VGM Entry 55: Honorable mentions of ’92


VGM Entry 55: Honorable mentions of ’92
(Thanks to Tish at FFShrine for the banner)

No ‘best of’ compilation can ever satisfy everybody, and the difficulty of coming to agreement increases with the number of options available. With the average game soundtrack’s quality always on the rise, the task of singling out anything but the obvious best becomes sort of arbitrary after a while. I present these last few titles with the recognition that I have probably missed quite a number of arguably better works:

Super Mario Kart (Nintendo, 1992) would be the last major title passed off to Soyo Oka at Nintendo. Having scored Pilotwings in 1990 and Sim City in 1991, her distinct style briefly became a major voice of the Super Nintendo, but whether she should be counted among the best is very debatable. I will stand by the claim that Sim City was an outstanding and underrated work, but in general Soyo Oka was no Koji Kondo. Her inclusion isn’t obvious.

I played Super Mario Kart as much as any kid, and not a single song from it stuck in my memory over the years. The nostalgia here isn’t old familiar tunes. It’s an old familiar style. Soyo Oka had an extraordinarily distinct sound, and it’s her style of music, not any of the melodies, which lends such consistency down the line from Pilotwings to Super Mario Kart. I count this game among the best of 1992 because it does an excellent job of sounding like a Nintendo game for the SNES. It’s quite possible that Soyo Oka’s Nintendo career quickly diminished afterwards simply because they stopped producing this type of game. Her all-purpose sound worked great for simulations and racing, but after 1992 Nintendo came to focus much more heavily on character/plot-centric action and RPG titles. Star Fox, Super Metroid, Donkey Kong Country, these sort of games focused on franchise characters who required distinct theme songs.

Nintendo did not produce any more high-profile, well marketed games that could have actually fit Oka’s style until 1996, with Ken Griffey, Jr.’s Winning Run and Tetris Attack, but by then she had left the company.

I have only found two titles crediting Taro Kudo as composer, and that’s quite a shame, because both have found their way into my vgm series. Masanori Adachi’s partner on Super Castlevania IV, Kudo took on the task again the following year with Axelay (Konami, 1992). His mostly chill, relaxing tunes must have made a fairly substantial impact on the gameplay. Nothing frantic or unnerving here; the music carries a sense of confidence, and makes the game look a lot easier than it probably was.

Devilish (Hot-B, developed by Genki Co, 1992), known as Dark Omen in Japan, begins like some sort of Home Alone soundtrack, but before long it breaks out into more recognizable Genesis beats that will characterize a large portion of the game. Hitoshi Sakimoto managed to produce a very consistent and haunting selection of songs here that accurately reflect the settings of the game. These settings are themselves something of an anomaly. The game is basically an enhanced version of Breakout, but it’s set in an RPG world. You bounce into those rectangles in forests, deserts, airships, castles, the works.

About the only thing this bizarre mashup has against it is a plot. The main villain “turned the prince and princess into two stone paddles”? Really? … Really?

When I was a kid I for some reason always thought Kirby was an old, classic Nintendo character, perhaps because Kirby’s Adventure (Nintendo, 1993) was released for the NES despite the Super Nintendo having been around for three years. What inspired Nintendo to market a major franchise character on outdated and secondary systems is beyond me, but the little pink cream puff wouldn’t make his Super Nintendo debut until Kirby Super Star at the absurdly late date of March 1996. This may have been due in part to HAL Laboratory, not Nintendo, actually developing the games. But HAL Laboratory had released multiple Super Nintendo games by the end of 1991, so your guess is as good as mine. Kirby’s Dream Land (Nintendo, 1992) for the Game Boy was in fact the first game of the franchise, and it established a lot of the series’ iconic songs.

The other thing that caught me off guard is Jun Ishikawa composed it. I had been lead to believe it was the work of Hirokazu Ando. Ando did make an appearance on Kirby’s Adventure and many future installments, but the earliest original compositions appear to belong to Ishikawa. Ando and Ishikawa appear to have been HAL Laboratory’s main composers, collaborating together in many HAL titles both within the Kirby franchise and without, and perhaps this has created some of the confusion. Or perhaps Wikipedia is simply wrong. The bold claim in the Kirby’s Dream Land article that Jun Ishikawa was “the only composer for this game” (rather than just listing him as the composer and leaving it at that) is sourced to another game wiki site (Moby Games) which lists the credits in more or less the same unsourced manner that Wikipedia does, and makes no such explicit claim. Maybe Ishikawa wrote it all, or maybe he and Ando were in collaboration from the get-go, but either way Kirby’s Dream Land initiated a major Nintendo franchise series with catchy, highly regarded songs that ought not go unmentioned.

The last song I’d like to point out is the title theme to Agony (Psygnosis, 1992), composed by Tim Wright. Agony was a peculiar little shmup for the Amiga 500, fantasy themed to the extent of featuring a laser-blasting owl as the main hero. There is little room in your standard video game for a classical piano piece of this sort; it’s certainly not the type of thing you might associate with active gameplay. With the Commodore 64’s long history of loader music completely disassociated from the game however, and the Amiga’s much improved audio, this was the most probable platform for a work like Tim Wright’s to take shape.

VGM Entry 42: SNES


VGM Entry 42: SNES
(Thanks to Tish at FFShrine for the banner)

Are we really there? I had naively intended to start this whole project off with a simple one to two post summary of video game music prior to 1990, then jump right away into the Super Nintendo. I suppose it didn’t quite work out that way.

http://www.youtube.com/watch?v=Pk57KiTlMlc

I don’t know much about technological specifications. I have no idea what made the SNES tick the way it did. But there had to be something inspirational to musicians in its design. The Super Famicom was launched in Japan on November 21, 1990. By the end of the year it had nine titles, and as far as I’m concerned only two of them lacked noteworthy soundtracks. That’s better than the Genesis/Mega Drive managed in its first two years. And of the two that fail to impress me, Final Fight (Capcom) was a port arrangement of the arcade original and Super Ultra Baseball (Culture Brain, Super Baseball Simulator 1.000 in the U.S.) was precisely what it sounds like–the sort of game only a Tim Follin would put serious energy into.

F-Zero (Nintendo)’s soundtrack, composed by Yumiko Kanki (Naoto Ishida also wrote two tracks for it), is not one of the best on the SNES. Top 50? Eh, probably. But it sounds unbelievably better than nearly anything before it. The system brought nearly arcade-quality music to the mass consumer market, but also to musicians accustomed to having to compensate for lack of quality with highly creative song-writing.

http://www.youtube.com/watch?v=rUs7bFWmy14

So you got both. And you would continue to get both for the better part of a decade. Bombuzal (Image Works) was originally released for the Commodore 64, Amiga, and Atari ST in 1988. Its original version, composed by Ross Goodley as best I can tell, was pretty catchy in its own right. But the clarity of each tone on the Super Nintendo version (later released in North America as Kablooey), arranged, I believe, by Hiroyuki Masuno, gives the song a degree of fullness it could have never possessed before, even on the Amiga. And much like the Commodore 64/Amiga musicians of old, Hiroyuki Masuno was not afraid to improvise, incorporating his own melodies into the song and altering the rhythm and general vibe to suit his own whims. Hiroyuki Masuno’s revised Bombuzal theme is downright addicting.

SD The Great Battle (Banpresto) is a fun soundtrack to point out, both because you’ve almost certainly never heard it and because I think it really shows off how much better fairly generic scores could sound now. I mean, there is absolutely nothing special about what Norihiko Togashi did here. When the melodies are not a bit too overly repetative for their catchiness to be a virtue, they’re not particularly memorable at all. The only thing really to distinguish it from a standard to slightly above average NES soundtrack is the sound quality. But Norihiko Togashi makes excellent use of this. The accompaniment often pans and fades. The slap bass effectively fills in the percussion while still sounding like a real bass, and these never tastelessly overpower the melody as they’re so inclined to do on the Genesis/Mega Drive. It’s a completely forgettable little work which nevertheless surpasses a lot of the competition of its day.

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

Super Mario World by Koji Kondo obviously deserves mention, though I am not as fond of it as I perhaps ought to be. As a kid, I honestly found it kind of annoying, and I can understand why. Koji Kondo’s weird mix of Caribbean, Latin American, and African rhythms and instrumentation sound more like the sort of “world music” sampler cd you find at Starbucks than authentic ethnic music. (I find it funny that the PHD-waving ethnomusicologists I met in college placed the highest value in that sort of crap.) But this is Mario, not bad scholarship, so what he was borrowing for his compositions is really quite irrelevant. The end result is what matters, and the end result of most of these songs is pretty cheesy, whether you like it or not. It’s not until the ending credits (8:14) that Koji Kondo returns to the classic sound that so delights me in Super Mario Bros. 2. (That being said, Super Mario World‘s credits is one of my favorite Kondo songs ever.) This might have been the first game I ever personally owned–no more pretending the neighbor kid was my friend!–but it doesn’t hold much nostalgic value for me, and I think the music is somewhat to blame.

But enough with the negative criticism. Let’s not overlook the shear quantity of unique tracks in this game (well over 30 if we include some of the variations and shorter jingles). The “world music” gig is only a dominant fraction of a much larger collection. Such noteworthy tracks as “Forest of Illusion” (6:12), “Sub Castle”, “Koopa Junior”, “The Evil King Koopa”, and “Athletic” possess none of these nusences (as long as you stay away from Yoshi, which I never did, hence perhaps my youthful distaste). And had there ever been a game even remotely approaching Super Mario World‘s extent of gameplay relativity? Kondo’s own work on Super Mario Bros. 3 might come the closest, and it’s a long ways off. Super Mario World offered a ridiculous degree of diversity, with each zone and situation possessing a distinct and entirely appropriate sound. This might come to be the future norm for RPGs and adventure games, but we’re dealing with a simple side-scroller here.

Super Mario World was a grand showcase of the endless new possibilities made available by the Super Nintendo. It may lack some of the timeless classics of Super Mario Bros and Super Mario Bros 2, but only in proportion to its length. Its place in the history books of video game music is well deserved.