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 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 27: PC-8801


VGM Entry 27: PC-8801
(Thanks to Tish at FFShrine for the banner)

If I want to cover every field, it would be a certain mistake to overlook the impact of the NEC PC-8801 during this time. I have incorporated a few titles into the mix already. Thexder (Game Arts, 1985) by Hibiki Godai was the first noteworthy soundtrack for the platform I’ve found making use of the Yamaha YM2203 sound chip. Xanadu Scenario II (Nihon Falcom, 1986), predominantly the work of Takahito Abe, and Ys I: Ancient Ys Vanished (Nihon Falcom, 1987) by Yuzo Koshiro the following year were developed for various platforms, but the PC-8801 seems to have been Falcom’s flagship. Unfortunately I’ve found it nearly impossible, between the language barrier and the myriad ports, to find suitable examples of most of Takahito Abe’s other PC-8801 works, and Yuzo Koshiro’s pre-1988 works seem to be just as obscure. But were they the only composers making the system shine?

Silpheed (Game Arts, 1986) was another product of Hibiki Godai, at least as best I can tell. The only credits I could find were for the 1988 MS-DOS port by Sierra On-Line, which list Hibiki Godai, Nobuyuki Aoshima, Fumihito Kasatani, and Hiromi Ohba. Since the majority of the other names in the credits are Americans, it’s quite possible that all four of these musicians had a hand in the original composition.

In a way, the music feels a little bland compared to that of the European musicians I’ve recently discussed. This is certainly a product of differences in sound chips, but I am at least a little inclined to believe that both the distorted nature of Commodore 64 and ZX Spectrum sound and the atmosphere of experimentation and bold composition that permeated European sound programming did in fact inspire better music than competing scenes managed to produce at the time. Even so, Silpheed has some exceptional songs–most notably the one beginning at 13:00–and it’s a good example of what Japanese computer gaming sounded like.

http://www.youtube.com/watch?v=Aby9Upk3hQ8

Or so I like to believe. Sorcerian (Nihon Falcom, 1987) is yet another Yuzo Koshiro and Takahito Abe collaboration, with Mieko Ishikawa additionally credited. Kenji Kawai is listed separately as the 1992 PC-Engine arranger, so for once we can at least make some distinction in that regard. But so long as the same names keep popping up, I can’t help but think I’m only getting a very small sample of a much larger field. And furthermore, the significance of the PC-8801 for these titles musically is not a given. Almost all of Nihon Falcom’s games were released across an enormous spread of systems which typically included at least the PC-8801, PC-9801, Sharp X1, and MSX2. As has been shown with Ys I: Ancient Ys Vanished, this entailed endless variation and reinterpretation of the central themes. “Dark Fact” almost seemed to evolve with every port, with no clear explanation as to whether Yuzo Koshiro changed his mind about how it ought to sound or port arrangers independently reinterpreted the music at every step, often basing their take on previous ports rather than the original.

If these composers knew that their songs would take so many forms, did they really write their music for the PC-8801 at all, or were they aiming for compositions which could function through a wide array of sound configurations? Or, if they were personally involved in the ports, did they perhaps gear their music towards a preferred system for which the game might not necessarily be released on first? No amount of exploring PC-8801 compositions has helped to clarify these questions.

The problem is compounded by a complete absence of credits for the vast majority of PC-8801 games. In the absence of a PC88 game library (I am eternally in debt to such sites as Lemon 64, World of Spectrum, and Lemon Amiga), I have absolutely no clue what Shinra Bansho (Nihon Telenet, 1987) is beyond the name of its developer. This is my second favorite PC-8801 soundtrack (after Snatcher, which I’ll be addressing later), but I haven’t a clue who wrote it. Perhaps Nihon implies Yuzo Koshiro and Takahito Abe, if they were the only house musicians, but since this is Nihon Telenet, not Nihon Falcom, and I have no idea what that distinction entails, it would be folly to ascribe any artist attribution.

I am entirely at the mercy of grad1u52 on youtube for finding PC-8801 music in the first place, as he is the only member taking active steps to preserve it, but the information he supplies for each game is unfortunately non-existent. Lots of other titles, the music for which is readily available, fall into this same boat.

The only substantial hint I can offer is that composers hardly ever freelanced at this time, and developers rarely boasted a large sound staff. If you can identify a developer’s house composer in the mid-80s, it almost always seems to be the case that they scored every release during their tenure. Square and Enix make a good case in point. Such obscure PC-8801 titles as Cruise Chaser Blassty (Square, 1986) and Jesus: Dreadful Bio-Monster (Enix, 1987) were composed by Nobuo Uematsu and Koichi Sugiyama respectively, not passed off to secondary musicians (not that Uematsu had succeeded in making a name for himself by 1986). Both soundtracks were second rate, with Uematsu sounding completely lost in a non-fantasy setting and Sugiyama cutting corners to the extent of including tracks from Dragon Quest, but that is quite besides the point. With the company consistently identifying the composer, there might still exist a means to figure these old, cryptically credited PC-8801 games out short of learning Japanese.

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 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.