Hubbard was an experienced musician. His career began as a studio musician, not a programmer, and his first effort as a programmer was to design musical education software for the Commodore 64. When he submitted the project to Gremlin Graphics, it was his demo songs rather than the associated software that peaked their interest, and his new career was born.

http://www.youtube.com/watch?v=QRmcv_bR4oE

Elsewhere, Hubbard took more recent and relevant inspiration. Master of Magic (Richard Darling, published by Mastertronic, 1985) was an arrangement of “Shibolet”, written by Larry Fast for his Synergy project and released on Audion in 1981. Trying to obtain more than a 10 second clip of the original has become more trouble than it’s worth for me, but I have to imagine that, as with all else, Hubbard made it uniquely his own.

The fact that he was even listening to contemporary synth composers–far more relevant to chiptunes than say, classical music–says a bit about how he viewed his work. Certainly Monty on the Run had a ‘guitar’ solo, but I doubt he intended the song to sound like an actual rock band in the same sort of way that some early NES composers tried to emulate real orchestras. In covering a synth artist, he was turning to a style of music designed for precisely the type of instrument the Commodore 64 was. He employed the sounds available to him for what they were, not for what they distantly resembled. This concept of viewing the SID as an instrument, not as a means to approximate instruments, is not an obvious step, and it’s much to his credit that C64 sound came to evolve as an instrument in the first place. I think it’s telling that when the likes of Tim Follin and Neil Baldwin began composing for the NES their music had a distinct Commodore 64 sound; Hubbard’s SID manipulations manifested as a unique and classifiable style of music.

http://www.youtube.com/watch?v=uKGbPZtEmVc

His most exciting early work to consider is Rasputin (Firebird, 1985). It is derived from traditional and early Soviet-era Russian folk tunes, but wait a minute here. Yes, Tetris was created in 1984, but Alexey Pajitnov’s original was silent, and in any case it was initially isolated to the U.S.S.R. Hirokazu Tanaka, another video game music legend, composed its famous tunes based on Russian folk songs, but that wasn’t until 1989. Whether Rob Hubbard influenced him or not, the reverse is certainly not the case.

szigand on youtube actually took the trouble to dissect the components of this song and the order they appear in. It’s an amalgamation of Katyusha by Soviet composer Matvey Blanter, Czardas by Italian composer Vittorio Monti, and the traditional Hungarian folk song Kaljinka. Where Hubbard might have found them, let alone what inspired him to combine them into a chiptune classic, is anyone’s guess, but the result is brilliant.

VGM Entry 05: SID comes to life


VGM Entry 05: SID comes to life
(Thanks to Tish at FFShrine for the banner)

1985 was the year that changed video game music forever, and this transpired primarily through the mediums of the Commodore 64 and the Nintendo Entertainment System. At a glance it can seem a lot easier to discuss the latter, what with Koji Kondo’s classics being performed around the world in symphonies today. The former still lacks a formalized history. Where people will readily make the bold and overpresumptuous claim that Super Mario Bros. revolutionized NES music, or even all game music, you don’t really hear the same claim being made about Monty on the Run. This is good, because neither are entirely true. The main difference I suppose is that Super Mario Bros. was undeniably the most popular game of its day, while you may well have never even heard of Monty on the Run. I don’t know if its priority over other Commodore 64 works stems from greater marketing success in 1985 or from a later acknowledgement that it was probably the best among a whole lot of excellent songs.

Let’s focus on the Commodore 64 first. The C64 sound revolution required a lot of programming innovations. The sort of sounds Rob Hubbard, Martin Galway, and the like were able to produce weren’t preset to the click of a button, and they weren’t at all obvious. Hubbard was most certainly the first prolific composer for the system, and a lot of SID programming innovations were his in origin, but to what extent C64 musicians influenced each other at this point in time is hard to say.

http://www.youtube.com/watch?v=93nIljXpqUY

Monty on the Run (Gremlin Graphics, 1985) is probably Rob Hubbard’s most famous work, granted it was one of many he composed in 1985, and the improvement here over C64 examples from previous years is certainly staggering. I mean, games like 3D Skramble in 1983 may serve as fine examples of the SID’s naturally appealing tones, but they certainly don’t predict a chip and roll epic. With Rob Hubbard in 1985, and with Monty on the Run as the hallmark, we can really mark the end of serious technological limitations for home gaming sound. Programming sound for the Commodore 64 was a painstaking process no doubt, but its sound capacity was not so limiting as to physically deny quality in anything but the obscure/avantgarde. It took sound programmers a while to catch on, and perhaps, in light of the fact that they were not previously expected to compose great music for home game systems, it took a while for developers and real musicians to partner up. But three years after the release of the Commodore 64 and its legendary SID chip, home gaming music really came into its own.

Despite both making their first major waves in 1985, western and Japanese sound programming probably developed independently at first. Early game composers tended to stay within their regional spheres of influence. The European movement was not exclusive to the SID, but rather to local systems. Rob Hubbard for instance composed for the ZX Spectrum as well as the Commodore 64 early on, scoring such games as Spellbound (Mastertronic, 1985), but he never really branched out to Japanese gaming mediums. The Commodore 64, ZX Spectrum, and Amstrad CPC formed a fairly isolated pocket of platforms. Similarly, Koji Kondo composed exclusively for Nintendo, and Nobuo Uematsu’s non-NES works were all on computers of Japanese origin, such as the PC-8801 and MSX. A few British musicians, notably Tim Follin and Neil Baldwin, would later turn to the Nintendo, but the language barrier proved daunting. Some of Neil Baldwin’s best works were never commercially released due to communication difficulties between British developers and Japanese producers.

The most interesting indicator of what was going on with the Commodore 64 might be “Synth Sample” by Georg Feil. Composed in 1984 or 1985, it was a widely distributed file in the early days of the internet and had no affiliation with any sort of commercial enterprise. No one needed to ‘invent’ game music. It wasn’t discovered; it didn’t come to the first sound programmer as a sort of epiphany. It was the natural result of improvements in sound chips. Once the potential for good music was out there, it would happen with or without support from major game developers. The SID sounded great, it still sounds great, and it was an inspirational instrument in its own right. Hubbard and others might have been lucky enough to be paid a pittance for their works, but I like to think of them as musicians more so than ‘composers’ in the commercial sense.