VGM Entry 46: Konami in ’91


VGM Entry 46: Konami in ’91
(Thanks to Tish at FFShrine for the banner)

It was to be expected that Nobuo Uematsu and Koji Kondo would make magic on the Super Nintendo. Plenty of other composers did as well at an early stage. Konami in particular launched a number of impressive titles in 1991, and I think I’ll take a moment to showcase three of them.

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

Super Castlevania IV was composed by Masanori Adachi and Taro Kudo, both of whom remain rather obscure figures in the game music industry. There was actually a false rumor going around that Masanori Adachi died during the 1994 Sega Mega-CD port of Snatcher. In a sort of ‘meet the staff’ easter egg (in which Adachi also participated), Kudo jokingly wrote “Rest in peace, Mr. Adachi!” Credits to his name are so few that this has been taken literally by many, but it would make his future compositions quite a miraculous feat.

Super Castlevania IV marks a major reconception of the series’ sound, which will not be completely apparent in these opening tracks. Skip ahead a bit, to “The Chandeliers” (4:29) and “Secret Room” (6:35) for instance, and you will get a much better feel for the degree of diversity introduced in Adachi and Kudo’s new vision. At times the game embraces its classical roots to the fullest. They take full advantage of the SNES’s capacity for authentic piano, organ, and string sounds to cut out all the rock filler, when the situation calls for it. The album still has plenty of contemporary drumming, but it doesn’t feel quite as rock driven as the NES games, much to its benefit in my opinion. Rock would still infuse plenty of new compositions, but the SNES allowed a lot more room for diversity. I think Adachi and Kudo accomplish the most when they go for the straight classical sound, as on “The Chandeliers”, but they make a commendable effort to explore a large variety of styles appropriate for different elements of gameplay.

The first three tracks in this mix are of course the classic series staples “Vampire Killer” (1:05), “Bloody Tears” (0:00), and “Beginning” (1:50), from Castlevanias I, II, and III respectively. It’s certainly nice to hear the old familiar songs in an improved medium, and they did a fairly good job with them (though I do think this version of “Bloody Tears” could use some work–they play it too safe with the main melody and drum track for the addition of the flute and heavier percussion at the end to accomplish its desired effect), but what I think is more significant is that these three songs don’t stand out as anything really above and beyond the rest of the score. On the Nintendo they were exceptional, and familiarity is definitely a plus, but I honestly like a lot of Adachi and Kudo’s original compositions just as much.

http://www.youtube.com/watch?v=8HkyAiV4Kbc

If you’ve been keeping up with my posts, you should be thoroughly familiar with Ganbare Goemon by now. If you haven’t been, you probably don’t know what I’m talking about. Six years and six sequels after the launch of the series, a Ganbare Goemon game finally made it to North America. The port, retitled The Legend of the Mystical Ninja, didn’t launch until 1992, but the Japanese Ganbare Goemon: Yukihime Kyuushutsu Emaki from which it derives came out in 1991. Though well in keeping with the traditions of the series, The Legend of the Mystical Ninja was something of a musical novelty for western gamers.

Its composers were somewhat obscure. I could find very little on either Kazuhiko Uehara or Harumi Ueko, and though Ueko continues to appear in soundtrack credits up to the present day (mostly under the peculiar alias Jimmy Weckl), Uehara seems to all but vanish after a brief career in the early 1990s. It’s a shame, if the two in collaboration were capable of producing this kind of quality. But Uehara may also be a Yoshihiro Sakaguchi type–a sound programmer confusingly credited with a few other artists’ original compositions. I’ve seen him specified as the programmer in certain liner notes, and it would also explain the occasional credit he receives for what was I believe Mutsuhiko Izumi’s Turtles in Time score. But again, I don’t know just how extensively sound programmers were involved in composition. So this might be the work of Harumi Ueko, or he and Uehara might both have played fairly equal roles.

The Legend of the Mystical Ninja presents an oriental score, as you can tell, and I think it does a delightful job of it. If it is reasonable to expect more out of a SNES title than improvements on the same old NES sounds, then perhaps a little more situational diversity was in order. The light-hearted and adventurous style can only capture so many moods. But what it does well–create a sense of light-hearted adventure–it does exceptionally well. It’s the hoaky town and shop themes that prevent The Legend of the Mystical Ninja from being a consistently excellent soundtrack. The music written for the field of combat is all spectacular.

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

0:36. That is where you’ll want to skip to if you can’t handle some classic 90s cheese. A year before it became known to most of us as Teenage Mutant Ninja Turtles IV, Konami released this game to the arcade under its SNES port’s subtitle, Turtles in Time. I was pretty shocked to find this, actually. Konami’s original Teenage Mutant Ninja Turtles (that is, confusingly, Teenage Mutant Ninja Turtles II: The Arcade Game on the NES) and X-Men were by far my two favorite arcade games as a kid. I had no idea Turtles in Time even existed as such. Anyway, Mutsuhiko Izumi did the hard-rocking soundtrack. The music is largely the same in both games, and while nostalgia leads me to favor the SNES version, the arcade original is probably just a slight bit better–but only slightly, and this is debatable.

http://www.youtube.com/watch?v=SCLt8NcDWaA

For instance, if you skip to 3:38 in the arcade mix and 2:43 in the SNES version–“Bury My Shell At Wounded Knee” if memory serves me–you’ll find a major disparity between the drum tracks. Turtles in Times‘s percussion is essentially indistinguishable from a real drum set. Turtles IV can’t compete there, but it does its best to compensate with some pretty wild sound effects and a really bizzare distorted bass. These features throughout the game grant the SNES port a unique and immediately identifiable sound all of its own. In some cases this paid off to such an extent that the port sounds slightly better than the original. Such is, I think, the case for the Super Shredder fight music.

I am lead to believe that Kazuhiko Uehara or Harumi Ueko, the same names associated with The Legend of the Mystical Ninja, were responsible for Turtles in Time‘s SNES port, and if so 1991-1992 was a pretty successful period for the both of them. Turtles IV is an outstanding and fairly faithful adaptation, recreating the original sound where technology allows and inventively maintaining the spirit of the original where it does not.

I can’t say I’ve heard too many instances, at a time when port soundtracks were necessarily different, of an original game soundtrack and a port both being equally exceptional. It worked out this time, compliments of Mutsuhiko Izumi, Kazuhiko Uehara, and Harumi Ueko.

….

Oh yeah, that brief nightmare at the start of the arcade version sampler? That was from the Turtles’ 1990 “Coming Out of Their Shells” tour. What

the fuck?

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.