VGM Entry 49: The Game Boy in ’91


VGM Entry 49: The Game Boy in ’91
(Thanks to Tish at FFShrine for the banner)

How was the Game Boy doing? 1989 and 1990 were fairly dismal (remember that what I presented was the best out of close to one hundred titles), but things had to improve sooner or later. And Capcom released not one, but two Mega Man games for the system in 1991. Surely they would make the most of Game Boy sound and give their competitors something to strive for.

Well, no. I suppose not. I don’t know what Mega Man did with those scissors last time he whooped him, but this is about the most impotent rendition of Cut Man conceivable. The only track Makoto Tomozawa actually gets right in Mega Man: Dr. Wily’s Revenge is Fire Man, and that’s too little too late for redemption. Part of the problem might be that Capcom outsourced their Game Boy titles. Mega Man: Dr. Wily’s Revenge, released in July, was still generally well received.

The sequel Mega Man II, pumped out a mere five months later by a different developer than Dr. Wily’s Revenge, was more of a total botched job. The team supposedly had no familiarity with the game series when they got tasked with it. This doesn’t necessarily show in the music so much as in the gameplay. I’ve never played it, but it’s supposedly just a dumbed down and spliced port of Mega Man 2 and Mega Man 3.

Kenji Yamazaki, to be fair, did a moderately decent job of maintaining the general style of the series. Despite being an original score, his is more true to form than Makoto Tomozawa’s attempt to arrange songs from the original Mega Man. But it still leaves a lot to be desired. If the tracks at 3:18 and 7:31 feel like they could be Mega Man classics, the track at 1:28 kind of makes me want to die.

How Capcom missed the bandwagon after Gargoyle’s Quest is beyond me, because Konami sure didn’t. I couldn’t find any composition credits for F-1 Spirit (known as World Circuit Series in North America and The Spirit of F-1 in Europe), but the music kicks ass. The decision to keep that running motor sound effect in the background throughout the game was certainly questionable, but I’m not going to say they’d have been a little better off without it. It’s not an obvious nuisance, adding an extra gritty feel to an already really chippy soundtrack. I think the excellent selection of percussion tones does the job well enough on its own, but hey, if they want to keep it as noisy as possible I’m not going to complain. The Game Boy was good at that. The tunes are perpetually catchy, the drumming is loud and intense, and the constant distortion of the sound effect keeps everything good and heavy even when the main melody occasionally chills out.

Sports games have a long history of terrible soundtracks, but Konami really nailed it this time. And it wouldn’t be their greatest accomplishment in 1991 either.

This game has a funny name. I mean, it’s not a port of Castlevania II: Simon’s Quest. Castlevania II: Belmont’s Revenge is an entirely different game. There’s no obvious explanation for why Konami chose to go this route. Why not call it Castlevania: The Adventure II? The Japanese titles straighten this out, sort of. Castlevania: The Adventure was Legend of Dracula there, whereas the original 1986 Castlevania was Devil’s Castle Dracula. So there was no ambiguity in naming it The Legend of Dracula II. This was actually the only title in the series that made any sense at all.

See, the game Haunted Castle was also called Devil’s Castle Dracula. Oh, and so was the game Vampire Killer. And you know Castlevania IV? Yeah, that was also called Devil’s Castle Dracula. And while our The Adventure was Legend of Dracula, our Simon’s Quest was Devil’s Castle Legend. It’s kind of like how they confusingly called the North American N64 Castlevania installment Castlevania instead of, you know, Castlevania 64. Except they really still haven’t straightened things out forty-some titles later.

But whatever. I wish I could post every single track from Castlevania II: Belmont’s Revenge for you, because there isn’t a downer in the mix. You can find a complete collection on youtube, compliments again of explod2A03. Hidehiro Funauchi didn’t just perfect the Game Boy sound on this one; he nearly surpassed every game in the series while doing so. If you put all the songs of the early Castlevania titles in the same medium I suppose Castlevania II: Belmont’s Revenge might not come out on top. The melodies aren’t quite as catchy, and the songs are a bit more repetitive in general. But I do believe it makes more effective use of its system’s capabilities than Castlevania IV or any of the NES titles. The whole album is in constant motion, even on some of the softer songs, and while the back and forth speaker-hopping doesn’t quite work through headphones–the contrast is just too severe–it greatly enhances the effect out my speakers.

“Evil Gods” is my favorite song in the game. It’s deliciously distorted, embracing as its main drive the sort of tones that many Game Boy musicians had gone out of their way to avoid up to that time. The sound is really massive, more so I think than even a lot of major Commodore 64 works. Hidehiro Funauchi figured out how to make the Game Boy sound amazing, and it had a lot more to do with choosing the right sounds than with writing a catchy melody.

http://www.youtube.com/watch?v=MQdmmglXU9g

Yeah, 1991 was definitely the year that Game Boy music came into full bloom. Ultimately the prize goes to Ryoji Yoshitomi for his masterpiece Metroid II: Return of Samus. It is everything that the original Metroid didn’t quite manage to be. Metroid tried really hard to feel like an ambient and natural element of the game. It tried to bring the planet to life through sound, it just… didn’t.

Metroid II starts out like a Hitchcock nightmare, and the chaotic random blips which soon join in don’t exactly soothe the soul either. By the one minute mark I’m thoroughly unnerved, and then something really pretty happens. What’s going on here? Well, I think this is Ryoji Yoshitomi nailing the whole point of the game. Here you are on SR388, the Metroid home planet, sent to exterminate their species. Sure, the place is creepy as hell, but it’s also a living organism. You want to breathe life into the planet through the music? This is how you do it. Using sound effects of the ground shaking as the drum beat was a pretty sweet final touch.

Most of the music in Metroid II is more upbeat than the introduction. The track beginning around 2:05 is one of the most memorable I’ve heard on the Game Boy, and it’s so astonishingly well attuned to the system that it really couldn’t have sounded any better on the SNES or beyond. The bass and drums feel like they’re a part of the earth below you, not some tune playing in the background. Sure, sci-fi and chiptunes go hand in hand, but plenty of other musicians missed the mark. And what about that mesmerizing number at 4:08, eh? It’s pretty much post-rock, and I think I could contently listen to it for hours on end if I could get my hands on the ost.

Not every track in the game is great. The one at 3:26 is nothing to brag about, and the ending theme is a stereotypical and irrelevant jingle, albeit pretty. But I’m sold. Yoshitomi’s soundtrack lives and breathes in rhythm with the planet it’s set upon. It accomplishes exactly what the original Metroid soundtrack set out to, and I think, alongside Yoshitomi’s creative genius, the beautiful and unique tones of the Game Boy made it happen.

VGM Entry 30: Mega Man 2


VGM Entry 30: Mega Man 2
(Thanks to Tish at FFShrine for the banner)

I’ve never actually played a main series Mega Man game in my life. I know, it’s embarrassing. We just somehow never crossed paths. I played Mega Man X and Mega Man X2 when they came out, but not the classics. Ah well. I suppose Mega Man 2 (Capcom, 1988) was most people’s first encounter with the series, but it picks up exactly where the first installment left off, both in plot and in music.

http://www.youtube.com/watch?v=N8Ao63nmzuE

The introduction is pretty epic really, for all its simplicity. You start out hearing the end credits music to the original Mega Man while gazing out over a futuristic 8-bit cityscape. As you learn that Dr. Willy has returned with new robots, the pace quickens, the camera begins to zoom up, and bam, there’s Mega Man standing in the breeze with a hero’s anthem pounding out behind him. It’s the ultimate super hero introduction, better than any of that glossy Hollywood stuff you see today. And from this point forward, the music never really stops kicking ass.

http://www.youtube.com/watch?v=AREhaZ6O2Yo

If I had to fight a guy with a giant blade saw on his head I’d be sweating it. The music to Metalman is packed with a real sense of danger that I don’t think any previous game–and few since–have so effectively captured. The effect is huge, and that might be the best way to describe the rest of the music in this game too. With nothing but two main tracks and drums and bass, Takashi Tateishi manages to craft music that cements you to your chair and locks you into the action like never before.

http://www.youtube.com/watch?v=s1nhkCByv-E

And he does it so consistently. He also does so without ever letting on that he did not actually composed the first Mega Man game. The style is completely in keeping with Manami Matsumae’s work in the original, acknowledging every good thing she had going and improving upon it rather than making an independent statement. The two did work together somewhat, I would imagine. Manami Matsumae is not completely absent in this game. She composed the introduction, which quite effectively set the stage for everything to follow, as well as the music for Airman. (She wrote the stage start tune too, though this is the same as in the first game.)

http://www.youtube.com/watch?v=9uKXoZ5oyo0

The clock isn’t always ticking, but when Tateishi isn’t chugging out Iron Maiden bass lines he’s still presenting a heroic vibe. The music to Crashman makes you feel like you’re winning, but that’s just another part of the action. Its bluesy rock grooves keep on moving and carry the player along.

It would be impossible to showcase every good song in this game short of literally posting every song in the game, so though it may seem a crime to leave out Flashman or Heatman, I must be moving on.

http://www.youtube.com/watch?v=8fFRCUQLqKk

Because like any good rock star, Tateishi saved his best works for the end of the album. Or close enough. The first Dr. Wily level’s music is so epic it makes all of the previous bosses look like wimps. Total Iron Maiden worship? Perhaps, and so what if it is?

Takashi Tateishi stated in an interview conducted by Chris Greening that he “aimed to create melodies that people could hum along with, or play in their bands”. I wonder if he had any idea just how successful he was. The Mega Man series in general, but most especially Mega Man 2, has been the subject of countless covers and live renditions over the ages. With a real explosion of interest in vgm over the past couple years, some exceptionally successful efforts are coming to the surface.

I’ll leave you with a live speed run of Mega Man 2 performed by Bit Brigade at MAGFest X in January 2012. It is, to the best of my knowledge, the most awesome thing in the history of mankind. Sorry vikings and skydiving. You lose.

VGM Entry 24: Metal Gear and More


VGM Entry 24: Metal Gear and More
(Thanks to Tish at FFShrine for the banner)

Notice: Square Enix have apparently deemed one of my soundtrack reviews a copyright infringement and demanded I remove it. I have complied, and I kindly encourage you to boycott all Square Enix products in the future. Since their games are terrible these days anyway I am probably doing you a favor. (Their complaint involved brief audio samples from only one video game–amusingly out of print today–so I have left my other reviews intact.)

At the same time that RPG/adventure game music was coming into its own on the Nintendo, a lot of solid action soundtracks followed in the wake of Castlevania. Metal Gear (Konami, 1987) kicked off a series that would not really rise to major prominence until 1998, but its history of good scores dates back to the originals.

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

Metal Gear called for a lot of spy work and sneaking around, and its original soundtrack captured precisely that. Not the music you were expecting to hear? Well, two versions of Metal Gear were released in 1987. The first, released in July, was for the MSX2, and it contained a completely different soundtrack from the NES version that followed it in December. It’s not entirely clear who composed it; Wikipedia lists Iku Mizutani, Shigehiro Takenouchi, and Motoaki Furukawa as the composers for Metal Gear without distinguishing between ports. That’s pretty shady business, as Kazuki Muraoka’s NES score contained a number of original compositions and was much more popular, at least in the western world. Most sites only list Iku Mizutani for the MSX2 and Kazuki Muraoka for the NES, while the only official release of the MSX2 soundtrack simply credits Konami Kukeiha Club.

Well, I watched the actual ending credits of the MSX2 version, and Konami lists it as:

Main Sound Effect:
Iku Mizutani

Sub Sound Effect:
Shigehiro Takenouchi
Motoaki Furukawa

The same bad translation persists on the NES version, where Kazuki Muraoka is responsible for all “Sound Effect”. So that’s enough to sort it out, right? All evidence suggests that Mizutani composed the MSX2 version (with a little help from Takenouchi and Furukawa) and Muraoka composed the NES version.

Of course these indecisive credits always leave room for speculation. Here’s one for you: The PC88 visual novel Snatcher (Konami, 1988) contains an arrangement of the song “Theme of Tara” (1:49). The game offers very thorough credits, and it expressly states that the song was composed by Masanori Adachi and arranged by Masahiro Ikariko and Kazuhiko Uehara. If it’s just an arrangement of the MSX2 original, then… wait a minute…

But Adachi isn’t even credited in Metal Gear. Did Konami perhaps forget who wrote the MSX2 music and credit Adachi by mistake? Here’s the real kicker. Snatcher was ported to the MSX2 shortly after its release, and for the port Iku Mizutani is credited with arranging Masanori Adachi’s composition, which was, if our credits all add up, a copy of Iku Mizutani’s original Metal Gear composition.

http://www.youtube.com/watch?v=-r0lEkwtqQU

Oh well. We are at least pretty sure Kazuki Muraoka wrote the NES one. In the very least he’s the only name appearing in the credits in association with sound. His score was a mix of arrangements from the MSX2 and new songs, and as far as I’m concerned the new material was almost always an improvement. Generally this consisted of replacing the weaker tracks, but Muraoka did take the risk of replacing “Red Alert!” (0:16 in the previous video), perhaps the best song in the MSX2 mix, with a completely new track under the same name (2:03). The decision paid off.

If you would like to hear some comparisons between the original MSX2 compositions and Muraoka’s ports, look for “Mercenary” (4:21 on the MSX2 video, 2:55 on the NES) and “Return of Fox Hounder” (6:52 on the MSX2 and 4:25 on the NES). Unless I overlooked something, the rest of this NES compilation consists of original compositions. The whole Metal Gear sound as established on the MSX2 turned out to be excellently suited for the NES–a system on which speed and catchiness served well to compensate for a lack of much bass or distortion. Even so, my favorite Muraoka addition is a slow one. I have no idea why “Password Entry” (3:37) was put to such petty use. It would have made a fine ending credits theme.

http://www.youtube.com/watch?v=SwiKP7etEnc

Castlevania II: Simon’s Quest (Konami) also made its first appearance in the summer of ’87. By this time Kinuyo Yamashita had moved on to other projects, and Kenichi Matsubara picked up the job. Like Kinuyo Yamashita in the original, it would be his only contribution to the series.

And what a contribution it was. His efforts to maintain stylistic consistency with the first game are commendable, and he did so while writing equally catchy and memorable songs. Obviously his most famous work (and probably the most famous song in the series) is “Bloody Tears”, appearing second in the video. But I was really quite surprised to encounter tracks like “Dwelling of Doom” (2:10), which could just as easily have become series staples had future writers chosen to retain them. Kenichi Matsubara arguably surpassed the original Castlevania with this soundtrack, and it wouldn’t be the last time that the series stood at the forefront of video game music.

In the meantime, Kinuyo Yamashita had by no means fallen by the wayside. Her work on Arumana no Kiseki (Konami, 1987) is really outstanding, taking advantage of the Family Computer Disk System’s enhanced capabilities to produce a very clean, crisp sound. (The FDS was an extension of the Famicom released only in Japan. Its early titles included The Legend of Zelda and Metroid.) I have to imagine the only reason Arumana no Kiseki never got much praise is because fewer people heard it. Konami seem to have gotten around the copywrite challenges of making an Indiana Jones ripoff by simply never releasing the game outside of Japan, although they may have been better off paying up and releasing it. The first licensed series game for the NES, Indiana Jones and the Temple of Doom (Mindscape), released some time in 1987 or 1988, was a gameplay disaster on par with E.T. the Extra-Terrestrial, and its soundtrack is a lame attempt to preserve the original John Williams score.

explod2A03 on youtube provides a nice collection of music from Arumana no Kiseki, available here, along with a number of other forgotten soundtracks from the era.

http://www.youtube.com/watch?v=Ei_YMyN_69Y

Of course we all know what the most important video game music series on the NES was, and Capcom, not Konami, get the credit this time. Known as Rockman in Japan, the original Mega Man was unleashed upon the world in December 1987. Manami Matsumae did not compose for the Mega Man series for long. After scoring Mega Man and contributing to Takashi Tateishi’s work in Mega Man 2, she sort of dropped off the face of the earth, not to resurface in the series again until Mega Man 10‘s massive collaborative effort in 2010. But the legacy she began is one of the finest in gaming history.

Here’s a track list for the compilation, in case you’re interested:
(0:00) Epilogue
(1:40) Stage Select
(1:57) Robot Intro
(2:04) Cutman
(2:52) Fireman
(3:28) Elecman
(4:22) Gutsman
(4:57) Iceman
(6:00) Dr. Wily’s Castle 1
(6:44) Dr. Wily’s Castle 2
(7:20) Robot Battle
(7:49) Dr. Wily Battle
(8:17) Bombman
(9:02) Victory!

Of course the series did not find massive commercial success until Mega Man 2 the following year, but from the beginning it was as intimately tied to its score as the Final Fantasy series. It isn’t nostalgia that leads modern-day rock bands and chiptune artists to cover “Cutman”, “Fireman”, and “Bombman”, just to name a few. It’s because the music is outstanding. I mean, I think the samples speak for themselves. Manami Matsumae established a standard of quality which Capcom would strive to maintain for many years to come. Takashi Tateishi would soon raise the bar higher, but it may well be argued that, without Manami Matsumae’s original concept of what Mega Man music ought to sound like, none of the future improvements would have ever been possible.

Queen and Mega-Man Together At Last


I think every gamer worth his console and controller knows that old-school awesome includes anything Mega-Man. People who love their rock knows that one must give proper homage to the Mercury, May, Deacon and Taylor…more known as Queen. What would be more awesome than either two? I’m glad you’ve been asking that question. There’s only one good and proper answer: Mega-Man and Queen together.

What better way for the two to come together than what you shall witness below…prepare to GRIN.