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.

http://www.youtube.com/watch?v=-Z29Mh80JiQ

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.

http://www.youtube.com/watch?v=6EiIfQYDeYo

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.

http://www.youtube.com/watch?v=IO2G6S5aQ1k

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.

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

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 23: Wizards & Warriors


VGM Entry 23: Wizards & Warriors
(Thanks to Tish at FFShrine for the banner)

If we are looking for the best soundtracks in the fantasy genre up through 1987, of what I have heard Koichi Sugiyama, Nobuo Uematsu, and the early team efforts of Yuzo Koshiro and Takahito Abe take the cake in pretty much every category, while the works of Kenneth W. Arnold in Ultima III and Ultima IV for the Apple II remain my personal favorites. But there is probably a lot of great stuff out there which I am missing. There are also some absolutely phenomenal songs that simply lack the context of well-rounded albums.

The works of David Wise in Wizards & Warriors (Acclaim, developed by Rare, 1987) make for an excellent example. The game is not in RPG or adventure format; it is a typical side-scrolling hack and slash with a medieval setting. As such, it calls for slightly more action-oriented songs, and that seems to have been a weak point for Wise at this stage of his career. But perhaps more importantly, he seems to sell himself short, leaving a lot of songs unfinished.

The title screen track is a simply gorgeous classical piano piece which could not help but function in any gaming medium past or present. It is a nice little reminder that the excessive emphasis on orchestration today is not always necessary. And it is not the only excellent song in the game.

“Outside the Castle” is arguably much better. In spite of the track looping after only 17 seconds, it feels as though it could go on forever. The periodically fading wave in the background is such a small touch, but it magnificently transforms an already pretty pleasing tune into something entirely enchanting. It has that sort of time dilation effect which came to characterize later forest-theme songs.

But the brevity of Wise’s compositions quickly begins to cause trouble. “Inside the Tree” could be a wonderful song, full of subtle, tasteful variations on a theme which is neither too safe for a little action nor too aggressive for anything else. But it isn’t. In fact, it’s only six seconds long! Wise, what were you thinking?

And on that note, why is this called “Inside the Tree” anyway? It sounds like it should be the sort of tune that plays inside a castle or library or something, whereas the actual song “Inside the Castle” is a boring mess that should have never been included in the game. I don’t think I’m being picky here–“Outside the Castle” functions well enough, but it definitely has a forest vibe to me, and there is a forest stage, you know. “Invincibility Potion” is actually really pretty, and could have functioned effectively as an end credit theme, or at least the start of one. (It’s only 16 seconds.) Instead, the game has no ending credit music at all. Meanwhile,”Invincibility Potion” is so out of character for any action sequence that I think I’d have been inclined to avoid the item during gameplay just to not ruin the vibe. And the boss music, oh the boss music! It simulates the sort of dread you might associate with learning that your mother-in-law is visiting for the weekend.

Here is “Forest”, or “Forest of Elrond”, depending on which track listing you’re looking at. Entirely inappropriate for the theme of the game and absurdly obnoxious when heard for more than half a minute or so, I think it reiterates my point. This whole soundtrack to me feels like Dave Wise either had zero confidence in his song-writing capabilities or else was given about three days to complete the project and had to submit incomplete tracks and some slapped-together last minute fillers. And yet the songs that pull through, most notably the title screen/end credits and “Outside the Castle”, rank among the best songs on the NES.

http://www.youtube.com/watch?v=0KQkBXjk6w4

The music of Gauntlet (Tengen, 1987) for the Nintendo was composed by Hal Canon. (Atari’s 1985 arcade Gauntlet, on which it is based, contained very little music, and Canon’s work is original.) The theme of Stage 1 is entirely appropriate for the ghoul and goblin-graced dungeon on the load screen. Despite the game being quite distanced from your typical adventure game, the music manages to keep pace and still present a wonderful medieval vibe. I do not wish to say that the album falls short after the first level, because it does remain fairly well written and entirely appropriate to the gameplay, but it abandons any serious attempt to sound classical after that first phenomenal success. The music only continues to work because the game itself isn’t nearly as thematic as the title screen leads us to believe. Hal Canon proves here to be a consistently good composer; he doesn’t quit trying the way Wise seems to have. If only he’d remained consistent in style as well, Gauntlet could have numbered among the best.