The Greatest Game Music

Reviews of truly outstanding game music

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Descent Soundtrack (Mac)

Descent Soundtrack

Descent Soundtrack (Mac), Johann Langlie / Brian Luzietti / Larry Peacock / Jim Torres / Tim Wiles, 1995

Among the titles that ushered in the new era of 3D gaming during the mid-1990s, Descent sometimes gets a bit overlooked. Two years after Doom, Descent took the depiction of three-dimensional spaces in video games to the next level. Through the framework of a space flight simulator, Parallax Software gave players six degrees of freedom to shoot their way through a series of off-world mines. Another first was the use of (almost) exclusively 3D graphics to depict the game’s world, instead of bitmaps. It was no wonder that Descent was able to pull off such technical feats – its co-creators Mike Kulas and Matt Toschlog had previously worked on another revolutionary 3D title: Ultima Underworld. Critical acclaim and strong sales figures rewarded Parallax Software’s daring, leading to a number of ports and sequels – and enough fan devotion to crowdfund a prequel decades later!

Tracing the creation of the Descent soundtrack is a mildly confusing affair, thanks to the game’s various ports. The original PC release came with a MIDI soundtrack composed by Ken Allen, Brian Luzietti, Larry Peacock, Leslie Spitzer, Jim Torres and Tim Wiles. Some of these artists had previously worked on other titles by publisher Interplay, while other composers don’t seem to have had much of a career in games outside of the Descent franchise. The score was heavily influenced by industrial music bands of the day like Nine Inch Nails, Skinny Puppy and Front Line Assembly, with this particular genre reaching its peak of popularity in the mid-1990s. The Mac and PlayStation ports released later on used CD audio, including arranged versions of some of the PC MIDI compositions, as well as licensed tracks by Nivek Ogre and Type-O Negative.

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Tagged With: 1995, Brian Luzietti, First-Person Shooter, Jim Torres, Johann Langlie, Larry Peacock, Mac, Mixed Music Genres, Parallax Software, Tim Wiles

Donkey Kong Country 2: Diddy’s Kong Quest Soundtrack (SNES)

Donkey Kong Country 2: Diddy's Kong Quest Soundtrack

Donkey Kong Country 2: Diddy’s Kong Quest Soundtrack (SNES), David Wise, 1995

While Donkey Kong Country remains the most historically important (and best-selling) entry in the franchise, it is Donkey Kong Country 2: Diddy’s Kong Quest that is usually most fondly remembered among gamers. Polished and bursting at the seams with ideas, Diddy’s Kong Quest remains one of the best 2d platformers ever created.

The one component of Donkey Kong Country that has arguably aged best is its soundtrack. Collaborating with Eveline Fischer, David Wise created a haunting, minimalist opus that underscored the lavish graphics with understated grace. For the Donkey Kong Country 2: Diddy’s Kong Quest soundtrack, Wise returned and wrote the entire score on his own. In short, this might well be his career-defining masterpiece. It’s a stunning example of musical world building that pushes the ageing SNES sound hardware to its very limits.

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Tagged With: 1995, David Wise, Donkey Kong Country (Franchise), Mixed Music Genres, Platformer, Rare, SNES

Heroes of Might and Magic Soundtrack (PC)

Heroes of Might and Magic Soundtrack

Heroes of Might and Magic Soundtrack (PC), Paul Romero, 1995

Few game scores start with a gesture as confident as the Heroes of Might and Magic soundtrack. Opening “Barbarian (Theme for Louis XIV)”, a harpsichord presents an almost rushing motif that already creates a dense soundscape. But clearly, the composer wants to take things further. Soon, a growing number of instruments join the harpsichord figure, playing the motif as a fugue. This continues until a whopping five different voices simultaneously perform in counterpoint. The resulting passage is of a structural complexity not previously encountered in game music.

On a purely musical level alone, it makes for a striking start to the album. But this display of compositional bravado is even more important from another point of view. This is a composition that wears its ambitions proudly on its sleeve. The piece doesn’t waste a second to proclaim that this is music of substance, demanding to be taken seriously. In other words, this is a game soundtrack that self-consciously styles itself as “Art”.

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Tagged With: 1995, Might and Magic (Franchise), New World Computing, Orchestral, Paul Romero, PC, Simulation/Strategy

I Have No Mouth, and I Must Scream Soundtrack

I Have No Mouth, and I Must Scream Soundtrack

I Have No Mouth, and I Must Scream Soundtrack, John Ottman, 1995

Point-and-click adventure games arguably reached the peak of their popularity during the mid-1990s. Not surprisingly, this period also saw the genre daring to branch out into previously untapped, darker subject matter – although whether this was always handled with the necessary maturity and taste is up for debate. The best known example of these edgier adventure games might be Sierra’s Phantasmagoria, but arguably more confronting and thought-provoking was I Have No Mouth, and I Must Scream.

Based on Harlan Ellison’s short story of the same name, the game presents a bleak sci-fi scenario in which a super-computer eternally tortures humanity’s final five survivors following a nuclear holocaust, simply for its own pleasure and out of infinite hatred for mankind. Having Ellison himself involved in the creation of the game made sure it featured far better writing than most other video games. However, I Have No Mouth, and I Must Scream suffered from some design flaws that held it back from becoming a genre classic. Still, even decades after its release, the game stands out for its unflinching look at some immensely depressing subject matter, articulated through the repugnant yet tragic life stories of the five survivors players control during the game.

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Tagged With: 1995, Adventure, John Ottman, Orchestral, PC, The Dreamers Guild

Mystic Ark Soundtrack

Mystic Ark Soundtrack

Mystic Ark Soundtrack, Akihiko Mori, 1995

Scarcity and nostalgia can have a powerful effect when working hand in hand – just take Mystic Ark. A representative of a particularly popular genre amongst retro game fans – the 16-bit RPG – Mystic Ark’s status was elevated further by the dual facts that it was released towards the end of the SNES’ lifespan and only in Japan. Was this one of the great untranslated SNES gems like Star Ocean and Tales of Phantasia that pushed the hardware and its beloved pixel art to its limits?

As a ROM translation released years later showed, not so much. Mystic Ark’s gameplay turned out to be solid, but not particularly inspired either, settling for second-tier status in the SNES’ busy RPG library. The one thing that set the game apart from the pack was the inspired weirdness of the various worlds its heroes traverse. Pick your favourite: a desert whose only inhabitants are pirate cats and a witch named Matoya; worlds where colour and sound disappear depending on your location or where all adults have disappeared – or maybe cities made of fruit and vegetables?

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Tagged With: 1995, Akihiko Mori, Mixed Music Genres, Mystic Ark (Franchise), Produce, RPG, SNES

Phantom 2040 Soundtrack (Sega Genesis)

Phantom 2040 Soundtrack

Phantom 2040 Soundtrack (Sega Genesis), Matt Scott / Burke Trieschmann, 1995

Phantom 2040 probably never stood a chance. Firstly, it was released towards the end of the 16-bit era on SNES and Sega Genesis. Secondly, it was based on the TV series spin-off of a comic book licence that wasn’t hugely popular at that time to begin with. It was no surprise then that Phantom 2040 was largely ignored by gamers – but it did find some traction amongst contemporary reviewers. And over the years, the game’s reputation only seems to have grown. With its ambitiously non-linear, Metroidvania-style level design, Phantom 2040 has now widely come to be regarded as a forgotten gem of the SNES and Genesis game libraries.

Just as outstanding as the game itself is the Phantom 2040 soundtrack – although that only applies to the Genesis version. This is where things get a bit murky as to who was responsible for what. Matt Scott and Burke Trieschmann are credited for the music and sound effects of the SNES and Genesis ports of the game. However, the two soundtracks could hardly be any more different from each other. Where the Genesis score impresses with its white-knuckle intensity, the SNES music is consistently dull, with average sample quality and none of the Genesis version’s energy.

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Tagged With: 1995, Action Adventure, Burke Trieschmann, Electronic, Matt Scott, Sega Genesis, Viacom New Media

Red Alarm Soundtrack

Red Alarm Soundtrack

Red Alarm Soundtrack, Ken Kojima, 1995

Of course, hindsight is everything, so it’s easy to marvel now at how Nintendo thought that a console as clunky and inherently limited as the Virtual Boy could ever succeed. In defence of Nintendo and Virtual Boy creator Gunpei Yokoi, the console ultimately shipped in a downscaled version, as Nintendo shifted its attention and resources to the Nintendo 64 halfway through the Virtual Boy’s development. The story of the Virtual Boy was ultimately a short one, with only 770,000 copies sold worldwide and the platform discontinued after less than a year.

While only 22 Virtual Boy games were released during the console’s life time, there’s still the odd gem to be found amongst the soundtracks that accompanied these titles. Easily the best Virtual Boy soundtrack is Ken Kojima’s work for Red Alarm, one of the console’s launch titles. A wire-frame graphics rail shooter inspired by Star Fox, Red Alarm was developed by T&E Soft, who had already proven their shoot’em up credentials with the jaw-dropping Game Boy title Chikyuu Kaihou Gun ZAS. Like all Virtual Boy games, Red Alarm found little commercial success, but it was at least better received by reviewers than most other VB titles.

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Tagged With: 1995, Chiptune, Ken Kojima, Shoot'em Up, T&E Soft, Virtual Boy

Secret of Evermore Soundtrack

Secret of Evermore Soundtrack

Secret of Evermore Soundtrack, Jeremy Soule, 1995

It’s fair to say that a game like Secret of Evermore would meet with less hostility these days. The thought of a Western console RPG is no longer an affront to gamers raised on Japanese genre products. Back in 1995 though, what many Square fans in the Western hemisphere wanted was a localised Secret of Mana 2 / Seiken Densetsu 3. What they didn’t look for was a down-to-earth alternative to JRPGs’ heroic melodramatics. Especially if it was littered with fictional pop culture references and had a metaphysical, light-hearted tongue-in-cheek approach.

And so, Secret of Evermore began its uphill battle. Sadly, its music got caught up in the struggle – entirely undeservedly so. Even decades after its release, perceptions of future star composer Jeremy Soule‘s debut seem highly ambivalent. Grievances raised against the Secret of Evermore soundtrack usually include that there is hardly any music in the first place (the game uses ambient sounds more extensively than any previous console RPG, but there is still close to an hour of melodic material to enjoy); that the score album leaves out too much music from the game and focuses too strongly on one of Evermore‘s time periods (on the contrary, the album does a great job at gathering the majority of worthwhile compositions from the game, which simply happen to mostly feature in the world of Gothica); and that the music itself is unremarkable.

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Tagged With: 1995, Jeremy Soule, Orchestral, RPG, SNES, Square

Shiren the Wanderer Soundtrack (SNES)

Shiren the Wanderer Soundtrack

Shiren the Wanderer Soundtrack (SNES), Koichi Sugiyama, 1995

It’s a bit surprising that it took publisher Enix a full seven years to create spin-off games for its monstrously successful Dragon Quest franchise. Enix’ first attempt to widen the Dragon Quest universe was 1993’s Torneko no Daibouken: Fushigi no Dungeon for the SNES. The game was successful enough to kickstart its own franchise: Mystery Dungeon. The next entry in this burgeoning series was Mystery Dungeon: Shiren the Wanderer, again released on the SNES. One of the system’s few roguelikes – replete with randomly generated levels and a punishing difficulty level – Shiren the Wanderer in turn sold sufficient copies to create yet another franchise of its own. Looking to put their own creative stamp on the Mystery Dungeon series, developer Chunsoft differentiated the game from its Dragon Quest brethren by setting it in a fantasy version of feudal Japan.

For the game’s soundtrack, Chunsoft sought the services of a known quantity: Koichi Sugiyama, who had provided the music for all of Chunsoft’s previous Dragon Quest games and by this stage was one of game music’s most famed composers. While the Dragon Quest titles allowed Sugiyama to indulge in his fondness for Western classical music, their pseudo-medieval/fantasy settings didn’t give him much of an opportunity to draw upon Japanese musical influences (apart from Dragon Quest III’s “Jurong”). For Sugiyama, the Shiren the Wanderer soundtrack was a chance to remedy this situation, ensuring that his music matched the game’s visually distinct character.

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Tagged With: 1995, Chunsoft, Koichi Sugiyama, Orchestral, RPG, Shiren the Wanderer (Franchise), SNES

Skeleton Krew Soundtrack (Sega Genesis)

Skeleton Krew Soundtrack

Skeleton Krew Soundtrack (Sega Genesis), Nathan McCree, 1995

Games released at the end of a console’s life cycle often end up somewhat lost to the ravages of time – not entirely forgotten by posterity maybe, but still mostly passed over for the incoming generation of new platforms. Skeleton Krew (we’re deep in the midst of 1990s edginess) by Core Design is one such title. An isometric shooter for the Sega Genesis, Amiga and Amiga CD32, Skeleton Krew failed to elicit much interest from gamers and reviewers back in 1995. Its gameplay featured few innovations, while Skeleton Krew’s six levels meant the fun was over fairly quickly. The game’s one standout feature was its presentation (once you looked past Skeleton Krew’s slightly desperate attempt to be all dark, violent and gritty). Clever use of the Amiga and Genesis’ colour palettes, highlighting the surreal H.R. Giger-inspired bio-mechanical artwork, set the game apart from the competition.

And then there were the soundtracks. For the Amiga CD32 version, Martin Iveson composed a jazz/trip hop score, mirroring what was en vogue in contemporary music when Skeleton Krew was in development. The soundtrack for the Genesis port went for a more esoteric approach. It was written by Nathan McCree, who just came off Star Wars homage Soulstar. Now he would deliver a work that was almost diametrically opposed to that earlier game’s busy orchestral sounds. Given the time of Skeleton Krew’s release and its genre, one might have expected an industrial metal or techno score. Instead, McCree goes for something very different: glitchy, dark ambient compositions, a genre that’s immensely difficult to pull off successfully, particularly on a technologically limited platform like the Sega Genesis. As such, McCree’s work is almost unique among 16-bit soundtracks.

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Tagged With: 1995, Core Design, Electronic, Nathan McCree, Run and Gun, Sega Genesis

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1991 1992 1993 1994 1995 1996 1997 1999 2000 2008 2012 Action Adventure Adventure Akihiko Mori Battletoads (Franchise) Chiptune Chunsoft David Wise Electronic Electronic Arts Fighting First-Person Shooter KOEI Michael Giacchino Might and Magic (Franchise) Mixed Music Genres Mobile N64 NES Orchestral PC Platformer PlayStation PlayStation 2 PlayStation 3 Racing Rare Rock/Metal RPG Sega Genesis Shoot'em Up Simulation/Strategy SNES XBox 360 Yoko Kanno