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.

VGM Entry 22: Final Fantasy


VGM Entry 22: Final Fantasy
(Thanks to Tish at FFShrine for the banner)

Final Fantasy also lacks much of a kick. Nobuo’s decision to not use any drums might have seemed surprising, had Koichi Sugiyama not done the same thing. Much like Sugiyama, Uematsu was able to craft songs which were memorable and struck a pleasant balance among the available tones. Both artists successfully mastered the positive aspects of the Nintendo’s cleaner tones.

http://www.youtube.com/watch?v=q8_0vY3Nvqk

Final Fantasy doesn’t need much of an introduction. It’s worth noting that it was fairly lengthy for its day, with nineteen full songs. Garudoh did a fine job of capturing all of the best tracks in this collection. The songs which appear here in order are:

(0:00) Prelude
(0:49) Final Fantasy Main Theme
(1:40) Overworld Theme
(2:17) Battle Theme
(3:08) Undersea Shrine
(3:46) Sailing
(4:33) Airship
(5:04) Gurgu Volcano
(5:49) Matoya’s Cave
(6:30) Temple of Chaos
(7:08) Funeral
(7:57) Victory!

I think it would be easy to be a little critical of Nobuo Uematsu’s work, considering how much better his later soundtracks became. One can easily point to later improvements in “Main Theme”, for instance, to say that the original was a little bland. But if you turn to tracks that were not improved upon in future games, “Gurgu Volcano” for example, you can tell that the originals were valuable in their own right. Where Zelda II felt to me like a prototype for a desired sound which the Nintendo was unable to produce, Final Fantasy feels like a finished project.

You will also probably get the distinct impression that Uematsu was inspired by Sugiyama. At least, I did, but this may simply be a consequence of the decision on the part of both musicians to not use a drum track. Uematsu actually had a slightly longer history of writing game music. Koichi Sugiyama started this career late in life, composing his first two game scores, Dragon Quest and Wingman 2, in 1986 at the age of 55. Uematsu’s first soundtrack, a DOS game called Genesis, came out in 1985. The difference is slight, but by the end of ’87 Sugiyama had only one more composition on the books–Dragon Quest II. In that same span of time Uematsu managed to accumulate a staggering repertoire of thirteen.

http://www.youtube.com/watch?v=0VlFoVoqYQ8

I couldn’t find samples from either artist’s first soundtrack, but if you listen to King’s Knight, a Square game composed by Uematsu and released for the MSX in 1986, you can tell that Final Fantasy was no epiphany. It might have been his first recognized and highly acclaimed work, but it was not his first good one.

Uematsu and Sugiyama were acquainted at an early stage though. In an interview on nobuouematsu.com, he states that “Koichi Sugiyama is a big boss of game music. I think he was the first person to really pay attention to my works.” Whether this came before or shortly after the release of Final Fantasy, the two were certainly aware of each other’s work.

My best guess is Sugiyama did influence Final Fantasy, but not in regards to song-writing. That talent came naturally to both of them. Rather, I get the feeling Uematsu may have taken some tips from Dragon Quest on how to effectively arrange these types of songs for the NES medium. I suppose if you got an opportunity to interview Uematsu it would be a petty question to ask, but I’m curious all the same.

http://www.youtube.com/watch?v=USfEmMXFD1k

Perhaps Nobuo Uematsu is still guilty in some capacity of letting the NES sound limitations get the better of him. The sort of stuff he made his career writing worked just fine in King’s Knight, but the NES just didn’t have the capacity to take it all in. Some of the best NES artists dealt with these limitations by allowing the system to dictate the musical style; they approached the NES as an instrument rather than a medium through which to present music existing independently of it. I suppose I’ve said that a lot at this point. Perhaps MSX2 version of Final Fantasy will make it a little more clear. Micro Cabin released the port in 1989, with their sound programmer Tadahiro Nitta handling the new arrangement, not Uematsu himself. Nevertheless, it sounds a lot better than the original in my opinion, and I think it might be a more honest interpritation of the music than Uematsu’s own finished product. If Uematsu had been composing for the MSX in the first place, his music would have made a lot more sense. But the counter argument is fairly obvious; if he hadn’t composed Final Fantasy for the NES the way he did, this MSX version would have never existed.

VGM Entry 21: Zelda II and Metroid


VGM Entry 21: Zelda II and Metroid
(Thanks to Tish at FFShrine for the banner)

You’re going to see Zelda II: The Adventure of Link (Nintendo, 1987) on a lot of “best of the NES” soundtrack lists. I considered skipping over it, since I’m not a big fan myself, but I suppose a famous score ought to be addressed whether I care for it or not.

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

Zelda II brought a completely new soundtrack to the table, sharing nothing in common with the original Legend of Zelda save a passing nod at the beginning of “Hyrule Overworld”. (The track list on this compilation is “The Adventure of Link” (0:00), “Hyrule Overworld” (1:22), “Danger” (2:17), “Village Theme 1” (2:53), “Village Theme 2” (4:07), “Palace” (4:27), and “Ending” (5:57), if you’re curious.) This departure is not a surprise in itself; Nintendo oddly chose to give Akito Nakatsuka rather than Koji Kondo the job, so we’re dealing with a different composer here. Zelda II was also a much more extensive soundtrack than the original, featuring 13 full-length songs if I’m counting correctly.

There is no obvious reason to dislike the soundtrack. “Hyrule Overworld” is catchy, no doubt, and “Palace” is a particularly noteworthy song. Zelda II has a few gems, and more thought went into it than many contemporary video game soundtracks out there. But is it really anything special? The simple fact that it wasn’t bad might have stood for something a few years prior, but by 1987 I expect a bit more. Most of Akito Nakatsuka’s compositions are pretty simplistic, not all that memorable, blandly arranged, and generally fail to capitalize on any of the system’s unique potential. I am rather inclined to believe the music was popular merely due to its having the name “Zelda” attached to it.

http://www.youtube.com/watch?v=pZnQT97A2kk

Another game which receives, I think, a little more praise than it deserves is Metroid (Nintendo, 1986). My complaint here is not nearly so well founded, especially considering it was, I’ll admit, a great soundtrack, and Hirokazu Tanaka, unlike Akita Nakatsuka, had a long and meritorious career in the video game music industry. (Nakatsuka’s only other claim to fame to the best of my knowledge is Excitebike (Nintendo, 1984).)

But Metroid and Zelda II are remembered in different degrees. If Zelda II makes all the lists, Metroid always seems to top them. The problem here can be seen in which tracks are well remembered. “Brinstar” (1:40) is probably the most famous song in the game, followed by the title theme (0:00). But “Brinstar”, much like “Escape” (4:09) and “Victorious” (5:18) in this video, are pretty standard fair. Catchy songs, better than most; I’ll grant them that. The best on the NES? Well, they’re at least worth considering as candidates. But if these are the songs Metroid is best remembered for, something went wrong here. What you hear at the beginning of the intro, as well as in “Norfair” (2:34) and “Kraid’s Lair” (3:17), is a bit more indicative of what I think Tanaka was aiming for, and the brief “Bridge” (7:33) at the end of this video is probably the most revealing track.

Tanaka was trying to bring the world of Metroid alive through music. He wasn’t just writing background pieces; he was integrating music into the gameplay environment, and that was no easy task on the Nintendo. To quote an interview with Hirokazu Tanaka conducted by Alex Brandon and published in 2002:

“…sound designers in many studios started to compete with each other by creating upbeat melodies for game music. The pop-like, lilting tunes were everywhere. The industry was delighted, but on the contrary, I wasn’t happy with the trend, because those melodies weren’t necessarily matched with the tastes and atmospheres that the games originally had. The sound design for Metroid was, therefore, intended to be the antithesis for that trend. I had a concept that the music for Metroid should be created not as game music, but as music the players feel as if they were encountering a living creature. I wanted to create the sound without any distinctions between music and sound effects.”

The introduction and “Bridge” pull this off wonderfully, and “Norfair” and “Kraid’s Lair” suit the vision admirably as well, but the majority of the more popular tracks from Metroid are nevertheless Tanaka’s poppier pieces. I wish I could write this off as fan failure to appreciate, but the truth is the other more obscure tracks, “Tourian” and “Mother Brain”, are excluded from garudoh’s compilation for a reason. They missed the mark, and they just weren’t all that good. Don’t get me wrong; I’m not suggesting Metroid was anything short of a great soundtrack, but it was nevertheless a little short of what it strove to be, and many of its redeeming qualities rest in the residual traces of precisely what Tanaka was trying to weed out.

Metroid deserves an honorable mention on any list of NES soundtrack greats, but it’s not top ten material. I think it has too many faults for that, and Tanaka himself would contribute to a better NES score on Mother a few years later anyway.

VGM Entry 19: Ys I


VGM Entry 19: Ys I
(Thanks to Tish at FFShrine for the banner)

Yuzo Koshiro’s first major breakthrough is generally considered to be Ys I: Ancient Ys Vanished (Nihon Falcom, 1987), sometimes alternatively subtitled as The Vanished Omens or The Ancient Land of Ys. While I don’t think it is quite musically on par with Xanadu Scenario II, it is certainly a commendable work. arx7893 on youtube has assembled a very nice collection of songs from various versions of the game. I especially recommend you check out the song “Palace”.

My intention here is to focus specifically on the music for the last boss, known as “Dark Fact” or simply “Final Battle”. It is one of the best examples you will presently find for multi-system song porting, both because Ys I: Ancient Ys Vanished was released on a staggering number of platforms and because the song is good enough for most versions to have found their way onto youtube.

This is the initial song. The game was originally developed for the PC-8801, but Yuzo Koshiro was surely aware that it would need to be quickly adapted to other platforms. This first release came on June 21, 1987, and the ports rapidly followed: to the X1 on June 26th, the PC-9801 on August 28th, the FM-7, 77, and 77AV on October 8th, the MSX2 on December 10th, the Famicom on August 26th, 1988, the Sega Mark III on October 15, 1988, the Sega Master System some time in 1988, MS-DOS, the Apple IIGS, and the PC Engine CD-ROM in 1989, the TurboGrafx-CD in 1990, the Sharp X68000 in 1991, and finally the TurboDuo in 1992. Did I mention the list was staggering? It is also available for Microsoft Windows, the Sega Saturn, the Playstation 2, the Nintendo DS, and the Wii now.

Aaanyway, what makes “Dark Fact” a little peculiar is that whoever all arranged it could not seem to agree on what constituted its main melody. In the original PC-8801 version above you have a faint, clean tone playing a simple melody over a deeper, more distorted and complex one. Throw in some basic bass and drums, occasionally accent it with a fifth track, and there’s your song.

The next readily available version is for the FM-7, released a little over three months later. You’ll notice that the original soft lead, previously overshadowed, is now completely gone, while the song’s deeper side is nearly identical. They distorted the principle bass track and made it a lot louder, but that’s about it. Half way through, the song transitions to a completely new melody which successfully outshines the bit they got rid of. From here it repeats.

Then came the MSX2 version, about another two months later. Clearly limited in sound channels, Yuzo Koshiro and crew set aside both of the humbler melodies they had toyed with earlier and elevated that deeper, distorted progression to center stage. The song does not quite function in a live playthrough, what with every other bass note cutting out, but its general idea is quite appealing. It feels like the sort of thing you might expect from a really stellar Game Boy soundtrack, and in a peculiar sort of way I find it more appealing than the previous two examples.

The Famicom port the following year built upon the same approach. Aside from adding drums to the mix, it tweaked the bass a bit to create a sound more suited for the system. Those rare moments where the bass line manages to not cut out in the MSX2 version video, mainly at the very start of the fight, you can really tell how beautifully the two tones compliment each other. The two tracks play fairly equal roles in creating what feels like a single solid sound. But Famicom tones were always a little soft, and the sound team made amends by having the bass line here function more as an appendage to the percussion. The bass note changes as seldom as possible, remaining stagnant where the MSX2 version does not. Rather than complimenting the melody to the fullest, it emphasizes the breakneck pace of the song, creating a much more intense feel to the whole fight.

The MSX2 version is a much more aesthetically pleasing stand-alone track–probably my favorite among the lot of them–but it doesn’t really enhance the fight much, especially considering it pushes too far beyond the system’s limitations for the player to effectively experience it and kill the boss simultaneously. On the Famicom it almost feels as if they acknowledged this and focused on an arrangement that, while fairly similar, makes a bit of a self-sacrifice for the sake of enhancing the actual gameplay experience.

When the game finally made it to the Sega Master System, that soft melody present on the original PC-8801 take and long since forgotten mysteriously resurfaced. The arrangement is bland, lacking any of the contrast of the original, and the obnoxiously bad drums really nullify any redeeming values it may have otherwise had. But the return is an interesting decision. I wonder, whose decision was it?

It is nearly impossible to tell where Yuzo Koshiro’s involvement ends and that of various other staff members begins. The PC-8801, FM-7, MSX2, and Famicom versions certainly sound to me like a careful progression through improvement and system adaptation. I am convinced if nothing else that whoever arranged each of them listened to the previous versions and not just the original.

The SMS approach gives me no such impression. It sounds like the arrangement took the original PC-8801 cut and hastily slapped together a replica with no attention to detail. It is completely devoid of the sophistication present in all four earlier arrangements I have been able to find. The end-game credits list Bo (Tokuhiko Uwabo), Ippo (Izuho Numata), and Neko (still anonymous today) as the sound team, and make no mention of Yuzo Koshiro. The game also features a number of original tracks.

If I may go out of sequence for a moment, it’s worth noting that the Sharp X68000 version, released in 1991, is even worse. It completely abandons the complex and compelling melody which the MSX2 and Famicom versions embraced exclusively, providing nothing more than that boring PC-8801 ‘soft’ melody track and a gimmick “rock and roll” drum beat and guitar rhythm. The drums are less annoying than in the SMS version only because better technology carries them, and they have no greater value. And in consideration of the technology, the wholesale abandonment of the more complex melody is simply inexcusable.

But an interesting point can still be made here. If all you had to go on were the MSX2 and the Sharp X68000 versions, you would likely conclude that they were two entirely unrelated compositions. Yet both clearly and distinctly derive from the original.

I will leave you with the 1989 PC Engine CD-ROM arrangement of “Final Battle”/”Dark Fact”, because almost all future ports and remakes of the game (the Sharp X68000 version excluded) derive from it, not the original.

Based on various liner notes and some samples of his other works, I am pretty positive this was arranged by Ryo Yonemitsu. Unlike the “port arrangements”, which focused on direct improvements to the original, system limitations, or otherwise mere expedience, the PC Engine CD-ROM approach is more of an authentic reinterpretation of the music. It pays ample homage to Yuzo Koshiro, but it doesn’t feel confined by any obligations or limitations. It is faithful and unique at the same time. While I am certainly not blown away, I respect what Ryo Yonemitsu is doing here.

Ryo Yonemitsu, by the way, has quite a history with the Ys soundtrack, having released arrangements of it as early as 1987. Was he the guiding light who ensured so many excellent port arrangements of the final battle theme? Was it Yuzo Koshiro himself? Or was it perhaps a chance occurrence–the consequence of various talented artists recognizing the song’s worth and having a go at it?

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 16: A question of authorship (part 2)


VGM Entry 16: A question of authorship (part 2)
(Thanks to Tish at FFShrine for the banner)

Castlevania was released on the Nintendo first, but only by a period of one month. Vampire Killer was in development alongside it, and the two games are certainly not identical. It’s rather disappointing then that the soundtrack turned out to be a hasty port from the NES. Preserving Kinuyo Yamashita’s melodies was not the mistake here, but Konami should not have attempted to replicate the NES arrangements as closely as possible. Differences in technology meant an exact replica was not possible, and the result comes off as a dumbed down version of the NES music rather than a new spin of equal merit. Failure to consider a system’s unique limitations produced a soundtrack that just wasn’t that great.

This is just as much of an issue in reverse, with artists taking too much comfort in superior sound quality. Arcade games seem to have had it best in the pre-Genesis 1980s (and perhaps afterwards too.) My primary example thus far, Hisayoshi Ogura’s Darius, is probably unfair, because it is a reasonable contender for the title of greatest video game soundtrack of the 1980s. But having heard the miraculous feats it accomplished, let’s take a look at another arcade soundtrack: Double Dragon, composed by Kazunaka Yamane for Technos Japan (not to be confused with Tecmo) and released in 1987.

http://www.youtube.com/watch?v=i1136QL5RWk

Now here is a soundtrack that shamelessly exploits the sound capabilities of an arcade machine if ever I’ve heard one. The bass is massive for its day, almost as a novelty. The tunes laid over top of it have a somewhat obnoxiously shrill quality made worse by one of the worst drum tones I have ever heard. The troubles just amplify in the next song, as you are forced to accept that the drum beats are truly an afterthought totally devoid of value. The song that kicks off at 7:10 sounds like elevator music. The only redeeming value is that groovy track at 2:40 that emulates every stereotype in the book and (that dreadful plague-ridden snare that just won’t die aside) just happens, almost as a fluke, to pull it off. My sincerest apologies to Kazunaka Yamane, especially in consideration of the possibility that this arrangement may have been completely out of his hands, but this whole soundtrack is just absolute garbage.

A lot of soundtracks are. Don’t take it too harshly.

Abysmal arrangements killed the arcade original, not Yamane’s compositions in the raw. But then the game was ported to the NES a year later. Whoever headed up the project–perhaps Kazunaka Yamane himself–decided it would be a good idea to retain all of the arcade version’s original tunes. The outcome couldn’t have been better.

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

Of course the contrast fluffs my opinions a little, but I think this really kicks ass. With the Nintendo’s monumental dearth of bass it was no longer possible to pretend that technology-exploitation could sell a game, so for starters the music compensates by blasting out at warp speed. The tones are all complimentary. The drumming, while still pretty dismally bland, is more of a non-entity than a nuisance, and it at least incorporates a little variation. And the shear ingenuity required to take that utter crap and make a solid go at it is commendable. I’d mentioned that the groove track at 2:40 was the arcade version’s only redeeming quality. But it was total bass exploitation–probably one of the hardest tracks in the game to convert. No? Skip up to 2:37 in the NES version (bless your attention to detail Garudoh). They pulled the style conversion off flawlessly.

The NES port of Double Dragon might deserve credit as one of the best CPR moves in the history of gaming music, if nothing else. It’s not my favorite soundtrack by any means, but I admire whoever accomplished it. It almost feels like a sort of proto-Mega Man.

But that’s the question these rampant port projects in the mid to late 80s have me stuck on. Who was responsible for them? Short of conducting personal interviews, how will I ever find out? Maybe Kazunaka Yamane redeemed himself in epic fashion, or maybe someone else arranged it, or, maybe having written the basic songs, Kazunaka Yamane had little further say in any of the game’s arrangements.

Did I mention Double Dragon was ported to the Sega Master System too? Yeah, that version retained all of the original melodies too, and reconstructed them in a third entirely different way. Ay yai yai….

VGM Entry 15: A question of authorship (part 1)


VGM Entry 15: A question of authorship (part 1)
(Thanks to Tish at FFShrine for the banner)

Everyone has likely heard at least some passing reference to the “console wars” between Nintendo and Sega beginning with the release of the Sega Master System in 1985. I am curious to know whether this is a posthumous attribution. The Master System never had a leg to stand on outside of Europe, and the heat never really came on until Sega released the Genesis/Master System in 1988. (Their rapid transition from third to fourth generation console may have had a lot to do with this.) Nintendo and Sega became ruthless rivals in the 1990s, playing all sorts of mind games with their markets and seeking out every legal loop-hole in the book. It makes for quite an interesting story, and I was initially inclined to think that frequent efforts to root out its origins in the third generation era generated some misconceptions over just how directly these companies targeted each other in the mid-80s. But perhaps I am wrong. Was the Master System’s flop a direct result of Nintendo strong-arming the market?

A part of this origin story lies in Nintendo’s licensing policies. One can frequently find such statements as “Any developer who signed on to produce software for the NES was trapped into an exclusivity contract. They were not allowed to develop games for competing systems for two years following the beginning of the contract, and they were limited to releasing only five games a year.” (Lucas DeWoody, “Nintendo vs. Sega: The Console War: Part One”, October 24, 2007. The original online publication appears to have been deleted.)

This sounds like quite a pickle, but I would like to know its more precise ramifications and loop-holes. What constituted a competing system? If these merely meant the Sega Master System and the Atari 7800, not home computers, then that could explain a lot, but it seems odd to me that Nintendo would let so many other competitors squeak by.

The reason I bring this up in the first place is because, come 1986, it feels as though nearly every game not published by Nintendo was appearing in half a dozen different formats. This has quite a few consequences for video game music, because the variance in sound quality from one medium to the next was vast. It becomes very difficult to point out a stellar soundtrack when the particular arrangement of that soundtrack, more often than not created by someone other than the original songwriter, is such a pivotal factor.

I would like to spend some time on this topic. Let’s look again at “Vampire Killer” and “Wicked Child” from Castlevania.

http://www.youtube.com/watch?v=cHvG0j0ekXM

Does anything sound a bit different? Well, the tracks I posted yesterday should have sounded more like this:

http://www.youtube.com/watch?v=KI2aB86u-zQ

Konami released Vampire Killer for the MSX2 about a month after they released Castlevania for the NES. MSX was a home computer architecture employed by a large variety of manufacturers. You could have a Yamaha MSX, a Sony MSX, a Sharp MSX, etc. Did that, along with a name change, get Konami around Nintendo’s licensing clause? Well, Castlevania series enthusiasts may claim that Vampire Killer was its own distinct game, but it doesn’t look it to me. Nintendo had no trouble pulling Rainbow Arts’ The Great Giana Sisters off the shelves despite it copying Super Mario Bros. to a lesser extent than Vampire Killer copied Castlevania (I’ll be covering that later). Whether Konami were less legally bound or simply had a sort of gentleman’s agreement (Nintendo had a lot more to lose by pissing them off) will remain a mystery to me for the time being.

But anyway, this is only the first example of many, and I wish to emphasize the musical distinctions. “Vampire Killer” in Vampire Killer has a much more crisp sound, which I would say is more readily appealing. But you’ll notice that early into the first break away from the main chorus, precisely at 22 seconds in both videos, a lot of the subtler notes which give the Castlevania version its real charm are completely missing in Vampire Killer. It’s enough to make or break the song for me, and moreover it could be enough to make or break the composer.

Now skip ahead to 1:32 in Vampire Killer and 1:35 in Castlevania and let’s take a look at “Wicked Child”.(Garudoh really did an outstanding job of syncing these up.) Here the distinction is shamefully obvious. The entire dramatic introduction is missing in Vampire Killer, and worse yet, the alternating bass beat of the main chorus has been reduced down to a single repeated note. I can’t bare to go any farther; Vampire Killer‘s soundtrack is a travesty compared to the original.

Or does it simply make do with the MSX2’s limitations as best it can? How do I know whether this was a cheap, hasty reconstruction or a thoughtful, best possible scenario? I suppose I’ll never know unless I attempt to reconstruct it myself or else listen to a whole bunch of other soundtracks released for both systems. But if I have to contextualize all of this stuff within a given system, and a lot of the best soundtracks appear on multiple systems, and a lot of their authors had nothing to do with the port arrangements, well this is all getting to be quite messy.

I observed in my last post that Kinuyo Yamashita refrained from disclosing which Castlevania tracks she wrote, despite having written most of them. Perhaps this is because game composition was far more of a group project than meets the eye. Satoe Terashima appears to be credited for both games under “music and sound effects”, and I tend to associate sound effects more directly with sound programming, but even the credits here are by no means official in the form I found them, and I have found plenty of fan-based game credits which falsely attribute the original sound programmer to a port. This distinction is critical. We have reached a point in time here where ‘composer’ and ‘sound programmer’ begin to branch off into separate jobs. Writing a catchy tune is one thing, and arranging it for a given platform is quite another. In the computer world the two jobs may have remained synonymous, but this was not so on the Nintendo. Where multiple parties are involved in this process, the qualities which distinguish an outstanding video game musician become hopelessly obscured.

It’s nice to put names and faces to the songs I love, but it’s important to realize that at least at some level this can be a facade. Even if Konami had never produced a quick port to the MSX2 and the Nintendo version was all we had to roll with, there’d be no telling which of the soundtrack’s more subtle thrills derived from the main melody’s author.

VGM Entry 14: Konami in ’86


VGM Entry 14: Konami in ’86
(Thanks to Tish at FFShrine for the banner)

I never actually got into the Castlevania series until Symphony of the Night came out in 1997. It was conspiratorially taken off my radar. My parents weren’t about to have any of that demonic, Satan-worshiping trash in OUR household. Here’s some change, go pick up that new one I heard about in Reader’s Digest. M.C. Kids was it? (We actually owned a copy of the infamous unlicensed Bible Adventures.)

But I digress.

What drew me to Symphony of the Night in the first place was Michiru Yamane’s outstanding soundtrack. Her classical compositions drove the game, defining the setting and mood in a way that graphics alone could never accomplish. What I hadn’t known at the time was that this was a series tradition dating all the way back to the 1986 original. Even some of the tracks remained. Vampire Killer, arguably the most iconic song of the series (its rival, Bloody Tears, first appeared on Simon’s Quest in 1987), was in place from the get-go.

Konami is an especially difficult company to sort out soundtrack credits for. Kinuyo Yamashita has acknowledged that she composed most of the soundtrack, but refrained from disclosing which tracks specifically were her work. Her official biography confirms Wicked Child and Heart of Fire. The rest is anyone’s guess. The classical influences in both of these songs, which so appropriately set the mood for the entire game series, may well have been a part of her conceptual contribution.

Of course the entire soundtrack isn’t this great. Vampire Killer, Wicked Child, and Heart of Fire stand pretty far above the rest. The music varies from excellent to merely sufficient, though much to its credit it never devolves further. Kinuyo Yamashita still struggled I suppose, as did most of her contemporaries, to make do with the highly limited sound selections technology made available. But if some of the tracks sink a bit into mediocrity, they at least never dip below it. The classical influences maintain the work’s consistency and provide the requisite spooky haunt of a vampire game. She never tries to get too experimental about creating a sinister sound (as opposed to say, Hirokazu Tanaka on Metroid, which was just a little more hit-or-miss than people care to remember), and the decision pays off.

http://www.youtube.com/watch?v=-w_E4MmOugU
(Ganbare Goemon! Karakuri Dōchū)

Another significant Konami series launched in 1986 is Ganbare Goemon, familiar to western audiences as Legend of the Mystical Ninja. Konami never made a real go at marketing this series in North America. The SNES title Ganbare Goemon: Yukihime Kyuushutsu Emaki, appearing in North America as The Legend of the Mystical Ninja in 1992, was our first of very few ported installments. In fact, Wikipedia lists a whopping 35 Ganbare Goemon titles, of which only five were ever ported. At least up through the SNES era they all featured the Asian folk style you are currently hearing.

The first was Mr. Goemon, a 1986 arcade game, but Ganbare Goemon! Karakuri Dōchū followed that same year for the Famicom and was not a port. Satoko Miyawaki is occasionally credited with the composition of the latter, however I could not confirm this, nor whether he had any involvement in the arcade version. This musical style, similar to that of Yie Ar Kung-Fu, was and remains relatively unique for video games. Konami’s musicians would continue to improve upon it over the years, making it a staple feature of all of the early Ganbare Goemon games.

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.

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.