Decade of last.fm scrobbling countdown:
45. 東野美紀 (Miki Higashino) (705 plays)
Top track (31 plays): Beautiful Golden City, from Suikoden (1995)
Ms. Higashino is the first of a handful of video game music composers to have risen through my ranks over the years, thanks almost entirely to her beautiful contributions to the soundtracks of Genso Suikoden I and II. (Funny, I would rank Suikoden II in a three way tie for my favorite video game ever, and all three relevant composers made it onto the charts.) Her discography is small but compelling, showcasing an appreciation for traditional Asian and European folk music that rarely surfaces with such force among her contemporaries. Paying special attention to Japanese and Irish folk in particular, she managed to imbue the first two Suikoden titles with a lively earthiness ideal for an unprecedented model of gameplay made possible by the Playstation. The Suikoden games eschewed fantasy in the raw for an appeal to political and military strife in which the hero moves from town to town gathering an army and waging war along grey lines, the quintessential naivete of the RPG hero being frequently exploited to generate scenarios in which the moral high ground stood open to debate. If the main plots centered around those characters most aware of war’s many faces, the hero and the bulk of his officers–108 recruitable characters in all–were simple folk, fighting for personal reasons without a grasp of the big picture. Miki Higashino’s success in the Suikoden soundtracks rested in her ability to score appropriate music for the simple majority–those characters with deep ties to the land, who lacked a grand vision and swallowed whole the political propaganda which cast their homes and country in jeopardy. Songs like Beautiful Golden City capture what the majority of the Suikoden cast fought to preserve.
Higashino has a long history in the video game music industry in spite of her short list of works. She composed her first two soundtracks–Gradius and Yie Ar Kung-Fu–in 1985, at the surprisingly young age of 17. Yie Ar Kung-Fu in particular reveals that Higashino bore an appreciation for folk music from the very beginning of her career. I’ll leave you with the NES version of this remarkably early score.
VGM Entry 59: Street Fighter II and SNES domination
(Thanks to Tish at FFShrine for the banner)
An enormous disparity had emerged between the Super Nintendo and competing platforms by the early to mid-90s. The Sega Genesis/Mega Drive, released two years sooner, still didn’t have much to offer, and the arcade was fading fast. The former simply couldn’t compete with the SNES’s ability to simulate real instrumentation, and the latter, I suspect, was no longer funded the way it used to be. This lends itself to a number of comparisons, but in consideration of the fact that my available time for writing these articles is rapidly coming to an end, let’s just jump straight to the point.
The Street Fighter II series is a massive and confusing string of titles through which Capcom managed to milk a great deal of money releasing minor updates and new characters over a short period of time. The original Street Fighter II came out for the arcade in 1991. This was followed (in the arcade) by Street Fighter II: Champion Edition (April 1992), Street Fighter II: Hyper Fighting (December 1992), Super Street Fighter II: The New Challengers (October 1993), and Super Street Fighter II Turbo (March 1994).
If that were all, it would be fairly easy to sort out, but each of these games was given a different title based on region and platform. Street Fighter II Turbo for the SNES, for instance, was a port of Street Fighter II: Hyper Fighting, not Super Street Fighter II Turbo. Street Fighter II: Special Champion Edition for the Sega Genesis/Mega Drive was not a port of Street Fighter II: Champion Edition, but rather of Hyper Fighting. The additions made in the original Champion Edition were carried over into most future versions of the game and ports, such that the original Sega Master System Street Fighter II (released in Brazil, where there was inexplicably still an SMS market, in 1997) was actually Street Fighter II: Champion Edition.
I would love to sort all this in a nice coherent list, but it would take me all day, and as I said, my time for writing these articles is starting to run short. So let’s just look at the version currently playing: Super Street Fighter II: The New Challengers. This one was released for the Super Nintendo in 1994 as simply Super Street Fighter II. Skip ahead to 5:12 and you’ll hear a delicious little oriental arrangement reminiscent of Miki Higashino’s Yie Ar Kung-Fu. (Again, time restricts me from actually finding the name of the song.)
Wikipedia credits Isao Abe and Syun Nishigaki with composing the Super Street Fighter II soundtrack. This is a little confusing as well, since Isao Abe and Yoko Shimomura get credited for the original Street Fighter II and a lot of the music is the same, but whoever wrote it, you’ve now heard the arcade version of the song, and I think we can all agree that at least in the 80s sound quality (not necessarily composition and arrangement) was substantially better in the arcade than on any home system.
The same song appears in the SNES Super Street Fighter II song compilation at 4:29, and I don’t think I need to point out how it’s better. Here’s a game released for a 1990 system, and the quality of sound is decisively better than Capcom’s 1993 arcade release. Forget about state of the art technology in the arcade; I think at this point companies were cutting costs, and high-end sound systems had to go.
Here’s another case in point. Shining Force (Sega, 1992) was a tactical RPG released for the Sega Genesis/Mega Drive. Composed by Masahiko Yoshimura, it is one of the most highly regarded soundtracks on the system. Aside from a ton of spin-off titles, Shining Force as a series only saw three installments, and each of these featured a different composer. Motoaki Takenouchi, for all his talents, didn’t do such a hot job with Shining Force II (Sega, 1993), and the third was released on the Saturn, so we’ll just focus on the original.
Masahiko Yoshimura did a really outstanding job here with the limited resources available to him, especially when the gameplay situation called for intensity. The tracks beginning at 1:47 and 2:34 especially impress me in this regard. Yoshimura’s militant snare carries the day, and there’s also something interesting going on in company with the bass. The deep piano tones on this second track play tricks on my ears, projecting a piano vibration onto the bass when I listen to the song as a whole which clearly isn’t there when I focus on the bass specifically. Both at the start of the 1:47 track and mid-way into the next, around 3:19, he musically employs a tone that sounds more like a jumping sound effect in order to simulate an instrument sample that probably wasn’t available on the system, and it works. You can catch some more of this in the track that kicks off at 7:23.
Packed with catchy songs creatively arranged to artificially simulate a higher degree of orchestration than the system allowed, Shining Force was a great success.
But what it took a lot of creativity to pull off on the Genesis the SNES made easy. Jun Ishikawa and Hirokazu Ando (both of Kirby series fame) composed Arcana (HAL Laboratory, 1992) the same year Shining Force came out, and the improvement in sound quality was staggering. RPGs to a large extent defined the SNES. I have no statistics to back this up, but I have to imagine more popular games outside of Japan fell into the RPG/adventure/tactics spectrum on the SNES than on any other system, to such an extent that NOA even incorporated an “Epic Center” column into Nintendo Power for two years (March 1995-November 1996).
An end date of late 1996 roughly coincides with the North American launch of the Nintendo 64, when Nintendo Power subscribers began to feel the effects of the cartridge gaming fallout. RPGs were big games, calling for big capacity, and the Playstation rapidly became developers’ new system of choice.
But this was 1992, and even little known, quickly forgotten titles like Arcana were blowing Sega and arcade gaming out of the water.
VGM Entry 08: Ports complicate the picture
(Thanks to Tish at FFShrine for the banner)
While I have noted that composers remained within regional spheres, games certainly did not. Ports reigned supreme, and it was not uncommon for a game to appear around the world in a half dozen different formats. Each of these required a group of programmers familiar with the given system, and it was certainly not always the case that the original arcade version remained the best at the end of the day.
Take Commando (Capcom, 1985) for instance. The original main theme was composed by Tamayo Kawamoto, an obscure name which will persistently resurface throughout this series of articles. It’s certainly a commanding little march (utilizing the YM2203, if my previous article has peaked anyone’s interest in this regard), and I’d have fed in my quarter in the hopes of hearing more. But quite a number of Kawamoto’s soundtracks are better known for what other artists made of them in the port process than in their original form, and Commando is no exception.
Put it in the hands of Rob Hubbard and, well, did you expect anything less? This wild ride might be his most famous 1985 work after Monty on the Run, and it’s all the more enhanced when you realize how distinct it was from the original. Again Hubbard shines best when he is expanding and improvising upon the music of others. The potentially performable original work is completely lost here, transformed into a uniquely SID sound and style, and with all due respect to Tamayo Kawamoto, its certainly not worse off in consequence. The problem, which would go on to haunt countless composers down the line, is that most fans of Commando have no idea Kawamoto had any part in writing it.
The composition was actually a single day project, and the entire port was pushed through by Elite Systems in a mere two months. Hubbard briefly discussed it in an interview by Jason ‘Kenz’ Mackenzie’s Commodore Zone magazine. (Issue 10 as best I can tell, probably released in 1997): “There is an interesting story behind Commando. I went down to their office and started working on it late at night, and worked on it through the night. I took one listen to the original arcade version and started working on the c64 version. I think they wanted some resemblance to the arcade version, but I just did what I wanted to do. By the time everyone arrived at 8.00am in the morning, I had loaded the main tune on every C64 in the building! I got my cheque and was on a train home by 10.00 am…”
Yie Ar Kung-Fu (Konami, 1985) is an especially odd game to consider, because its ports varied so drastically. I couldn’t find a stand-alone sound sample of the original arcade version, but you can hear it well enough beneath the sound effects of this gameplay video. The upbeat, distinctly Asian sound is a refreshing change of pace from the usual video game song styles, and in consideration of what Rob Hubbard did with Commando, you can imagine the potential for new arrangements this presents. Arguably the most famous version of the game’s music, however, is a completely bizarre departure.
The only rational explanation I can think of for Martin Galway having replaced the traditional Asian music theme with a completely irrelevant cover of “Magnetic Fields” by Jean Michel Jarre is that the title screen music is, in fact, completely irrelevant. I think perhaps Galway, either by request or on his own initiative, submitted the song as an all-purpose Commodore 64 option for Imagine Software, who produced the European computer ports of the game, and that it found its way into Yie Ar Kung-Fu simply because it happened to be available at the time. It is not one of Galway’s finer works, but I suppose you can do what you want to the loader screen. It was the combat music that really defined the game.
Even so, the actual gameplay music to the Commodore 64 port of Yie Ar Kung-Fu is as unexpectedly similar to the arcade as the title screen is unexpectedly divergent. The arrangement makes no effort whatsoever to expand upon or even properly convert the original arcade gameplay music to suit the SID sound. Instead we’re met by an unimaginative attempt to emulate the original as closely as possible, marred by SID distortion which could have so easily emphasized the music’s finest features but instead just drowned them out. I mean, this is far more appropriate than Galway’s load screen, but so much for a middle ground between total disregard for the original and a carbon copy.
And then you have the Famicom/NES version, released in April 1985. (That’s five months before Super Mario Bros., to put things in context.) Without altering the style of the arcade version in the slightest, it offers an almost entirely original song. It’s really the best version of Yie Ar Kung-Fu out there–you’d be hard-pressed to argue otherwise–and its existence is a bit puzzling. Who composed it?
The notes I’ve found on Yie Ar Kung-Fu credit Miki Higashino, but they fail to distinguish between the arcade and NES versions, as if these weren’t completely different songs. Now, I am inclined to think Higashino wrote both, which is quite remarkable considering she was only 17 years old at the time. (The only other really famous game musician I can think of to get this early of a career start is Tim Follin.) The other titles credited to Higashino in the mid-80s don’t exhibit this kind of quality, but in consideration of the fact that ten years later she would compose one of the greatest game soundtracks of all time (Suikoden), I know she had it in her. The Suikoden soundtrack is predominantly folk and traditional music (like Yie Ar), and the consistency of style between the arcade and Famicom songs favors a single composer.
The other thing Higashino-authorship has going for it is that she worked for Konami, who made both the arcade and Famicom versions. She would have been involved in the sound team of both, so it’s reasonable to believe she would have had the liberty to create an entirely new song when it came time to program the port. Her hands would have been tied for the European versions, which were produced by Imagine Software. On a final interesting note, the MSX version ports the Famicom soundtrack, not the original arcade music.
It’s all just speculation though. Anyone at Konami could have potentially been responsible for the changes. I’ll leave you with one final version that was most certainly not arranged by Miki Higashino. … Ok, I’m really going to try to avoid video game covers where they aren’t historically relevant, but you have to admit this Markdoom Shehand cover is one of the most awesome things ever.