VGM Entry 58: Illusion City


VGM Entry 58: Illusion City
(Thanks to Tish at FFShrine for the banner)

Illusion City never saw an English translation. Micro Cabin first released it in December 1991 for the MSX turboR, and this was rapidly followed by versions for the PC-9801/PC-88VA (January 1992), FM Towns (July 1992), Sharp X68000 (July 1992), and a bit later the Sega CD (May 1993).

http://www.youtube.com/watch?v=l7Ec6UbzNqg

On a completely irrelevant note, I finally looked up why they called it the Towns, and apparently Fujitsu named their 1989 PC after 1964 Nobel Prize in Physics winner Charles Hard Townes. Aaanyway, Illusion City had a soundtrack to rival the SNES legends, and that’s about all you’ll ever find concerning the game in English. It *gasp* doesn’t even have an English Wikipedia page.

The music collections you’ll find scattered across youtube–and these are relatively abundant–showcase the MSX turboR version, so I will to. Two years behind our current historical progression or three years after the original release of Snatcher, I thought it best to bring the game up now since they’re occasionally compared. The two have next to nothing in common concerning gameplay, but they are both cyberpunk, and I gather they have some common plot features. (Not that I would know, short of digging up a fan translation.)

http://www.youtube.com/watch?v=hQw7MA8ogeA

Illusion City is not a visual novel. It’s an RPG. The best you’ll find concerning what style of RPG are a few stills here and there; I am thoroughly convinced that no Illusion City gameplay video exists on youtube. You’ll find plenty of videos of the introduction, and there’s an ending/credits roll video out there for the Sega CD version. That’s about it. But with these credits, conveniently originally in English, and a last resort Google Translate of the game’s Japanese Wikipedia entry, we can piece together its authorship easily enough.

The music was composed by Tadahiro Nitta (the same Nitta responsible for Micro Cabin’s Final Fantasy MSX port), Yasufumi Fukuda, and Koji Urita (Kouji Urita in the credits). These are the names listed on the wiki, and the Sega CD credits clearly distinguish them (“Music Compose”) from composers contributing new material to the port (“Mega-CD Special Music”). This latter group consists of Hirokazu Ohta, who “arranged and computer programmed” the intro and end-game music, and Yasufumi Fukuda, who added new combat music. Lastly the credits list Hirotoshi Moriya and Masato Takahashi under “sound” for the “Mega-CD Work Staff”.

There we go: clean and concise credits. How often does that happen on a Japanese PC game port?

http://www.youtube.com/watch?v=fFyje2308vI

In so far as this is the first cyberpunk RPG I know of (the Phantasy Star series comes to mind as a similar comparison), Tadahiro Nitta, Yasufumi Fukuda, and Kouji Urita had their work cut out for them. Where Masahiro Ikariko and company were able to score Snatcher more or less like a movie, Illusion City required themes for all of the contrivances of a standard RPG. The sort of poppy vibe with which Tokuhiko Uwabo flavored Phantasy Star II, to use a game I’ve previously showcased, can’t fly in cyberpunk–if that is in fact what kind of game Illusion City is, as many have claimed. It needed something a bit more dark and grimy.

Whether they really pulled it off is debatable, but if “City Noise” (3:37 in the present video) is in fact the main town theme then they definitely had the right idea. Oh, it’s not dark on the scale of Snatcher, but I get the sneaking suspicion anyway–mainly from the Sega CD intro and outros–that this is more of a futuristic adventure game with cyberpunk overtones than Akira-worship. It definitely succeeds in creating a futuristic RPG soundtrack to a far greater extent than what I’ve heard of Phantasy Star, and it’s got a decently dark edge.

oldskoolgamertje on youtube has provided a complete soundtrack of the MSX version for your enjoyment. Cheers.

VGM Entry 57: Snatcher (part 2)


VGM Entry 57: Snatcher (part 2)
(Thanks to Tish at FFShrine for the banner)

Needless to say, when a game is released in six formats over a span of eight years the list of credits gets pretty wild. If we take Wikipedia’s unsourced credit synopsis for every Snatcher release mingled into one, it would appear that Akira Yamaoka, Keizou Nakamura, Masanori Adachi, Kazuhito Imai, and Masanori Ouchi are responsible for the score. But let’s not do that.

Konami’s ost releases generally only credit the Kukeiha Club as a collective, so that’s of no real help. Thanks to Snatcher‘s devout fan base though, a video of the end credits is available on youtube for every version of this game. They struck me as a bit suspect in so far as every version except the PC-Engine was in English, when only the Sega CD version was officially translated. But I do get the feeling–I’m sure plenty of people could easily confirm or deny–that a lot of games in Japan for whatever reason have English credits.

In any case, the PC-8801 ending credits are perhaps the most thorough I’ve ever seen in a game, and whether their English (Engrish really) is a fan translation or the authentic original, I do think it would be nice to provide a transcript. This is the track by track credits as listed in the two-part youtube video posted by AFX6502, condensed to save some space. Most tracks were listed with two names: one in quotations and one in parenthesis.

Compositions by M. Ikariko:
“Prologue Demo” (Bio Hazard Snatcher)
“Title Telop” (Evil Ripple)
“Pursuer Part1” (Creeping Silence)
“Pursuer Part3” (Pleasure of Tension)
“Pursuer Part4” (Endless Pursue)
“Katrine Part1” (Innocent Girl)
“Katrine Part2” (Theme of Katrine)
“Bath Room” (Virulent Smile)
“Joy Division” (Decadance Beat)
“Blow Up Tricycle”
“Mortuary Part1” (Morg)
“Restoration”
“Search Light” (Spreading Diehard)
“Credits”
“Game Over” (Lement for The Death)

Compositions by M. Shirakawa:
“Team Logo” (Slave to Metal)
“Jaime” (Theme of Jaime)
“Outer Heaven2” (Theme of Izabel)
“Title Part1” (Theme of JUNKER)
“Title Part2” (Theme of Randam)
“Title Part3” (Faded Memories)
“Title Part5” (Peace of Mind)
“Action” (Danger Dance…and Justice for all)
“Epirogue” (Beyond Sorrows)

Compositions by S. Fukami:
“Theme of Opening” (Twilight of Neo Kobe City)
“Outer Heaven1” (The Entrance to Hell)
“Goodbye Randam” (Eternal Promise)
“Requiem” (For Harry)

Compositions by S. Masuda:
“Pursuer Part2” (Criminal Omen)
“Pursuer Part5” (Follow up the Scent)
“Wrong Answer” (Axia)
“Transform Risa” (Virtual Image)

Compositions by M. Izumi:
“Ending 1” (Master of Puppets Among The Disease)
“Theme of Ending” (We Have to Struggle for Our Future Against Our Doubt)

Compositions by M. Adachi:
“Theme of Metal Gear” (Theme of Tara)
-remix from “Metal Gear” RC_750 1987-

Joint composition by I. Mizutani and M. Ikariko:
“Snatcher Title” (Squeak!!)

Composition by Pear Point:
“Jingle Bell” (Jingle Bell 2042)

So there you have it. Originally, Masahiro Ikariko composed 16 of the tracks, the rather elusive M. Shirakawa composed 9, and the remaining 13 were composed by a combination of Masanori Adachi, Seiichi Fukami, Mutsuhiko Izumi, Iku Mizutani, and another virtually anonymous figure, S. Masuda. Ikariko, Shirakawa, Fukami, and Masuda are given clear precedence over Adachi, Izumi, and Mizutani in the credits, and must have comprised the main music team. (While the credits to the original MSX version of Metal Gear are likewise confusing and Adachi is not listed where I looked, I have to assume he wrote the original song, “Theme of Tara”, upon which the Snatcher tune is based and had no direct involvement here.) We don’t even know M. Shirakawa and S. Masuda’s full names. Isn’t that something?

The PC-8801 credits tell us quite a bit more about Snatcher‘s music than simply the track-by-track credits. For instance, chief editors Hideo Kojima and Naoki Matsui named the songs. Iku Mizutani did the sound effects, and Masahiro Ikariko and Kazuhiko Uehara “arranged” the music–a credit Konami clearly distinguishes from composition.

The MSX2 credits are included in the PC-8801 version, so there’s no ambiguity on this front. Masahiro Ikariko and Kazuhiko Uehara made the MSX2 arrangements (with the exceptions of “Theme of Metal Gear”, converted by Uehara and Mizutani, and “Jingle Bell”, converted by Ikariko, Uehara, and Shirakawa).

The PC-Engine credits are in Japanese, and in the mess of a hundred open Firefox tabs I’ve lost track of the url to the translation I found, but I did copy it down:

Sound Program:
Kazuki Muraoka
Music:
Motoaki Furukawa
Kazuki Muraoka
Masahiro Ikariko
Seiichi Fukami
Mutsuhiko Izumi
Sound:
Kazuki Muraoka

It’s kind of weird to me that Shirakawa, who wrote a quarter of the music in the game, is not included here, but perhaps he and Masuda had left Konami and were erased from memory. Or perhaps Ikariko, Fukami, and Izumi returned to write additional material, but based on the songs I’ve heard, I get the impression that the list of original compositions for the PC-Engine version is quite short. Based on how the PC-8801’s credits were worded, I am lead to believe the PC-Engine arrangement was Kazuki Muraoka’s baby, with Motoaki Furukawa filling in the few added original tracks, however Furukawa has referred to himself as being “in charge of the BGM” for the PC-Engine port. Whether he meant merely the new compositions or the arrangements of the originals is beyond me.

The PC-Engine version and future releases included a revamped intro scene, for which I’ve provided the Sega CD take in spite of its awful voice acting, so that you can hear it in English. “One Night in Neo Kobe”, the song beginning at 2:55 in this video, was one of the new PC-Engine additions written by Motoaki Furukawa (he also confirmed composition of “Tears and Stains”, which must be “Tear-Stained Eyes“), and it remains one of the most famous songs of the game.

The Sega CD port was the first major departure from Ikariko and company’s original score. The credits here, which I’ve derived directly from the English version of the game, are pretty vague:

SegaCD Sound Design:
Keizou Nakamura
Masanori Adachi
Kazuhito Imai
Masanori Ouchi
Akira Yamaoka
Sound Programmer:
Osamu Kasai
Akira Souji

This list is kind of strange, because it was the Sega CD port’s arrangement that made it so drastically distinct from the first three versions. The songs were still based on the originals, but in a manner akin to Rob Hubbard and Tim Follin’s liberal port adaptations (consider the C64 ports of Commando and Bionic Commando respectively, for example). The credits clearly refer to the Sega CD arrangement, and Masanori Adachi must have been directly involved this time around. Even so, some of the tracks, “One Night in Neo Kobe”, aren’t even arrangements, but rather the exact same songs appearing on the PC-Engine. It’s pretty odd that Motoaki Furukawa and Kazuki Muraoka are restricted to a “Special Thanks” mention at the end of the credit roll.

Also, the distinction between “Sound Design” and “Sound Programmer” is completely obscure here. Konami don’t even bother with distinguishing between music and sound effects. Some of the ‘sound design team’ credits may have almost no real involvement in the music. Keizou Nakamura is credited specifically for SFX in a later version of the game, suggesting that that was his role here as well, and someone claiming to have spoken with Akira Yamaoka says he had little to no involvement in the project.

At this point in time technology may have advanced to the point where “programmer” did not as a rule imply “arranger”, and it’s possible that Osamu Kasai and Akira Souji’s contributions comprised a technical task which made the audio possible but did not affect what it actually sounded like. Never mind my uneducated speculation though; suffice to say the Sega CD port is a grey area dividing the old Snatcher compositions from the new.

Most PSX/Sega Saturn Snatcher songs were in fact new compositions entirely distinct from the originals. “The Morgue” is an example in which the changes are pretty rewarding. I think they definitely improve the whole ‘surrounded by rotting corpses’ atmosphere, whether that is actually the appropriate atmosphere for the scene in context or not. It does little to compensate for the outrageous censorship rules Sony inherited from Nintendo, but whatever. Here are the credits for both:

PSX:
Sound System Programmer:
Noritada ‘Nor’ Matukawa
Sound Mixer:
God Adachi
Music Composer/Arranger/Performer:
KIDA-Sun
SFX:
Hiroe Noguchi
Guest composers:
Hiroshi Tamawari
Akira Yamaoka
Kosuke Soeda
Guest Performer:
Tappy
Original Score Composers:
Kazuki Muraoka
Motoaki Furukawa

Saturn:
Sound Programmer:
Akiropito
Sound Mixer:
Masanori Adachi
Music Composer/Arranger/Performer:
KIDA Sun
Syouichirou Hirata
SFX:
Keizou Nakamura
Guest composers:
Akira Yamaoka
Hiroshi Tamawari
Guest Performer:
Tappy
Original score composers:
Kazuki Muraoka
Motoaki Furukawa
Akira Yamaoka
Hiroshi Tamawari
KIDA Sun

If you’re curious about the aliases here, “Akiropito” is Akira Souji, “God Adachi” is Masanori Adachi, “Tappy” is Tappi Iwase, and I couldn’t find the slightest clue for identifying “KIDA-Sun”. This makes for an odd discussion, as “KIDA-Sun” appears to be the most responsible party for the PSX and Saturn soundtracks. It’s also rather strange that Akira Yamaoka, Hiroshi Tamawari, and KIDA-Sun are listed as original score composers on the Saturn but not on the PSX, as to the best of my knowledge the Saturn used the exact same songs, making only minor (but always for the better) changes throughout. I don’t know that this change to the credits indicates a real change though: Akira Yamaoka and Hiroshi Tamawari are listed as ‘guest composers” in both versions, and a guest composer is still a composer, so it might all boil down to redundancy. In that case, we need only ask what became of Kosuke Soeda.

So basically, our credits look like this:

PC-8801 and MSX2
Composition: Masahiro Ikariko (16), M. Shirakawa (9), Seiichi Fukami (4), S. Masuda (4), Mutsuhiko Izumi (2), Iku Mizutani (1), Masanori Adachi (1)
Arrangement: Masahiro Ikariko, Kazuhiko Uehara

PC-Engine
Composition: Primarily the original 1988 staff, with additions (probably) limited to Kazuki Muraoka and Motoaki Furukawa
Arrangement: Kazuki Muraoka

Sega CD
Sound staff: Keizou Nakamura, Masanori Adachi, Kazuhito Imai, Masanori Ouchi, Akira Yamaoka
Sound Programmer: Osamu Kasai, Akira Souji

PSX and Saturn
Composition: Kazuki Muraoka, Motoaki Furukawa, KIDA-Sun, Akira Yamaoka, Hiroshi Tamawari, Kosuke Soeda (Saturn only)
Arrangement: KIDA-Sun, Syouichirou Hirata (Saturn only)

I’ll leave it at that. I hope you’ve enjoyed the sound samples in the meantime. I know I certainly have.

VGM Entry 56: Snatcher (part 1)


VGM Entry 56: Snatcher (part 1)
(Thanks to Tish at FFShrine for the banner)

At this point I think it’s safe to talk about Snatcher. Snatcher has quite a long history. Konami first released it on the PC-8801 in November 1988, following this up with an MSX2 port the following month. In 1992 it found its way to the PC-Engine, and in 1994 it got its first English translation via the Sega Mega-CD. It would go on to appear on the Playstation in February 1996 and the Sega Saturn in March before all was said and done.

Snatcher was a cyberpunk visual novel, which isn’t the sort of thing North American and European gamers are particularly familiar with. It also featured some graphic violence, partial nudity, and cultural references, which didn’t jive well with North America’s outrageous censorship and copyright laws. All of these factors contributed to the long delay of an English port, and it’s quite remarkable that Konami ended up making one at all. The market was not in fact ready for it, and Jeremy Blaustein, who oversaw the localization, admitted that the game “only sold a couple thousand units”. He provided the legitimate argument that this resulted from Konami’s decision to release a game on the rapidly tanking Sega CD, not any shortcomings of the game itself. Snatcher remained popular in Japan however, and by the sixth and final release in March 1996 it also boasted six different variations on the main soundtrack.

What’s great for our purposes is that liquidpolicenaut on youtube already did all the legwork for comparing them. In some cases, such as “Decadence Beat (Joy Division)”, the original PC-8801 and MSX2 versions survive every port on into the Sega Saturn, but more often the songs get replaced for the Sega CD or Playstation and retain their new forms the rest of the way.

It’s by no means immediately obvious which take on this song is best. As songs by themselves, displaced from any game, the MSX2 version stands out the most to me, but the comments by actual fans of the game seem to denounce the MSX2 version as out of touch with the atmosphere of the scene. “Joy Division” (censored to “Plato’s Cavern” for the US Sega CD port) was Snatcher‘s general store chain. As a cyberpunk game, it naturally ought to be a little bit sleazy, but since I never played it personally I can’t say just how far that should go. The Sega CD version sounds like a porn shop, and the PSX version sounds like the score to what the Sega CD store is selling. The Sega Saturn take, despite being practically identical to the PSX take in construction, comes off quite tasteful due to better quality instrument samples. The potential complaint, of course, is that it’s too tasteful to be wholly appropriate.

If the PC-8801 take is a bit too funky and the PC-Engine a bit too weird, I’m left with the MSX2 take. It has a very technological feel to it. This is music for the sort of store I’d go to to buy my cybernetic crack injection kits for sure. The visual helps it out too; the store clerk looks a lot more seedy and a lot less evil on the MSX2 and PC-8801 than in the other takes, and the emphasis on grey (the PC-8801 has a brown floor) makes the whole place seem a little metalic–a little more futuristic. Oh the MSX2 take wins for me hands-down. But I’m listening to this with nothing but a song, a single image, and a general idea of cyberpunk to go on. I never played the game. Maybe the MSX2’s atmosphere, while consistent in audio and imagery, is totally out of place in it. One of the great benefits of Snatcher and liquidpolicenaut’s comparison videos is to bring these finer aesthetic considerations to mind.

I mentioned that “Joy Division” was renamed “Plato’s Cavern” on the Sega CD. It’s one of many censorship issues that forced minor changes in detail as new ports were made. The left-hand mask on the wall behind the store clerk on the MSX2 and PC-8801 was Predator, and it vanishes starting with the PC Engine. Amazing what petty things billionaires will file lawsuits over…

The censorship on “Pursuer Part 4 (Endless Pursue)” is a little more obvious. (Supposedly the dog was twitching, still alive on the original versions, and this was removed before they took out the image altogether.) Musically, this is another instance where the same song was maintained for all six versions of the game. Here the differences aren’t nearly as extreme, either. Again the Playstation take comes off the worst to my ears, and this time the Saturn’s improved sound does not sufficiently redeem it–at least if this is meant to be the fairly tense, down to the wire scene that the track title and early versions imply.

I can’t think of any context in which the PSX and Saturn versions might sound appropriate to be quite honest. The PSX take kicks off like some progy jazz piece that completely fails to acknowledge any sort of distress, or anything remotely unsettling (we’re still staring at a dog with its guts spilled out mind you, even if it’s censored). The bass drum beat is made no less obnoxious in the Saturn version by actually sounding like a bass drum, and its pace is totally out of touch with the melody. No, the PSX and Saturn versions are bad–no getting around that.

If you go back to the MSX2 take, you’ll find that it’s far more imaginative anyway. Variations in the intensity of the drum beats give it a dimension lacking in the last two versions. The higher-pitched notes behind the main melody in the PC-8801 introduction carry the song much more effectively than their MSX2 equivalent, emphasizing the pace of events, and the variations in percussion intensity are retained, but the main melody is just a bit too clean. The MSX2 take has a more hollow, raspy sound. I suppose I would characterize the MSX2 and PC Engine versions as prioritizing an element of danger, while urgency dominates the PC-8801 and Sega CD takes.

I could go on like this for every track, but I fancy it’s already gotten old. Tomorrow I’ll tackle who exactly wrote it all.

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 54: Final Fantasy V


VGM Entry 54: Final Fantasy V
(Thanks to Tish at FFShrine for the banner)

Square had a fresh set of games to offer in 1992, and I will turn to them next.

Final Fantasy Mystic Quest has amusing origins. After assessing the disparity in RPG sales between the Japanese and North American markets, Square concluded that Americans were just too dumb for Final Fantasy V, so they made the ultra-simplified Mystic Quest instead and commissioned Ryuji Sasai to compose a hard rock soundtrack for it.

Well, I don’t know if Sasai was actually specifically tasked to mix in heavy metal, but it would be funny if he was. And thankfully he did, because it’s really this game’s only redeeming quality. I wasn’t quite 10 years old when I played it, and I remember it boring the shit out of me.

Any stylistic similarities between Final Fantasy Mystic Quest and Final Fantasy Legend III are lost in the change of medium. The things that made Sasai a god among musicians on the Game Boy just weren’t options here. Most of the music is instead pretty generic. The title theme for instance, the first track in this mix, is appropriate and entirely forgettable. It’s in the combat sequences that Sasai really gave his all and salvaged the game from total despair. The regular battle music (2:03) could fly as a final boss theme in any other game, while the last castle (3:58) and final boss battle (8:36) hit even harder. But the real prize winner here is the regular boss battle music (6:39). This track just begs to be covered by a power metal band.

Yeah, it’s got nothing on Final Fantasy Legend III, but to a piss-poor attempt at a video game Sasai at least contributed some slight redeeming value. Then there’s Final Fantasy V.

As you listen through the Final Fantasy V soundtrack, one thought that might cross your mind is “Heh, this kind of sucks.” Yes, yes it does. Here is the track list for this compilation:

(0:00) Prelude
(1:08) Final Fantasy
(1:56) Dear Friends
(2:41) Ahead On Our Way
(3:35) Lenna’s Theme
(4:18) Battle Theme
(5:00) Royal Palace
(5:34) What?
(6:08) Home Sweet Home
(7:00) The Airship
(7:30) Four Warriors in the Dawn (Galuf’s Theme)
(8:03) Moogle’s Theme
(8:49) Go Go Boco!
(9:32) Fanfare

Quality is all relative. Compared to the average SNES game, Final Fantasy V might be stellar, but Nobuo Uematsu in 1992 ought to be held to a higher standard. To his credit, I think this was more of an experimentation than a creative flop. In that grey area between heavy NES restrictions and full orchestration, there was probably a lot of freedom to branch out from the styles that were perhaps expected of Uematsu. Máire Breatnach had recently arranged the Final Fantasy IV soundtrack into Celtic Moon, and Uematsu surely had some hand in that. I think perhaps he was going for something a little more folk oriented here and it just didn’t quite hit the mark. You can hear it in the Final Fantasy Main Theme (1:08). Trumpets and the feeling of a string orchestra are replaced by a simple harp at first, and as other instruments join in it never ascends into the illusion of an orchestra, remaining essentially a three-piece set.

But the use of a trumpet is more odd than rewarding in this instance, and the string tone measures out like chords on a keyboard, failing to create the illusion of the real deal. Songs like Royal Palace (5:00) are pleasant in concept, but the programmed loop nature of each track is just too apparent to make me feel like I’m listening to anything more than some MIDI imitation. There’s nothing remotely natural about the harp or synthy strings here; a real orchestra would never play this. It’s not that the music needed to feel orchestrated, but Uematsu employs the sort of instruments for which orchestration is expected. Home Sweet Home (6:08) is a good counter example. The strings that come in later still make too many hard stops to sound natural, but overall the arrangement manages to avoid counter-intuitive instrumentation, and it pays off.

Another good example, Harvest, doesn’t appear in this compilation. Here once again Uematsu avoids ‘orchestral’ instrumentation and lets his folk vibe play out uncontested. It’s one of the few instantly appealing tracks in the game, and I can’t help but think that had this instrumentation been the rule and not the exception, Final Fantasy V would have been a lot better off.

VGM Entry 53: Soul Blazer


VGM Entry 53: Soul Blazer
(Thanks to Tish at FFShrine for the banner)

A personal SNES favorite of mine is Soul Blader (Soul Blazer in North America), composed by Yukihide Takekawa and released by Enix in January 1992. Takekawa is not a big name in the video game music industry, but he’s composed a number of other soundtracks for film and anime. I gather his main profession is as a vocalist. Whatever influences he brought to the table, Soul Blader is a much more diverse soundtrack than your standard orchestral-centric fantasy fair.

http://www.youtube.com/watch?v=UP5emCsGjSI

Quintet made a lot of amazing games for the Super Nintendo, but this one was probably their best. Like ActRaiser, the game revolves around a heaven and hell scenario, where The Master faces off against The King of Evil, in this case named Deathtoll. Basically, a powerful king corrupted by greed forces a scientist, Dr. Leo, to invent a portal to hell so that the king can strike a deal with the devil. Deathtoll agrees to give him all the riches in the world in exchange for all of the souls in his empire, and King Magridd promptly goes about replicating these hell portals all over the place and trapping pretty much all life and material connected to it within them. The Master sends you, his messenger, to earth to destroy the portals and set the Freil Empire free.

That’s the entire plot, really. There aren’t any major twists or turns. You just make your way across a fantasy realm freeing souls until you finally confront and defeat Deathtoll. As far as an actual story is concerned, yeah, it’s pretty bland, but Quintet manage to really turn it into something wonderful.

You may have heard of the “Soul Blazer” series, consisting of Soul Blader, Illusion of Gaia, and Terranigma. I never played Illusion of Gaia, and Terranigma was never released in North America, but I gather the unofficial series attribution is derived from subtle commonalities and returning side-characters rather than any overt consistency in plot or gameplay. If that is the case, then I think we can safely regard ActRaiser as an equal shareholder in the collection. But before I get into that, let’s look at this initial track compilation. It consists of:

(0:00) Intro Theme
(1:27) Lonely Town
(2:14) World of Soul Blader
(3:32) Solitary Island
(4:34) The Mines
(6:01) Into the Dream
(6:40) Dr. Leo’s Lab
(7:37) The Marshland of Lost Sight
(8:24) Lisa’s Song

Solitary Island, The Mines, Dr. Leo’s Lab, and The Marshland of Lost Sight are all combat zone themes, and perhaps the most obvious examples of what an amazing job Yukihide Takekawa did here. If you’re struggling to really define his style, I think the appropriate term is “video game music”. I mean, Takekawa transcends all style standards in precisely that way Super Nintendo music ought to. If you check out Solitary Island especially, you’re going to here an amalgamation of folk, orchestral, and rock elements so thoroughly intertwined that any attempt to distinguish between them would be simply misguided. The effect produced in the listener is what really counts at this point. Takekawa’s combat music, aside from the final boss theme, is never really intimidating. It’s adventurous and, as a consequence of the bass and drums, a little bit grimy, precisely as it ought to be. I mean, you’re God’s avatar here. You can’t ‘die’. There’s no serious danger, just work to be done. This is music for getting down to business, and your business is killing demons. If the regular boss battle music (“The Battle for Liberation”) is utterly generic and “Dr. Leo’s Lab” gets old quickly, I would still say Takekawa did an outstanding job over all.

http://www.youtube.com/watch?v=_cEa03NXtOY

And besides that, the combat music is all extraordinarily relevant. The sort of creatures you’ll be fighting in Dr. Leo’s lab is obvious enough through the music, and likewise “Solitary Island” has a sort of pirate vibe going on. “Icefield of Laynole” (or “The Icy Fields of Leinore”, or “Ice Field of Lanoyle”, depending on your source) is one of the best at this. Without ever devorcing the drum and bass style that ties the whole soundtrack together, it nails a snow and ice-themed zone sound. It doesn’t bend to any stereotypes of what a winter zone ought to sound like, but the jazzy overtones lend some real credence to the expression “smooth as ice”.

http://www.youtube.com/watch?v=b1YcMB9eK-c

Isn’t this just gorgeous? I think so. Takekawa let his imagination run wild with some of these, and you can hear the whole game in action even if you’ve never actually seen it. “Seabed of Saint Elle’s” (or “The Depths of the Sea of Saint Elle’s”) is obviously the water level. Like “Icefield of Laynole”, it doesn’t feel nearly as dirty as the other combat zone tracks, and it’s no coincidence that these are the two most fanciful zones in the game, inhabited by dolphins on the one end and gnomes on the other.

Dolphins? Really? Well, Quintet were a bit more creative about that than you might think. One of the big reoccurring themes throughout Soul Blazer is reincarnation, and as God you can communicate with anything that has a soul. So you’re not dealing with some weird anthropomorphic society here. They’re certainly a bit more, well, technologically advanced than real dolphins, but so are plenty of fictional human societies. The souls you encounter everywhere are all capable of more or less the same level of intelligence and are only restricted by their physical bodies. The gnomes, for instance, have an incredibly short lifespan, and their souls often reflect on how much they’d taken for granted in past lives as humans. You get used to this pretty quick; the first character you meet in the game is a tulip.

http://www.youtube.com/watch?v=8Wr6npVETxE

I’m not sure why these track titles are so screwy. I have this song as “Temple of Light”. RPGFan, who I consider reputable, have it as “A Temple in Ruins”, and the youtube video says “Rotting Temple”. Your guess is as good as mine. Anyway, here is one of the few combat zone tracks that sets aside the drum and bass drive. Aside from the simple fact that this made for a great song, the change of pace fits its situation in the game as a dungeon within a dungeon; you enter the temple from the “Marshland of Lost Sight” combat zone.

Anyway, the biggest parallel between Soul Blazer and ActRaiser is really in the whole city-building simulation appeal. Quintet didn’t give Soul Blazer an actual city simulation side, but each town does grow as a direct consequence of your actions. Each town zone starts out as an empty map, and it’s only as you release souls within the combat zones that their bodies reappear and their homes are rebuilt. You certainly don’t have to save every soul to beat the game, and a number of them are hidden, so you do retain a modest degree of control over how each town will ultimately appear. Any possibility of boredom with the game’s fairly basic combat mechanics is nullified by it; you essentially build cities by killing monsters, which is a perfect amalgamation of ActRaiser‘s two different modes.

http://www.youtube.com/watch?v=sUXL3xUoAAM

Did I mention Yukihide Takekawa was a vocalist? He might be the only video game composer to sing on his own score. This rendition of Lisa’s Song (also credited as A Night Without Lovers /Koibito no Inaiyoru) appeared on the official soundtrack released about a month after the game, and I think it’s safe to assume that it would have appeared in the game’s ending credits had the technology of the day allowed for it.

And now if you’ll go excuse me, I have a date with ZSNES. And I’d been so good about not wasting time on replays up to this point…

VGM Entry 52: Tim Follin’s Legacy


VGM Entry 52: Tim Follin’s Legacy
(Thanks to Tish at FFShrine for the banner)

The end of the NES era did not mark the end of the NES. Games would continue to appear on the system all the way up to February 1994, with Wario’s Woods (Nintendo) constituting the final licensed game for the system. Neil Baldwin was not the only classic chiptune artist to find refuge in the persistence of outdated systems. The underdog hero of my video game music series, Tim Follin, rode the third generation of gaming out to its end as well.

What’s more, the late transition of C64 chiptune artists to the NES brought out all kinds of amazing features on the system that were never realized during the system’s heyday. I did Tim Follin a terrible disservice by skipping over Silver Surfer (Arcadia Systems, 1990) for the Nintendo and Magic Johnson’s Basketball (Arcadia Systems, 1990) for the Commodore 64, having not really discovered either until it was too late to include them, but it’s not too late to touch on his 1991 masterpieces.

Treasure Master (American Softworks, December 1991) initially picks up right where Pictionary left off, and in this game you can really experience the climax of Follin’s NES pursuit, wherein groovy jam tracks took the place of progressive rock as a focal point. Just as Follin’s Commodore 64 works made a clean break from his original ZX Spectrum style, his NES compositions matured into a sound all of their own.

It’s not that prog elements were a thing of the past; Follin’s quintessential sound persists across every platform, and Treasure Master has its fair share. But on no two systems did he ever sound quite the same. He was ever and always a musician to place the system at the heart of the composition. It’s something I was criticizing other musicians for failing to do long before he was ever on my radar, and soundtracks like Treasure Master are vibrant proof of just how significant this sort of compositional mindset could be. This is the antithesis of Nobuo Uematsu’s eternally reinterpritable works; it is inconceivable in any other medium.

I don’t recall whether I actually made the observation before or simply thought it to myself, but I am inclined to believe that a lot of chiptune musicians struggled and faded away in the fourth generation because the lack of severe restrictions forced them to completely redefine their vision of what video game music should be. They were fundamentally musicians first and composers second, and the SNES, with its bountiful possibilities, simply could not function as an instrument. It was a means to an end, not an end itself, and that requires a whole different assortment of talents. Tim Follin struggled on the SNES, perhaps for the first time in his career. It’s no small triumph that he (and his brother Geoff, who likely contributed far more to the ‘Follin sound’ than I give him credit for) did ultimately overcome the challenge with Spider-Man and the X-Men in Arcade’s Revenge and Plok, which I will get to soon enough.

The majority of Tim Follin’s SNES works leave something to be desired however, and with the extraordinary exception of Ecco the Dolphin: Defender of the Future (Sega, 2000) for the Dreamcast, he would never really thrive as a video game composer again after the mid-90s. Suffice to say Tim Follin’s real glory days ended in 1991.

At least he went out with a bang. Gauntlet III (US Gold, 1991) was to be his final Commodore 64 title. Composed in collaboration with Geoff, it carried on in the spirit of Ghouls’n Ghosts.

A history of the development of Follin’s sound would make for an interesting mini-series all of its own. There’s certainly no linear progression to it, and I couldn’t pretend to establish one without ignoring quite a few games which defy conformity. (Even the suggestion that his NES soundtracks were inseparable from the system he wrote them for was a minor stretch if we consider similarities between Pictionary and Magic Johnson’s Basketball.) But the title theme to Gauntlet III most certainly follows from “Level 5” in Ghouls’n Ghosts, and trace signs of this thematic approach can, I think, be heard in the in-game theme from Black Lamp (Firebird, 1988) and the title theme from ChesterField: Challenge to Dark Gor (Vic Tokai, 1988). I make the observation to establish that this sound was emerging prior to Follin’s direct interaction with the original Ghouls’n Ghosts score by Tamayo Kawamoto. His outstanding cover of Level 2 aside, the C64 port shares little in common with the arcade music.

At any rate, that was only the title screen. Gauntlet III was one of those rare exceptions to the Commodore 64 rule of putting your best effort on the loader. To that credit goes the character select screen.

Was Tim Follin’s final C64 composition also his best? It’s definitely a contender. Gauntlet III lacked the quantity delivered in Ghouls’n Ghosts–I gather the actual gameplay was silent, though I’ve not been able to confirm this–but the quality is impeccable.

Tim Follin spent 1989 through 1991 breaking every mold and defying every standard ever set for what may well be considered the finest system in the history of video game music, and in so doing made his name inseparable from the final pages of the Commodore 64 legacy. Having simultaneously done the same thing for the Nintendo, and having single-handedly defined the ZX Spectrum as a system capable of a unique sound independent from both powerhouse competitors, he may well be rightly regarded as the most accomplished musician of the third generation era.

It’s a shame his time with the Amiga 500 was so brief. Underwhelming in comparison to the Ghouls’n Ghosts port, Tim and Geoff’s Amiga Gauntlet III music suffers merely from a lack of sound quality. I have been unable to find any copy of this song that delivers with the depth and clarity of Ghouls’n Ghosts, but I suspect this is more a consequence of a low bit rate in its modern conversion than a flaw in its original form. The bagpipes do seem to clash with the rest of the song from 1:40 on, but I’d rather not pass judgement until I’ve heard a higher quality recording. In any case, Follin was showing no signs of relenting on the Commodore Amiga, and it was surely decisions beyond his control at Software Creations that ultimately tied him into a Super Nintendo track from 1992 on.

VGM Entry 51: Neil Baldwin


VGM Entry 51: Neil Baldwin
(Thanks to Tish at FFShrine for the banner)

Who was Neil Baldwin? I have yet to even mention Neil Baldwin. In fact, I never even saw his name until quite recently, by a total accident of chain-clicking vaguely related youtube videos. It must be a gross oversight on my part. There’s no excuse for having missed Neil Baldwin.

I mean, his earliest works, like Shadow Skimmer (The Edge, 1987), might have been easily overlooked. They were fairly decent, but not groundbreaking in any sense, and in the glory days of Commodore 64 music ‘pretty good’ wasn’t going to stand out. Neil Baldwin was just learning the ropes in the late 80s, with the works of Rob Hubbard and Martin Galway serving as his main inspirations. His real legacy began when, much like Tim Follin, he brought the techniques of Commodore 64 composition to the NES.

http://www.youtube.com/watch?v=kp6T2YueKig

And much like Tim Follin, he put 90% of Nintendo composers to shame. Magician (Taxan), released for the NES in 1990, was the first game by British developers Eurocom. It was also Neil Baldwin’s first NES composition. It sounds more advanced than nearly anything else on the system.

What exactly distinguishes it–how Neil Baldwin (and Tim Follin) were capable of producing such better sound quality on the NES than indigenous composers with no Commodore 64 background–is technical and way beyond my understanding. But thankfully, those explanations have already been made. See, Baldwin did that one thing that we all wish every video game composer would do, and which hardly ever actually happens.

http://www.youtube.com/watch?v=vULnxUSM2I8

He went back and wrote about his own compositions in long, thorough detail, and provided mp3s of the lot of them.

http://dutycyclegenerator.com

How cool is that? It would be kind of silly for me to go about repeating everything that he says here, especially when I’ll never quite understand it unless I get my hands on the equipment and try to program some game music myself. So I’ll leave it for the original artist to explain.

This particular soundtrack is Ferrari Grand Prix Challenge, the NES port of F-1 Hero MD for the Genesis/Mega Drive, released by Acclaim in 1992. Neil Baldwin’s score for the NES port is an original composition, not a replica of the Genesis music. Yes, there was still some great NES music this late in the game.

Hero Quest and Erik The Viking both have pretty interesting stories. If you scroll down far enough on Baldwin’s site you can read them in full, but to sum it up briefly, both of these games were never officially released. Baldwin actually thought that the music to Hero Quest, written in 1991, had been lost, until he ran into vgm fans talking about it. A little investigation revealed that the author of the game, Chris Shrigley, had preserved a copy of it and released it independently long after the fact.

http://www.youtube.com/watch?v=_M7Lng2BbRI

Erik The Viking‘s story is the exact opposite. The actual game, which was fully completed in 1992 but, due to miscommunication between the developers and producer, never released, has been lost. Baldwin observes that it could quite possibly still exist somewhere, but it is certainly a lost artifact at the present. This time around, it was Baldwin that saved all of the original audio and released it independently years later.

Neil Baldwin has composed much else besides these five games, and his post-Commodore 64 work is consistently a cut above. I definitely recommend Erik The Viking first and foremost among his NES works. As for his later SNES compositions and beyond, I’ll definitely be keeping an eye out for them when I get there.

VGM Entry 50: Final Fantasy Legend III


VGM Entry 50: Final Fantasy Legend III
(Thanks to Tish at FFShrine for the banner)

1991 might have been the finest year for classic Game Boy music. I really can’t say until I advance a bit further along in this project, but even beyond the best of the best, the average score seems to have really picked up the slack. I’d have rambled on about the virtues of such titles as Bomber King: Scenario 2 (Blaster Master Boy in North America) in 1990, but in 1991 their above-average quality isn’t quite enough to merit extensive discussion.

One soundtrack that definitely does not earn its keep is Final Fantasy Adventure by Koichi Ishii. A weak effort for such a lofty name, Final Fantasy Adventure did, unlike the Legend series, carry the classic monicker in its original Japanese version, at least as a subtitle. But if Seiken Densetsu: Final Fantasy Gaiden, that is, the prequel to Secret of Mana, was a musical disappointment, it wasn’t Square’s only Game Boy venture that year.

http://www.youtube.com/watch?v=9oTcZY5Zu6c

The other, Final Fantasy Legend III, or SaGa 3 in Japan, is my favorite Game Boy soundtrack, and one of my favorite game scores in general. Not all of the songs are original to it. The title theme for instance has been around since the start of the series. But it’s never sounded quite like this. Nobuo Uematsu sat this project out, as did Kenji Ito. Instead a new name in gaming music took the job: Ryuji Sasai. It was only his fifth video game composition, and I am fairly certain you’ve never heard of the first four. I hope you’ll remember this one.

http://www.youtube.com/watch?v=sF0m48CIT0I

Quality song-writing is certainly the first step. Ryuji Sasai was a rocker at heart, but unlike say, the earlier works of Yuzo Koshiro, his songs here are properly restrained. They all have a certain pep to them that the first two SaGa games lacked, but they never go overboard. But I think the most compelling part of his work here is the arrangement. A lot of video game soundtracks leave me wondering whether the quality or lack thereof of the youtube samples impacts the apparent quality of the original music to a significant degree: To some extent Final Fantasy Legend III almost sounds enhanced. But I noticed it on youtube; I noticed it on the ost; I noticed it on my own Game Boy when it first came out: There’s been no doctoring here. The sound quality in this game is just phenomenal.

http://www.youtube.com/watch?v=_rObe1xFLzI

I mean, plug in some headphones and just listen to the way these sounds lock into each other. Even the generic town theme is just massive. The drums pan all over the place without ever making it obvious as they do in say, Belmont’s Revenge. That accompaniment rolls in the left ear while the bass switches between the middle and the right, and the main melody prevails over all. With such rich and complementary tones, the actual effect is to create a sound that completely surrounds and encompasses you.

http://www.youtube.com/watch?v=90jEnCNIInw

Every track employs this same means to perfection. “Theme of Another Dimension”, the airship music, has an amazing amount of depth. All of the elements of the song have a physical position, and their motions are the driving forces behind the music. You can feel the engine running in the bass and the wind rushing by in the percussion, some clouds breezing past at the 15 second mark.

http://www.youtube.com/watch?v=8yjNftt7bNI

My favorite Final Fantasy Legend III song is “Holy Ruins”. I would like to think it speaks for itself. The music to this game impresses me as much now as it did twenty years ago, and I think if Ryuji Sasai had kept on composing for the Game Boy he would have really made a name for himself. As things turned out, he didn’t. This was his only Game Boy composition to the best of my knowledge, and after scoring Final Fantasy Mystic Quest the following year he would disappear until 1996. Why other Game Boy composers, even the best, largely failed to capitalize on the potential for depth that he achieved here is beyond me, but his innovative arrangements brought the system to life in a way I have never heard before or since–at least, outside of the modern day chiptune scene.

VGM Entry 49: The Game Boy in ’91


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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