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The Greatest Game Music

Reviews of truly outstanding game music

The 11 Best Game Boy Soundtracks

The original Game Boy launched in Japan in April 1989 built around a custom Sharp SM83 processor containing a built-in audio processing unit with four sound channels: two pulse wave generators, one programmable wave channel capable of playing 32 four-bit samples, and one noise channel. The hardware was modest even by the standards of its day and the Game Boy’s single speaker further limited what listeners could hear without headphones. Yet the four-channel constraint proved galvanising rather than merely limiting. The programmable wave channel in particular gave composers a tool of unusual flexibility: it could be made to sound as smooth as a triangle wave, as abrasive as a distorted guitar, or as eerie as something altogether harder to name. In clever hands, the gap between what the hardware technically offered and what composers coaxed from it became one of the most compelling stories in chiptune music.

The composers who mastered it came from strikingly different backgrounds. Japanese developers were the first to demonstrate the platform’s potential — Konami’s internal teams produced several of the handheld’s early musical highlights. European composers arrived later but left an equally deep impression. David Wise at Rare brought a British sensibility shaped by years of home computer and console work, while Martin Walker — a veteran of the Commodore 64 and Amiga scene — poured the full ambitions of the European microcomputer tradition into a handful of Game Boy tracks that had little interest in the demands of moment-to-moment gameplay. Most distinctive of all was Alberto José González, a self-taught Spanish composer at Barcelona’s Bit Managers. González composed music for over 40 titles across 10 platforms, but it was his Game Boy work — developing licensed European cartoon properties for publisher Infogrames through the mid-to-late 1990s — that revealed the full depth of his craft. The 11 soundtracks collected here span the platform’s entire lifespan and draw on all of these traditions.

An alphabetical list of soundtracks, selected for the excellence of their compositions from 1,009 Game Boy scores. Soundtracks for 39 games on the platform not found – no rip or soundtrack release are available.

Each playlist has been carefully curated to include the strongest cues from each soundtrack. Audio is encoded at 192 kbps Opus. All rights remain with the original composers/publishers; this is for personal listening only.

  • Battle Bull
  • Donkey Kong Land 2
  • Ganbare Goemon: Sarawareta Ebisumaru!
  • Gradius: The Interstellar Assault
  • Monster Max
  • Pinball Fantasies
  • Smurfs’ Nightmare, The
  • Spirou
  • Turok: Battle of the Bionosaurs
  • Vattle Giuce
  • Xerd no Densetsu 2

Battle Bull Soundtrack

Battle Bull

Takayuki Suzuki, 1990

One-and-a-half years after the Game Boy’s launch in Japan, the platform received its first great soundtrack — written for an inconspicuous puzzler that has long since slipped through the cracks. Battle Bull is yet another wonderful example of outstanding game music emerging from the most unlikely places.

Few Game Boy scores can lay claim to a curtain-raiser as spectacular as Battle Bull. “Track 01” immediately catches listeners’ attention with competing, irregular rhythms layered into a dense tapestry of twitchy pulses. Even more impressive is how seamlessly composer Takayuki Suzuki segues from this borderline disorienting opening: as the polyrhythmic fog clears, an anthemic melody — brought to life with warm vibrato effects — confidently takes flight. It’s a grand opener, intensely complex and yet undeniably catchy.

“Track 01” also establishes the compositional blueprint for the entire soundtrack. Suzuki uses two channels to deliver the same melodic material — but always with a twist, whether by letting one channel echo the other or by offsetting the lines by split-seconds to form call-and-response patterns that constantly destabilise the listener’s sense of melodic footing. Particularly on “Track 02”, this approach creates a joyously dizzying effect, with both square channels firing showers of sparkling melody figures at each other.

Suzuki’s melodic writing is astounding, particularly for an early Game Boy title. His tunes rarely function as simple hooks; instead, they unfold as fully formed instrumental soli — emotionally rich lines that strike a perfect balance between unhurried development and delightfully surprising interjections. Battle Bull‘s rhythmic foundation is just as inventive: sturdy yet restless, packed with off-kilter accents and sudden shifts in timbre, while the wave channel (or second square channel) frequently suggests multiple simultaneous lines through rapid changes of register and texture. The score’s tonal world is tightly centred around D, its minor and major shadings shifting the emotional register from track to track — a quiet coherence that binds the soundtrack together even as Suzuki’s rhythmic and textural invention keeps it constantly surprising.

All these qualities come together most impressively on “Track 03”, Suzuki’s wildest concoction on Battle Bull. The cue can barely contain its nervous energy, its perplexing web of fiercely off-beat rhythms generating centrifugal force that tugs at the sweeping, deliberate lead melody — until it finally buckles into a series of panicked arpeggios while the noise and second square channel hammer away. Based on its screenshots, Battle Bull might not look like much. Its soundtrack, however, stands as a strikingly confident declaration of artistic intent — one that unexpectedly bridges prog rock complexity and pop immediacy.

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Donkey Kong Land 2 Soundtrack

Donkey Kong Land 2

Grant Kirkhope / David Wise, 1996

As a port, Donkey Kong Land 2 offered little that wasn’t already present in Donkey Kong Country 2. It did mark one notable beginning, however: one of Grant Kirkhope’s earliest major credits at Rare. It was a daunting assignment, too — translating one of the SNES’ most celebrated, colourful and subtle soundtracks to the comparatively primitive Game Boy.

The task became a challenge in restraint as much as virtuosity. Rather than teasing as much activity as possible out of four channels, the soundtrack aims for something harder: retaining a surprising amount of the SNES original’s atmospheric richness and variety — and, of course, its melodic beauty.

This is far from a straight conversion. Kirkhope constantly makes clever musical choices to adjust David Wise’s material to the platform he’s working with. One example among several is his version of “In a Snow-Bound Land”. On the SNES, this was the soundtrack’s wispiest, most fragile track. Kirkhope retains the lead melody’s dreamy, lilting quality despite the Game Boy’s comparatively coarse timbres, then isolates an arpeggio figure that had been subtly present in the original and moves it into the foreground, where it helps create the cue’s hypnotic pull.

Due to the Game Boy’s gritty noise channel and snare drum-like percussion, the Donkey Kong Land 2 soundtrack inevitably places greater emphasis on heavy rhythms — a challenge when the SNES score often thrives on understatement. Kirkhope shapes his cues such that this hardware-induced heaviness works in the music’s favour. The undercurrent of tension that ran through the original versions of “Lockjaw’s Saga” and “Flight of the Zinger” becomes more outwardly dramatic on the Game Boy, turning both pieces into punchier, higher-stakes statements.

“Lockjaw’s Saga” in particular grabs listeners from the first second with hammering percussion salvos. Kirkhope strips away the SNES track’s layers and keeps exactly the right elements to turn the cue into a rousing chiptune epic with cinematic intent and lush arpeggios. This isn’t just a demake of one of game music’s greatest works — it’s a creative rethinking that brings genuine new ideas to the table.

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Ganbare Goemon: Sarawareta Ebisumaru! Soundtrack

Ganbare Goemon: Sarawareta Ebisumaru!

Yoshiyuki Hagiwara / Akihiro Juichiya / Shinji Tasaka, 1991

The Ganbare Goemon series is one of game music’s unsung heroes — not entirely ignored, but still not recognised widely enough for its contributions. The score for the franchise’s first console title, 1986’s Ganbare Goemon!: Karakuri Douchuu, exceeded expectations for an early NES release, and the series only built momentum with Ganbare Goemon 2 and Ganbare Goemon Gaiden: Kieta Ougon Kiseru.

The franchise’s first outing on the Game Boy — the Japan-only Ganbare Goemon: Sarawareta Ebisumaru! — continues the series’ time-honoured tradition of blending good-natured zaniness with Japanese musical influences. If anything, Sarawareta Ebisumaru is even busier than Ganbare Goemon 2; it’s about as close as early Game Boy music gets to an animated film score. Crucially, the soundtrack strikes a perfect balance between comedy and an irrepressible sense of adventure.

Equally importantly, the score rarely overplays its hand with drollery — a common pitfall for era-appropriate attempts at ‘funny’ music. Instead, the composers trust their ability to deliver catchy melodies by the dozen, supported by rhythms that are effective without ever feeling simplistic. The writing is impressively succinct yet consistently charming: most cues barely extend beyond the one-minute mark once they loop, yet they register as rich, tightly drawn vignettes. They introduce instantly infectious tunes in surprisingly detailed arrangements, then step aside to make room for the next idea. Despite the soundtrack’s constantly sunny disposition, it never turns stagnant — this is music that stays restlessly buoyant.

While the score’s main aim is to entertain and keep the action moving, its scale widens at key moments. “Yamasiro Region & Castle Entrance” slows the soundtrack’s melodic rush, feeling more deliberate in its pacing and broader in scope than most other cues. Elsewhere, the longer run time of “Quick Save! Infiltrate Edo Castle!” gives the composers room to stretch their formula: melody-driven episodes trade places with atmospheric — yet still energetic — interludes, where playful sound sculpting takes centre stage and momentum is built from small, recombined motifs rather than a single hummable tune. The result is a dramatic ebb and flow that suits this late-level set piece, neatly capping off one of the Game Boy’s best-kept musical secrets.

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Gradius: The Interstellar Assault Soundtrack

Gradius: The Interstellar Assault

Yoshiyuki Hagiwara / Yuko Kurahashi / Minako Matsuhira / Yansan, 1991

Having proven themselves masters of the NES sound chip, it was no surprise that Konami’s composers also took to the Game Boy with ease, producing several of the handheld’s early musical highlights. One of the developer’s most distinctive soundtracks on the platform is Gradius: The Interstellar Assault.

Interstellar Assault was released only a month after the fellow standout shoot ’em up score Vattle Giuce, and comparing the two proves instructive. Where Vattle Giuce goes for immediate, hook-laden impact, Interstellar Assault pursues a different ambition entirely: world-building.

That world-building impulse is immediately apparent. Listen to “The Ruins”, and to the way its icy, harsh harmonies and robotic rhythms conjure a potent, haunted atmosphere. Rather than simply driving the action forward, the cue lingers and evokes — sketching the sonic outline of a location and hinting at its forgotten history.

That approach carries through much of the Gradius: The Interstellar Assault soundtrack. “Toadstool” leans into prog rock swagger, with odd metres and irregular rhythms underpinning the cue’s restless energy. “Oddplanet” lives up to its name with a bevy of eccentric ideas, most memorably a rising melody figure that swells toward its final note before being abruptly — and dramatically — cut short. “Fatalist” is an intriguing experiment in timbre: a massive, riding bass nearly overwhelms wispy, faraway melodies that echo in the blackness of space.

This variety is rounded out by a smattering of more traditionally upbeat shoot ’em up fare such as “Break Out”, “Dodge” and “Pursuance” (the latter an unexpected rush of cheery optimism, well timed just before the final boss). Even here, the music retains its character: the melodies are just as well developed and unpredictable as those in the soundtrack’s more atmospheric cues, balancing aspiration with subtle oddness. Few early Game Boy scores build such a rich and distinctive sense of place, but Gradius: The Interstellar Assault achieves exactly that — turning limited hardware and limited scope into a surprisingly expansive sound world.

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Monster Max Soundtrack

Monster Max

David Wise, 1994

Thanks to publisher Titus inexplicably botching the release of Monster Max, the game only found a dedicated — if small — audience many years later. Still, the world gained one last David Wise chiptune classic from the project, arriving just as Rare was about to broaden its sound beyond his singular talents. The game also marks a wider transition: after the earliest great Game Boy scores had come almost exclusively from Japan, Monster Max saw European composers pick up the baton.

As with Wise’s Snake Rattle ‘n’ Roll, the musical direction here was set before a note was written. This is, after all, a game about rock ‘n’ roll guitarist Max, who must complete his training as a hero and topple the evil King Krong after the despot bans all music on Monster Planet. Chiptune rock is inevitable — and this time it’s the heavy kind, rather than the swinging swagger of Snake Rattle ‘n’ Roll. The Game Boy’s crunchy sound suits this stomping, riff-driven style, but what’s still striking is just how much weight Wise coaxes from the hardware. Take “Track 02”, built from plodding rhythms, stripped-back melodies and memorably blunt riffs that exude raw energy.

Hard rock often carries a grim gravitas, and the Monster Max soundtrack never sells the conflict between Max and King Krong as anything less than an epic — if relentlessly grooving — showdown. “Track 04” brings that ominous atmosphere to the fore, pairing swelling bass notes with a sinister chromatic melody and echo effects that expand the cue’s sense of scale. Wise then uses this sombre opening to set up a tonal pivot: when the next theme arrives, it becomes the score’s most grandstanding, almost triumphant moment.

“Track 05” intensifies everything further. Anchored low and driven by the channels in tight unison, it delivers the soundtrack’s heaviest riffs and most relentless momentum, paying off the tension that has been building across the score. Final level track “Track 06” makes a fitting and intriguing choice to close the narrative arc. Wise convincingly mixes the score’s heavy atmosphere with a sense of almost nocturnal mystery, arpeggiated chromatic harmonies transporting the music to an otherworldly realm — an unexpected but effective way to set the scene for the big showdown.

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Pinball Fantasies Soundtrack

Pinball Fantasies

Martin Walker, 1995

As one of the most successful platforms of its era, the Game Boy saw a slew of games ported from more technologically powerful systems. One such title was Pinball Fantasies, released in 1992 for the Amiga and appearing a full three years later on the Game Boy.

That three-year gap shaped the game’s soundtrack in a crucial way. With the European computer game scene in its twilight years, some of its best-known composers pivoted to Nintendo’s handheld. That included Martin Walker, who poured his ambitions into a few minutes of what might be the most densely arranged music ever written for the original Game Boy.

“Track 01” stands proudly in the tradition of those title / loading-screen compositions that allowed European computer game composers to ignore the demands of moment-to-moment gameplay and write music that follows its own internal logic — a novelty on the Game Boy in 1995.

A breathtaking mélange of technical wizardry and sheer confidence, “Track 01” is a true chiptune epic, moving through a multi-tiered structure that rises and crests with impeccable timing — its energy held at a remarkably consistent level from first note to last, a structural feat as much as a compositional one. Sustained bass notes anchor the opening while erratically cascading arpeggios and melodies flicker overhead. The piece then broadens into a more cinematic sweep, driven by a longer-lined, melancholic theme, before contracting into a claustrophobic interlude. From there, Walker launches into one of the most bombastic conclusions heard on the Game Boy — a gloriously optimistic finale that feels bigger than anything found in the system’s typical action or platformer fare.

The other two tracks show equal disregard for the fact that they are “only” meant to underscore pinball, continuing to build the soundtrack’s compact yet astonishingly rich sound world. “Track 02” opens with a similarly expansive A section, its languid but dramatic melody supported by the characteristically busy arrangement, before the B section switches to brighter, pop-friendlier hooks. “Track 03” is the more cerebral concoction and the most densely packed of the three: a boiling cauldron of jittery melodies, colliding tunes and squealing motifs that suddenly jump to the extreme ends of the stereo field. Its repetitive rhythmic bed just about keeps these centrifugal forces in check, but the music threatens to fly apart at any moment — a fitting close to a score that proves European chip writing could be far more than just endless arpeggios.

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The Smurfs’ Nightmare Soundtrack

The Smurfs' Nightmare

Alberto Jose Gonzalez, 1997

Spirou was the sound of Alberto Jose Gonzalez executing a formula — that of the upbeat, bouncy Game Boy platformer score — to perfection. On The Smurfs’ Nightmare, he goes one step further: not outright breaking the formula, but stretching its limits and testing how far it can be pushed. The game’s surreal settings give him licence to get creative and a bit weird — an opportunity Gonzalez seizes with relish, but also with focus and control.

Mood and world-building were already important to Gonzalez on works like Spirou and Tintin: Prisoners of the Sun. Here, though, he takes that interest in atmospherics to new heights — without deserting his pop-melody focus or his gift for propulsive rhythmic writing, ranging from hushed to muscular. The result is recognisably a platformer score, but one whose atmospheric richness is close to unmatched on the Game Boy.

Gonzalez also takes his virtuoso handling of the Game Boy’s sound chip into new territory. Spirou had already been a joyously colourful affair; The Smurfs’ Nightmare expands the palette further still through his willingness to experiment with the Game Boy’s wavetable channel.

“Aqua” and “Another World” are prime examples of this experimental streak — and of Gonzalez’s knack for doing something strange without leaving listeners behind. Both cues strike an ideal balance between evocative location writing and melodic warmth. “Another World” in particular is the brightest and most acoustically piercing cue Gonzalez wrote for the platform, featuring some of the longest-spun melodies he composed for the Game Boy — ensuring listeners feel at home in a drifting, elusive sound world of ethereal arpeggios and pitch-bent notes that descend and disappear like shooting stars.

This wealth of timbres and atmospheres comes to characterise the entire soundtrack. “Strange Rhythm” is another standout, doing its title proud as it piles rhythms on top of counter-rhythms in a way that never undermines the melodic line, instead heightening the cue’s surreal otherworldliness — helped by leads that sound alternately ghostly and oddly compressed. Add a trio of faster, densely arranged cues that provide a necessary shot of adrenaline, and you have what might be the Game Boy’s finest jump ‘n’ run score.

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Spirou Soundtrack

Spirou

Alberto Jose Gonzalez, 1996

And thus begins the reign of Alberto Jose Gonzalez, king of Game Boy chiptunes — a claim that is easy to defend once you hear how large the shadow of his output looms over music from the platform’s twilight years.

Bouncy platformer scores were everywhere on the Game Boy; Spirou is the apogee of that particular sub-genre, a formula applied here to near-perfection. You’ll be hard-pressed to find a chiptune score as relentlessly hooky as this one. One of Gonzalez’s great strengths has always been his ability to meld lush, busy arrangements with razor-sharp pop instincts — a quality that sets his music apart from other European masters of arpeggiated chip writing. On Spirou, there is not a single filler track; every cue is a melodic delight, in surprisingly varied ways.

The catchiness of “Title Screen”‘s upbeat tunes is revisited many times throughout the score, but Gonzalez’s melodic range is wider than that. There are tenser leads on the hard-edged, gritty “New York”, sparse melodic material on “Marsh” that creates a suitably suffocating atmosphere in combination with pounding rhythms, and impressively long-spun, emotionally complex writing on “Cavern” that perfectly evokes the lugubrious location.

Such variety is mirrored in the narrative ambition of Gonzalez’s compositions. The locales — mountain, jungle, cavern, city — might read like a checklist of platformer stereotypes. Gonzalez finds an individual, convincing musical approach for each level, however, giving every stage a distinct sonic identity while maintaining the soundtrack’s optimistic, adventurous spirit.

Examples are plentiful. “Toy Factory” marries its opening waltz metre with plenty of subtle rhythmic intricacies. The way “Jungle”‘s melody consistently plays in a different metre than the irregular, circular arpeggio figure underneath leaves listeners without much stable ground — perfect for the treacherous location underscored here. Ultimate level track “Cyanure’s Underground Base” develops in ways very few other Game Boy compositions even attempt, slowly picking up steam in deliberate fashion and growing from portentously swelling melodies to swirling frenzy.

Most impressive of all is “Mountain”. Written in a minor key throughout, the cue achieves its soaring C section against a darker tonal backdrop — the sense of triumph hard-won rather than given. The A section’s staccato melody and its judiciously deployed repetition ably underscore the push upwards, while the B section’s chromatic, more pensive lead speaks to treacherous paths and the arduous task of climbing higher. Finally, the C section’s soaring melody celebrates the summit coming into view. It’s an entire narrative arc, captured masterfully in less than 90 seconds of chiptune music.

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Turok: Battle of the Bionosaurs Soundtrack

Turok: Battle of the Bionosaurs

Alberto Jose Gonzalez, 1997

On his final Game Boy masterpiece, Alberto Jose Gonzalez changes tack decisively — moving well beyond the jolly platformer scores of his earlier years, while retaining the craft that defined them. What he most certainly does not do is treat this 2D demake of the sprawling Nintendo 64 hit as an afterthought.

Turok: Battle of the Bionosaurs doesn’t dazzle with the cornucopia of chiptune colours that The Smurfs’ Nightmare proudly presented. Gonzalez goes for a different effect: a more monolithic impression (not an easy task on the Game Boy), a sense of roaming ancient locations with eons of history behind them. His rhythmic backdrops are as immaculately shaped as ever — but never this muscular, so prominently carrying the music. Both facets are announced in the opening seconds of “Title Screen”: a solemn melody rings out across a valley of time while arpeggios and ritualistic rhythms slowly come to life beneath it.

Gonzalez’s intense focus on melody had long set him apart from other European chiptune wizards. Here, he moves closer to their territory: slowly expanding, multi-tiered compositions with cinematic flair. It’s also Gonzalez’s most sustained approach to action scoring, going for a deliberate, heavy sound that patiently envelops listeners — particularly during the first half of the soundtrack on cues like “Mountain Forest”, “Cave” and “Lava”. The latter is an especially impressive piece of evocative chiptune writing: its repetitive elements suggest stasis and a thick, bleakly inescapable atmosphere, yet the music never loses its melodic beauty.

Gonzalez remains a master melodist — though this time, in keeping with the larger canvas he’s painting on, pop influences are scarce. The aim is storytelling, not catchiness. “Temple” captures the location’s age-old history and ritualistic undercurrent, but also the eerie, otherworldly nature of the divine influence worshipped here. Final level track “Alien Base” moves from a hopeful, defiant anthem in the face of uncertainty to a disjointed tune that loses direction, collapsing into an ostinato figure that struggles to escape panic but inevitably always falls back to its starting point. Such ambition makes Turok: Battle of the Bionosaurs the most expansive Game Boy score, larger in stature than any of the platform’s RPG scores — a fitting close to the Game Boy’s reign as king of the handheld market.

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Vattle Giuce Soundtrack

Vattle Giuce

Gomachan, 1991

Even with its unusual title, Vattle Giuce was always destined for obscurity, hampered by its Japan-only release and its inability to stand out from the crowded field of Game Boy shoot ’em ups. That reputation isn’t entirely deserved, however. Its outstanding soundtrack stands among the very best the genre had to offer on the platform, rivalled only by the near-simultaneous release of Gradius: The Interstellar Assault.

At first glance, Vattle Giuce appears to follow the classic shoot ’em up template popularised by games like Raiden: unfussy music designed to fire off as many instantly memorable hooks as possible. “Stage 1” sets the tone accordingly, driven by a simple yet effective bass line and brimming with infectious momentum. Yet even here, the score hints at greater ambitions. Composer Gomachan — whose pseudonym is associated only with this game — harmonises the two lead lines so that their anthemic melodies ring out against the void of space, lending these pop hooks a sense of depth and resonance they might otherwise lack.

The rest of the soundtrack expands on these ideas. “Stage 2” opens with a briefly disorienting polyrhythmic figure before settling into music that’s just as immediate and memorable as “Stage 1”, albeit with richer interplay between its melodic lines. Call-and-response patterns emerge as the cue approaches its loop point, subtly refreshing the material. “Stage 4” is equally exuberant, but pairs that energy with a multi-tiered song structure that allows Gomachan to develop the cue more extensively. Each section proves as rousing as the last, combining to create one of the Game Boy’s grandest shoot ’em up tracks.

“Stage 3” and “Stage 5” take a different tack, built around pulsing rhythms that propel the music forward with breathless urgency. In both cases, the soundtrack’s inexhaustible energy becomes more frantic yet no less controlled: melodies nervously oscillate in the treble register, rarely coalescing into the optimistic themes heard elsewhere. Here, the score reveals a level of complexity that would be easy to overlook based on its straightforward opening.

“Ending” serves as a well-earned victory lap, giving Gomachan space to let melodies unfold at an unhurried pace. Settling into a more introspective minor key after the C Major-driven enthusiasm that came before, its steady, unhurried energy stands in marked contrast to the urgency of the stage tracks. Its extended running time is sustained through frequent shifts between harmony-driven passages and contrapuntal exchanges. The result is a final reminder of just how rich the score’s melodic invention is, bringing Vattle Giuce to a triumphant and thoroughly satisfying close.

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Xerd no Densetsu 2 Soundtrack

Xerd no Densetsu 2

Yoko Suzuki / Fumito Tamayama, 1993

While the Game Boy was hardly an RPG powerhouse, it still hosted a respectable number of releases in the genre — not least the phenomenally successful Pokémon titles. Yet this didn’t translate into a wealth of truly great RPG soundtracks on the system. Those Pokémon games — much like Link’s Awakening — often struggle to develop their intriguing musical ideas into fully fledged compositions. The Game Boy’s finest RPG score, then, comes as a genuine surprise: Xerd no Densetsu 2, a long-forgotten and ultra-obscure Japan-only release.

A single glance at the Xerd no Densetsu 2 soundtrack is enough to signal that this is no ordinary chiptune RPG affair. At over an hour in length, it ranks among the most expansive soundtracks ever written for the Game Boy. That abundance does come with caveats, however: curating the score down to its strongest material brings it closer to the 30-minute mark, revealing an album that doesn’t aim for sweeping narrative continuity so much as a succession of closely related, consistently strong cues.

What emerges once the score is trimmed back to its essentials is music largely free of overt drama, instead settling into two closely related modes. The first comprises a set of dungeon-like tracks — slow-burning, shadowy pieces that nonetheless deliver rich melodic payoffs. Their empowering yet wistful lead lines counterbalance the music’s sombre undercurrent, while subtle Gothic inflections provide a natural bridge between the two emotional poles. These cues often evoke the classic Castlevania mood more convincingly than the franchise’s own Game Boy outings.

Equally deliberate are a series of sparser cues that convey a quietly affecting sense of loss. The composers’ sensitive handling of pulse-wave harmonies and vibrato breathes life into long, unfolding melodies — listen to how “Track 04” gradually moves from restrained melancholy toward a more resilient, quietly hopeful theme. This introspective tone turns warmer and more life-affirming on “Track 12” and “Track 15”, bringing the score to a serene close. There’s also a lighter side to the soundtrack: the New Jack Swing inflections hinted at in “Track 07” come fully into focus on “Track 11”, whose cool, relaxed strut injects a welcome burst of energy. Xerd no Densetsu 2 stands as half an hour of remarkably refined chiptune music — and one of the platform’s most rewarding discoveries.

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Comments

  1. running-rivers says

    March 14, 2026 at 4:27 am

    excellent, diverse, and surprising choices, as ever. between Battle Bull, Gradius, and Vattle Guice, shmups offer a real wealth of blisteringly energetic, shockingly well-developed music. I enjoy Suzuki’s effective use of stereo effects to enrich his melodies in Battle Bull.

    I like Gradius and Vattle Guice much more, though—these are composers with a greater mastery over how to manipulate the limited resources at their disposal to create a richer, denser sound, even when using two of those channels for delay. I attribute this to their usage of the wavetable channel. Gradius’s shorter pieces are perfectly crafted miniatures, and I find myself particularly admiring of just how much development the composers pack into them, particularly in the lead-up to the loop point. I particularly enjoy “Oddplanet,” with those moments where the bass becomes so much louder. the complex interweaving of rhythms is in stark contrast to Gomachan’s simpler, but much more immediately propulsive, approach.

    Ganbare Goemon is difficult for me to take in larger doses, but it seems another example of well-crafted miniatures. Monster Max is great—a lot of fun and well-deserving of an arrange album to give it the guitars and heavy drums it so clearly wants. (Track 7 is absent, m’fraid, from your playlist.) Pinball Fantasies is a real stunner—what a delightful surprise to find a composer unabashedly following in the European microcomputer tradition, putting together these rich, dense, complex epics with nary a thought toward such piddly concerns as “accompanying the game”! And, my word, Track 3 has to be one of the most intense, experimental chip tracks of its vintage I’ve ever heard.

    what a joy to see Alberto Gonzalez given his due. I don’t know if any composer mastered the GB/C sound chip in quite the way he did—all of the greatest strengths of the platform’s greatest music joined together into a coherent whole: effortlessly memorable melodies, melodic and harmonic worldbuilding, extensively developed cues, wavetable channel mastery, blistering energy. his usage of the arpeggio is absolutely striking by comparison to, say, Walker—these aren’t repeating arpeggios, these are arpeggios that are taking the role of a guitar. this is music that cries out for a small live band. his bass is astonishingly thick for the platform, too. the worldbuilding in his Turok music is stunning (and remains so in its GBC sequels).

    Xerd is a worthy choice from the JRPG genre, which offers neither wealth nor dearth on the GB. (I certainly struggle to imagine any of the SaGa games making such a list as this, despite my affection for the Sasai/Fujioka SaGa 3.) ultra-obscure is an apt description; even Zophar doesn’t have it! even knowing that you’ve chopped the score in half, the playlist presented is very good, well-developed and highly melodic cues, often with a delightful Jpop influence in its rhythmic and melodic writing.

    Reply
    • Simon Elchlepp says

      March 16, 2026 at 9:16 pm

      Thank you as always for your thoughtful comment! This is really the best possible kind of contribution to a comments section – an alternative view of the topic at hand that continues the conversation started by the original article.

      Gradius II was indeed a wonderful surprise. I played the game ages and ages ago (must have been in the mid-1990s) and didn’t remember any of the music. Most shmups do go for something much more immediate and catchy, so to find that level of ambitiousness and world-building (mirroring the game and its narrative itself) was great.

      Ah, thanks for spotting that missing track on Monster Max! Embarrassingly, that was an error in the article (rather than the playlist) – there are only six tracks. Have changed that and having listened to Track 06 with fresh ears, I’ve also updated the review with my new impressions of that particular piece.

      Yes, Pinball Fantasies is a stunner! I wonder how much it will turn out to be a precursor to many European microcomputer-inspired GBC scores working their magic… Come to think of it, one could think of Walker and Gonzalez as almost taking opposite approaches. Gonzalez always shapes his music to masterfully serve the game’s needs, while retaining a high level of individuality and creativity. Walker, on the other hand, seems to care little about the game itself (no trace of underscoring the themes of the different tables, like the Amiga original does), writing music for music’s sake first and foremost. Not suggesting one approach is more valid than the other – ultimately, I’m glad we’re finding both of them on this platform.

      I had expected to have to find ways to not use the word ‘arpeggio’ several times in each review of a Gonzalez soundtrack 🙂 But yes, after listening more closely, I did realise that his approach really is more about world-building and writing great melodies. Indeed, those rock-solid bass lines make such a difference in giving his music greater heft and scope. Composers who accomplish that kind of bottom end (particularly on a console like the Sega Master System – see Matt Furniss’ Battletoads in Battlemaniacs) always have my respect.

      I had been looking forward to the SaGa scores, given their pedigree (and after having played II and III – not easy to come by as import titles in Germany back in the late 1990s!) But yeah, surprisingly little to enjoy there. All the more fun to find a great RPG score – even if its quality is spotty – that has flows so very far under the radar!

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