Welcome to another edition of Lesser-known Video Game Soundtracks. Today, we’ll feature a game that even Konami wants to disappear with a soundtrack written by, well… I’m not even sure.
It’s Sunday and that means it’s time for another Sunday Game Soundtrack! This opening tag sounds cheesier and cheesier every time I write it. Too bad. Today, let’s listen to Capcom’s DuckTales for the Nintendo Famicom/NES.
Before we dive in, I just want to point this out to all you blogger types who are writing incorrect articles: the composer for this game is Hiroshige Tonomura. It is NOT Yoshihiro Sakaguchi. How many sources do you guys check? YouTube? Seriously. Capcom’s official website lists Tonomura. It’s the 3rd result. It’s called Google, people. Please go and change it if you haven’t already.
Let’s dive right in:
Okay, while you listen, let’s chat:
- Hiroshige Tonomura’s alias is Perorin. In addition to DuckTales, he wrote tracks for the arcade version 1942 and the Romance of the Three Kingdoms-based RPG, Destiny of an Emperor. He left Capcom after 1989 to join Taito, where he worked on the sound team for such games as Bust-a-Move and Pro Baseball? Murder Case! (yes, that’s a real game). Not sure what he’s up to right now.
- Keiji Inafune (of Rockman and now Mighty No. 9 fame) did the character design for the game. Awesome.
- Yoshishiro Sakaguchi did the SOUND PROGRAMMING; it’s not the same as being a composer. He was a part of the development of the game, though.
- This was Capcom’s first Disney-based platformer. Disney sent over a spy (Darlene Lacy) to make sure the game was up to Disney’s standards. In an interview with Nintendo Player, she discussed DuckTales and some of the changes that had to be made to the game to get it “on board” with Disney. Some changes:
- Capcom originally had crosses on all of the coffins in Transylvania. Religion!!?? IN A U.S. VIDEO GAME SPONSORED BY DISNEY? OH NO! NO WAY! They changed them to say RIP instead.
- Scrooge was originally supposed to eat hamburgers to gain back health dots (the technical term for those red dots that I just made up). Disney had it changed to ice cream cones.
- Oh man, this one would have been brutal. There was originally a way for Scrooge to lose all his money. Lacey says they removed it because it was “un-Scrooge-like”. Just imagine…. oy…
- The beta version of the game reveals some different tracks. For instance, this alternate unused Transylvania stage track (also note the crosses! OH NO! RELIGION! PROTOTYPE REJECTED!)
- The beta version of the game also reveals a painfully slow version of “The Moon”‘s legendary track. It drags on and on:
Okay people, enjoy the rest of your Sunday. Comments welcome, as always. More Lesser-known Game Soundtracks this week. OMINOUS.
Welcome to another Lesser-known Video Game Soundtrack. Today, we’ll feature a game released for Famicom/NES and ported to the PC Engine with a cheat code that unlocks English language, and scored by someone I can’t find any information about! That’s always the best kind of article.
It’s Sunday so that means it’s time for another Sunday Game Soundtrack! On Sundays, Classical Gaming takes time off from scouring older, lesser-known soundtracks to highlight some of the greatest original soundtracks of all time and, of course, highlight some little known facts about each game. Today, let’s take a look at an obvious choice for Sunday listening: the Nintendo-made and Koji Kondo-composed Super Mario World.
Here’s the soundtrack:
And here’s some little known facts while you enjoy:
- Many of you probably know this but I’m sure some of you don’t since I only learned about this about 5~ years ago. If you leave the Special World music on for a while, it transforms into a pretty rockin’ version of the original “Ground Theme” from Super Mario Bros.. It’s awesome.
- The Japanese version of the game has a couple fun differences:
- My favorite is that you can eat the dolphins in Vanilla Secret 3. Take that, you annoying platforming jerks.
- The last stage of Special World (Funky) spells out “YOU ARE A SUPER PLAYER!!” in the English version. The Japanese version spells out “YOU ARE SUPER PLAYER!!”. Perfect.
- Reznor is called “Bui Bui” in the Japanese version.
- In the Japanese version, Cheese Bridge Area, Cookie Mountain, Forest Secret Area, and Chocolate Island Secret are all tagged “Course #1”, implying that there are other stages similar to them. But…. there are no other stages with those names so why do we need to know that these are the FIRST stages? This was corrected in the International release. (thanks to Super Mario Wiki for that!)
- Did you know that the berries you eat during the stages actually… DO something? I actually had no clue how they worked haha. Here’s an explanation for each color:
- Red Berry : Eat 10 red berries and receive a Super Mushroom.
- Pink Berry : Eat 2 pink berries and that coin throwing cloud appears. Collect all the coins dropped by the silly cloud thing and get a 1-Up.
- Green Berry : Eat a green berry and receive 20 more ticks on your timer. These ONLY appear in Special World’s Funky. Weird. Never noticed that.
Anyhow, enjoy Koji Kondo’s work AND your Sunday. This week – a couple new posts from the vault. So stay tuned!
Hey guys! Been really busy with a lot of things lately, including this. Yep, it’s my very first commissioned game soundtrack! Check it out here!
The soundtrack contains 10 different tracks created in Famitracker that utilize the Ricoh 2a03 and the Konami VRC6. I really tried to keep the music absolutely authentic to the console. It is unfortunate that many great game composers did NOT have the opportunity to use the VRC6, due the its cost and late release in the life of the Famicom. I spent a lot of time trying to think how some of the great shooters would have sounded IF they had the extra pulses and sawtooth. Hopefully, I was able to create something that is not only nostalgic but also brand new!
The album here is mixed so you’ll hear some unauthentic reverb that is not characteristic of the console. I do I think it adds more depth to the music, though. I figured it would be nice to use some patches when mixing to give it a bit more polish.
Don’t like that mixed sound? If you download the soundtrack, you will get copies of the NSF files. If you go get an NSF player, you can listen to the unmixed, raw Famicom sound. It’s kind of perfect. Of course, since I wanted to maintain authenticity for the game, the game itself features the tracks from the NSF files.
I’m going to do further write up for the music later. For now though, go check it out and download it. It’s free and I promise it’s awesome.
Hi guys! It’s been a while since I’ve posted one of these. For those of you new to the blog, on Sundays (if I post), I like to post about games that have great soundtracks that AREN’T Lesser-known. Today, we’ll talk about Super Mario World 2: Yoshi’s Island, composed by Koji Kondo.
Here’s the complete OST for your listening enjoyment. Below, I’ll post some facts about the game.
- The game was originally released on August 15th, 1995 in Japan and October 4th/6th for NA/EU markets respectively. The game was re-released for Game Boy Advance as Yoshi’s Island: Super Mario Advance 3 in 2002 and featured a couple extra stages and features.
- Super Mario World 2 has not had an official re-release. Yoshi’s Island: Super Mario Advance 3 and NOT Super Mario World 2: Yoshi’s Island was re-released for Virtual Console in 2011.
- Yoshi’s Island DS is the direct sequel to this game and was released in 2006 for the Nintendo DS.
- The game takes a departure from many of the other games in the Mario series as it is single player only.
- The SNES version uses the Super FX 2 chip. The original idea was to try to render the game just as they had rendered Donkey Kong Country. According to Kent Steven’s “The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World”, Miyamoto brought the game to his board of directors with 3-D pre-rendered sprites and was ordered to change it to something else. He then decided to develop it as if it had been drawn by children with crayons. He brought the game back and it passed. Miyamoto would eventually get his way, though, as Yoshi’s Story features 3D rendered characters.
- The Super FX 2 chip allows the game to render those GIANT sprites, such as Burt the Bashful. Many other games APPEAR to have large sprites (such as Contra III). These sprites are actually part background/part moving sprite. This game ACTUALLY HAS enormous, moving sprites.
The goal is to remove Burt the Bashful’s pants. And we’re okay with this.
- The game sold about 4~ million copies. It finds its way onto MANY “Greatest Video Games of All Time” lists.
- Koji Kondo’s soundtrack to this game is exactly what you’d expect from him. It’s goofy, rockin’, and thoughtful. When I was a kid, the music stuck in my head for days. My friend Mike and I actually arranged some of the tunes for trombone and bass back in the day.
- One of the coolest things Kondo does is for the World Maps. The game features 6 different worlds. World 1 features a very simple melody. As you travel from world to world, the map music becomes more and more diverse, adding drums, bass, strings, and trumpet. It’s a really cool feature. To hear it back to back, set the video to 23:20~. Enjoy
- One of my favorite tracks of all time is the Mid-Boss theme from this game. Here’s a direct link to it. It’s like… Mario meets Baby Elephant Walk meets Dancing Homer. It’s so Koji Kondo though- that laid back jazz feel and subtly goofiness? It’s perfect.
At any rate, I hope I helped you feel some subtle nostalgia today! Please feel free to leave comments!
Welcome back for another edition of Lesser-known Video Game Soundtracks. Today, we’ll talk about a game that has two different names released for a console that has two different names. Oh, and it’s pinball and stuff.