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.

http://www.youtube.com/watch?v=Dk8BDJLEHew

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.

http://www.youtube.com/watch?v=Mfr_C429oBY

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.)

http://www.youtube.com/watch?v=6ukmCm8QBrI

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.

http://www.youtube.com/watch?v=O3n_Qt6cgbs

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.

http://www.youtube.com/watch?v=wq4LGNGd5ik

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 TacticsOgre 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 18: Takahito Abe


VGM Entry 18: Takahito Abe
(Thanks to Tish at FFShrine for the banner)

I would like to throw one more comparison piece out there before I pick up the pace again. But before I get to that, let’s take a short break. Yuzo Koshiro is frequently listed among the greatest video game composers of all time. While I find his work in the Streets of Rage series a little bland, that may just be a matter of taste. He is certainly an outstanding composer of great historical significance. His first work should make that obvious.

Xanadu Scenario II: The Resurrection of Dragon, released in 1986, was an expansion for Dragon Slayer II: Xanadu. (I featured a video from the original 1984 Dragon Slayer earlier.) Supposedly the 18 year old Yuzo Koshiro submitted a music sample to Nihon Falcom, and it ended up accompanying Takahito Abe’s work into the game’s final cut.

Of Yuzo you will be hearing plenty more. Takahito Abe, the composer of the bulk of Xanadu Scenario II, remains a bit more anonymous. His major compositions appear to be Asteka 2 – Templo del Sol, Xanadu Scenario 2, and Romancia 1 through Falcom, followed by Susano O Densetsu and Hagane through Hudson Soft. He does not appear to have composed video game scores since the mid-90s, but he does maintain a personal website with an English translation, if anyone’s interested.

This video, from the PC-8801 release, is an hour long, but the soundtrack is actually about 30 minutes. The second half appears to be some peculiar broken version of the first, and you’d best skip it. But do listen to the first half. It’s your loss if you don’t.

Xanadu Scenario II: The Resurrection of Dragon. I’d never heard of it. I suspect you hadn’t either. Enjoy.

http://www.youtube.com/watch?v=qsBcY8xrYkU

VGM Entry 10: The RPG


VGM Entry 10: The RPG
(Thanks to Tish at FFShrine for the banner)

The music of Super Mario Bros. was also somewhat unique in that it merged flawlessly with a game which had nothing to do with sports or space aliens. The electronic nature of early video game music generated futuristic sounds, and a whole ton of early games being space shooters, the music naturally lent itself to synthesis. Konami’s 1983 space shooter Gyruss is a perfect example of a harmonized audiovisual experience of this sort. But good synthesis also meant stylistic relativity. Not every game on the market involved shooting down space invaders, outrunning enemies through a maze, or bashing in faces with a pixilated club. Many innovative new ideas were in the works which would require a very different sort of soundtrack.

The style of most lasting consequence for video game music was the adventure/role playing game, and it has an extensive history. Link did not spring forth from the head of Shigeru Miyamoto clad in shining armor, and someone somewhere out there still goes around telling people that he was larping as Legolas years before this fancy shmancy new “Dungeons & Dragons” game came along. I think it correct to say that The Legend of Zelda and Dragon Quest, both released in 1986, were respectively the first adventure game and the first RPG to have massive market success, but both distinct styles emerged from long-standing traditions, and their music was a sort of natural consequence of the nature of the games, not a single individual’s revolutionary new idea.

All joking aside, if you want to go all the way back, you really do have to look at D&D. The first computer RPGs were under construction less than a year after the pen and paper game’s initial publication (TSR, 1974), and they were directly inspired by it and the works of J.R.R. Tolkien. These were private affairs, designed by programmers in their spare time, and there were quite a few of them. Gary Whisenhunt and Ray Wood’s dnd, Rusty Rutherford’s pedit5, and Don Daglow’s Dungeon seem to be the most frequently cited surviving 1974-1976 creations, and there are plenty of rumors of slightly earlier lost works.

http://www.youtube.com/watch?v=XFh0ILCeWos

A lot of the features of “traditional” video RPGs are direct descendents of tabletop games. They evolved fairly linearly, reaching a proto-modern format by the time of Richard Garriott’s Ultima I: The First Age of Darkness (California Pacific) and Andrew Greenberg and Robert Woodhead’s Wizardry: Proving Grounds of the Mad Overlord (Sir-tech Software), both released for the Apple II in 1981.

RPG-esque evolutions in Japan were far more diverse, but perhaps a bit less exciting. With no D&D tradition rendering particular game features canonical from the very beginning, developers were more experimental, merging all sorts of features from western RPGs, simulations, strategy games, and standard action types. The earliest examples are quite difficult to find samples of, perhaps in part because of the language barrier, but the tradition does appear to have begun a bit later than in the west. Koji Sumii’s Bokosuka Wars, released by ASCII for the Sharp X1 home computer in 1983, is an interesting example of a strategy game set in a Zelda-esque overworld of forests, mountains, and castle walls.

Yoshio Kiya’s Dragon Slayer, released for the PC-8801 by Nihon Falcom in 1984, is a more obvious inspiration for The Legend of Zelda, with its strong emphasis on puzzle solving, though the graphics are deplorable for its time and the sound a travesty. (Scott Joplin? Really?) But whatever their flaws, these games were the prototypes. They set the stage for great things to come. And at least in the west, RPG music would appear on the stage in fairly perfected form in the first instance.