VGM Entry 31: RPGs in ’88


VGM Entry 31: RPGs in ’88
(Thanks to Tish at FFShrine for the banner)

Nobuo Uematsu and Koichi Sugiyama were both at work in 1988, recording installments of the Final Fantasy and Dragon Quest series respectively. They both maintained their own standards, remaining at the forefront of RPG and adventure style music on the NES.

http://www.youtube.com/watch?v=zeY26bH2Sn0

Final Fantasy II (Square, 1988) was actually a big improvement over the original. Nobuo Uematsu’s fundamental style hadn’t changed (and I would argue that it still hasn’t), but I feel like on this game he really mastered how to effectively arrange his works for the NES. I mentioned that Final Fantasy‘s arrangement felt like a finished product compared to some other genre-related games released that year, but in Nobuo’s later NES works you can start to get the feeling that the original Final Fantasy was also a sort of work in progress. It incorporated a number of slightly distorted tones which really gave his soft, subtle melodies an air of technological primitivism.

On Final Fantasy II you hear none of that. The overall sound is a lot more smooth. It’s immediately apparent in the “Main Theme” following “Prelude” in this sample. The main melody, here carried by a very soft and pretty tone, is precisely the sort of sound for which he employed a grittier, more mechanical tone in the first game. Since Final Fantasy II was released on the Famicom, not the FDS, I can’t imagine that there was any change in the platform’s capacity. I think, rather, he took some lessons from his earlier shortcomings on the production end of the spectrum.

Final Fantasy II was the first game to feature the famous “Chocobo” theme (1:40), and “Main Theme” (0:53), “Tower of Mages” (not here featured), and “Ancient Castle” (2:42) are all particularly noteworthy, but I think it’s the improved arrangement which really makes the soundtrack shine.

http://www.youtube.com/watch?v=afXJfo-7XRM

Dragon Quest III (Enix, 1988) is a little harder for me to assess, as I’ve somehow completely failed to acquire full soundtracks for this series. What I’ve heard seems like more of the same old, which is absolutely fine. Koichi Sugiyama seems to have continued to focus on rearranging earlier works rather than composing wholly new ones, and he had a decent amount of success in doing so. I’m not going to talk at length about a score I really know nothing about, but I thought it worth throwing out there again.

As I hope I’ve by now established though, the NES had by no means a monopoly on this style of video game music. Takahito Abe and Yuzo Koshiro’s work on Ys I is a soundtrack I’ve frequently cited, and its follow-up, Ys II: Ancient Ys Vanished – The Final Chapter (Nihon Falcom), was yet another fine 1988 sequel.

But the music here is pretty hard to come by. Takahito Abe was not a part of the sound team this go around, and Mieko Ishikawa took on the bulk of the load, with Yuzo Koshiro providing some of the more up-beat tracks, such as the one here sampled. Ishikawa isn’t a musician I’ve come across too often up to this point, but she was credited alongside Koshiro and Abe on Sorcerian, and I gather she was involved in future Ys titles. I suppose I should have featured one of her songs and not Koshiro’s, but I can’t find enough of it out there to get a good feel for it. There’s a nice sample of the song Tender People up on youtube that might give you an idea. It lacks Takahito Abe’s gentle touch, but it’s quite pretty nevertheless.

A lot of the difficulty in digging out Ys II tracks (at least in the short period of time I can allot it) stems from a remake of the game having been released for PC Engine / TurboGrafx-16 in 1989, a mere one year later. That release, Ys I & II, featured some outstanding new arrangements from Ryo Yonemitsu, but its success denies us easy access to Ishikawa’s original PC-8801 work. As far as Koshiro is concerned, some of his upbeat tracks come off quite well, but I feel like he lacked restraint on this album and ended up with a sound that just didn’t quite suite the type of game he was composing for. It’s a problem which Koshiro would thoroughly overcome over the next three years, adding such stark stylistic distinctions to his name as ActRaiser (Enix, 1990) and Streets of Rage (Sega, 1991).

Above all else in the RPG/adventure world of 1988 though, I’m most impressed by how my new-found hero Kenneth W. Arnold manages to maintain the high standards he set back in 1983.

This guy’s music blows me away every time I hear it, and his work on Ultima V: Warriors of Destiny (Origin Systems, 1988) is no exception. It’s atmospherically perfect. “Engagement and Melee” might be a simple song, but could it have been any more appropriate for a tense medieval battle? It doesn’t deliver with speed and aggression, but rather with a vision of the distant fantasy world it represents. The distortion sounds archaic in the best of ways.

There are a lot of different versions of it floating around out there, as best I understand because Apple II music is nearly impossible to rip and requires some creative liberty. But I did manage to nab a replica of the original Apple II sound as it was meant to be heard through a Mockingboard sound card, and I present these samples to you now. (Thanks again to Apple Vault.)

The aesthetics here never fail to impress me. The sound quality in “Greyson’s Tale” is exploited flawlessly, using every potential adverse limitation to the music’s advantage. The distortion and the fairly minimalistic, distinctly medieval compositions paint every ideal image you’ve ever had a of a fantasy world. There’s something not quite clear and not quite safe about all of it.

In “Dream of Lady Nan” the distorted bass is so forceful you can feel the vibrations, and the melody is crystal clear, creating an unnatural juxtaposition that’s completely haunting. I normally avoid encouraging the free download of potentially copyrighted material, but in consideration of the fact that the owners of this material have nothing to lose and everything to gain from it being distributed, I highly recommend you go download all of Kenneth W. Arnold’s works in Ultima III-V. You can find them in their ideal form at this link.

Ultima V: Warriors of Destiny. It’s not quite on par with Ultima III and Ultima IV in my opinion, and the tracks don’t loop quite as flawlessly as they used to, but it maintains the series’ standing in a complete league of its own, beyond comparison to the contemporary best efforts of Nobuo Uematsu and company. If there were other soundtracks out there like it, well, I would very much like to hear them.

VGM Entry 12: Zelda and Dragon Quest


VGM Entry 12: Zelda and Dragon Quest
(Thanks to Tish at FFShrine for the banner)

Two fantasy-style games in 1986 achieved massive retail success and thereby brought the genre to the attention of the masses. These, it should be fairly obvious, were The Legend of Zelda (Nintendo) and Dragon Quest (Enix). Both games are likewise frequently cited among the most important soundtracks for the Famicom/NES. I think this can be a bit misleading.

http://www.youtube.com/watch?v=1jElFHhfIrY

The Legend of Zelda had a truly epic main theme, with which Koji Kondo almost certainly surpassed his work in Super Mario Bros. Whether it was the best video game song written up to that point is really a matter of personal preference; it is not as though it had no competition. Regardless, this was the first installment of Nintendo’s second major franchise gaming series, and the sort of anthem Koji Kondo was able to craft for Link had enormous marketing benefits. It’s not as though lead characters in Nintendo’s games became popular out of the shear force of the company’s good name. No one really remembers say, Professor Hector (Gyromite and Stack-Up) or Mr. Stevenson (Gumshoe). If Link was going to become a franchise character, he was going to need a theme song, and in that regard Koji Kondo pulled through once again.

What else did The Legend of Zelda have going for it musically? Well… very little. I mean, the Underground Level theme (3:18) is pretty cool–all 18 seconds of it. It reminds me of some of Uematsu and Mitsuda’s later works. But there just isn’t much else to this game. The title screen and overworld theme are variations on the same (awesome) melody. Death Mountain (3:48) sounds like it was thrown together in five minutes, and the ending theme (1:42), while catchy, is simply in the wrong game. It is Mario music.

Koji Kondo is one of the most important figures in the history of video game music, no doubt about it, but the bar had not been raised quite so high on the NES in 1986 as it had been in the home computing world. Thus The Legend of Zelda sounds great within the context of its system, but a little primitive in the larger scope of things.

http://www.youtube.com/watch?v=Ntmk5aHaPQ4

The interesting thing about Dragon Quest to my western ears is that the game series was never all that hot here. I seem to recall reading at the time of Dragon Quest VIII‘s Japanese release–and we’re talking 2004 so I may be very much mistaken–that the game franchise had sold more copies than Final Fantasy. At any rate, it is important to recognize that this series was huge in Japan. The original Dragon Quest formalized nearly every stereotype of traditional RPGs. This video should make that fairly clear, and it’s pretty significant to note that this was not a product of Eastern adventure/RPG traditions. Yuji Horii took his inspiration from the Ultima and Wizardy series on the Apple II, and it’s at this point that the two genres really diverge. Japan would become the centerpoint of both Eastern and Western traditions, and just a Legend of Zelda served as the quintessential starting point for the modern adventure game, Dragon Quest permanently defined the RPG.

Like The Legend of Zelda‘s overworld theme, Dragon Quest‘s title theme became a series staple, but “Overture March” took quite a while to grow on me. A good many other ears might hear delicious nostalgia, but its quality does not immediately jump out at me. It’s really how Koichi Sugiyama continually developed and improved upon it in future games that makes the original fun to revisit. The rest of the soundtrack was, like Ultima III and Ultima IV, perfectly well suited for the RPG experience, and wider distribution meant that Sugiyama would be much more influential in standardizing this approach. I would be shocked if “Unknown World” (1:40) did not heavily influence Nobuo Uematsu. It could be a chiptune take on a Final Fantasy VII track, and it’s quite pleasant. Still, and unlike Kenneth W. Arnold’s works, the original soundtrack does have its flaws. The combat music (2:22) is terrible, grating on the ears on the first listen let alone after the constant encounters one expects in an RPG.

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

But in setting the standards for the series he would faithfully continue to compose for the next twenty five years (the man is now 81 years old and still making music), Koichi Sugiyama also set the standard for what RPGs should sound like. The standard was already in practice, as I hope I have shown, but the enormous influence that the Dragon Quest series would have on video games in Japan probably prevented a lot of deviation from this norm in the future. And much to Koichi Sugiyama’s credit, the music definitely improved over time. Dragon Quest II, released by Enix in January 1987, less than a year after the series debut, would retain the original’s best tracks while replacing the obvious duds with significant improvements.

http://www.youtube.com/watch?v=afXJfo-7XRM

By Dragon Quest III (Enix, 1988), Koichi Sugiyama had firmly established himself as one of the best RPG composers of the 1980s. His emphasis on continuity and improvement of past works rather than wholly original soundtracks allowed each game to feel both refreshing and entirely familiar. In the cases of the best tracks, the changes are barely even noticeable. “Overture March” in Dragon Quest III begins almost identically to the original for instance. The melody is a little more staccato, and that’s it. If it’s not broke, why fix it?

I don’t know that I would call either The Legend of Zelda or Dragon Quest great soundtracks. The Legend of Zelda contained an especially great song, but I feel like allowing one song to carry a game was beginning to be a cop-out by 1986. Dragon Quest formed a more complex whole, and it’s definitely closer to excellence, but I feel like it still lets the shortcoming of the NES get the better of it at times in sound selection for what were certainly wonderful melodies. It’s also got the Combat theme to deal with, and such a reoccurring flaw is hard to ignore. Koichi Sugiyama would continually improve, and Koji Kondo too would be stepping up his game before the Famicom expired, particularly with Super Mario Bros. 2 in 1988.