The Sega CD launched in Japan in December 1991 as a CD-ROM add-on for the Sega Genesis, transforming the platform’s musical possibilities overnight. Composers who had been working within the constraints of FM synthesis suddenly had access to Red Book CD audio, a Ricoh RF5C164 PCM chip with eight sampled audio channels, and storage space large enough to hold music that sounded closer to a professional album than a game score. The results were uneven — many developers treated the new format as a novelty rather than an opportunity — but the platform attracted an unusual range of composers who understood exactly what they had been given.
Spencer Nilsen arrived from a background in television and live production, bringing a film-composer’s sensibility to the platform and leaving a distinctive fingerprint across several of its best-known scores. Yuzo Koshiro and Motohiro Kawashima used the CD format to take their electronica experiments into genuinely radical territory. Japanese composers Naofumi Hayata and Masafumi Ogata produced what remains the most kaleidoscopic and adventurous entry in the Sonic franchise. And Motoaki Takenouchi finally had the hardware to give his pseudo-orchestral fantasy writing the instrumental palette it deserved. The seven scores collected here represent the full range of what these composers achieved on a platform whose two-year commercial window was far too short for what it made possible.
An alphabetical list of soundtracks, selected for the excellence of their compositions from 168 Sega CD 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.
Ecco the Dolphin Soundtrack
Spencer Nilsen, 1993
Like few other composers, Spencer Nilsen left a clear fingerprint on Sega CD music — and none of his work for the platform is more impressive than Ecco the Dolphin. Backed by Sega’s enthusiasm for the system’s audio capabilities, Nilsen reportedly assembled a small arsenal of synthesisers and keyboards to craft one of the early 1990s’ defining Western game soundtracks, fuelled by his affection for the ocean and its creatures.
Nilsen described the result as “unique and different” — perhaps truer within game music than in the wider world of film scoring. To ears trained on science-fiction cinema, the score’s languid, melancholy synth writing frequently evokes Vangelis. That lineage makes perfect sense: Nilsen was tasked with underscoring an underwater world stripped of human presence, a realm as alien as outer space — or Blade Runner‘s Los Angeles.
At first listen, Ecco‘s serene washes can seem almost frictionless, largely devoid of the spectral eeriness that haunted the same franchise’s Sega Genesis games. Yet real depth hides beneath the dreamy surface. Nilsen continually reshuffles his finely layered textures around new ideas, keeping the long cues hypnotic rather than static. Gently propulsive rhythms provide cohesion and prevent the music from dragging, while silvery melodic fragments — often unpredictable, even flighty — flicker against the score’s slow-moving backdrop like refracted light.
Many cues radiate wonder, but also a calm sense of awe and occasional majesty. “The Vents” is the score’s most extreme expression of this stillness — its near-static texture the closest the soundtrack comes to pure ambience. Ecco the Dolphin is a masterclass in building an immersive, all-enveloping universe through sound. And it is not only the score’s understated grandeur that secured its long-standing popularity: it is also those moments that quietly capture the protagonist’s loneliness as he crosses vast oceans — and even time — in search of home.
Eye of the Beholder Soundtrack
Motohiro Kawashima / Yuzo Koshiro, 1994
Throughout the early 1990s, Yuzo Koshiro refused to stop breaking new ground: the proto-symphonic sweep of Actraiser, the club-music import of Streets of Rage… and then Eye of the Beholder, a genuinely radical reimagining of what fantasy music could sound like. Progressive techno as the backdrop for a high-fantasy dungeon crawler might sound like a stunt, but Koshiro and co-composer Motohiro Kawashima make it click through sheer compositional control.
This is not experimentation for its own sake. The style is unusual, yes — but it achieves exactly what a dungeon crawler needs. With their gift for colourful, eccentric arranging, the composers conjure a surreal, otherworldly realm. Their grating dissonances and violently clashing rhythms evoke disorientation, claustrophobia, and barely suppressed panic, turning the music into a psychological extension of the labyrinth itself. The score’s tonal palette is unusually wide — swinging from searingly bright, disorienting textures to passages of genuine warmth — a measurable reflection of the labyrinth’s shifting emotional register.
Nor is it a single sustained assault. Alongside the harshness sit warmer — if still strange — ambiences, sometimes resembling a quirkier cousin of early-90s Enigma-style hypnotic chill. Elsewhere, classical elements are folded in through unexpected means: zig-zagging piano lines spar with psychedelic synths; repetitive, impressionistic chord patterns hint at ideas Masashi Hamauzu would later make his own. The result is a heady, uneasy, and consistently inspiring hybrid — one of the most imaginative fantasy scores ever penned.
Lords of Thunder Soundtrack
Satoshi Miyashita, 1995
Lords of Thunder is one of those hallowed soundtracks whose reputation is so secure that few reviews can resist mentioning its metal score. It is no hyperbole to say that Miyashita’s music — first heard on the TurboGrafx-CD release in 1993 — helped set a new standard for metal in game soundtracks.
Which version is best remains a favourite debate: the TurboGrafx-CD original or the Sega CD conversion. For this writer, the case is relatively straightforward. The Sega CD mix may give the drums an overly booming presence, but its cleaner presentation is still preferable to the TurboGrafx-CD’s buzzing, underpowered guitars. Rough, thrashy metal has its charms — yet the TurboGrafx-CD guitars simply are not forceful enough to summon the raw intensity this style demands.
Like earlier metal landmark MUSHA, Lords of Thunder settles on power metal — bombastic, hook-driven writing perfectly suited to a blistering shoot ’em up. Miyashita leans into the brief with relish. The score’s personality comes from how irresistibly uplifting and empowering these cues are, their major-key tendencies and pop-inflected hooks stubbornly refusing to turn grim.
The guitar writing is the stuff of legend: a perfect balance between singable lead lines and fearsome shredding, repeatedly driving the music toward heroic, fists-in-the-air climaxes. Lords of Thunder is sheer fun — a rush of adrenaline and anthemic determination — and it may well be one of the most approachable gateways into metal game scores.
Nostalgia 1907 Soundtrack
Yukie Marikawa, 1991
One of the Sega CD’s Japanese launch titles, Nostalgia 1907 is also, by some distance, the most obscure game on this list. A port of a Sharp X68000 visual novel, it asks players to solve the mystery of an explosion aboard an Atlantic ocean liner — told entirely through sepia-toned still images. On the X68000, the soundtrack leaned toward a restrained, ominous mood typical of many adventure games.
On the Sega CD, composer Yukie Marikawa takes a different tack, reshaping her material into an unusually elaborate synth-orchestral score for its era. Its ambitions are slightly blurred by washy samples which, combined with languid pacing and gentle melodies, lend the music a faint new-age sheen. Listen more closely, however, and two strengths emerge.
First are the leisurely pieces that present some of the most romantic, sumptuous melodies on the Sega CD, often voiced on woodwinds against warm strings. Marikawa writes with remarkable confidence: long-spun themes unfold over minutes, captivating through pure melodic fluency. These tracks also reward attention to detail — notice how “Paris Lardy” hints at a waltz mid-way, yet never fully commits to 3/4 time, keeping the rhythm subtly ambiguous.
Second are the shorter, denser cues — possibly compiled from even smaller in-game fragments, since no raw game rip is available and only the (likely arranged) album release circulates. Here the orchestrations grow more colourful and the mood-handling more cinematic, balancing the score’s dreamier excursions with a welcome dose of drama.
In the end, Nostalgia 1907 may not sound particularly “nostalgic”, but it builds a rich tapestry well-suited to its period setting. Voluntarily or not, the echoey presentation turns the music slightly elusive — always just out of reach — which feels exactly right for a sepia-toned story trapped in the past.
Shining Force CD Soundtrack
Motoaki Takenouchi, 1994
For Motoaki Takenouchi, Shining Force CD was a kind of homecoming. From his first Shining Force score — 1992’s Shining Force Gaiden — he showed a fondness for classically inflected writing rich in counterpoint and development. He would refine that approach further on later entries, producing one of the Sega Genesis’ finest pseudo-orchestral soundtracks (Shining Force II) and one of the Game Gear’s strongest chiptune fantasy scores (Shining Force Gaiden: The Sword of Hajya).
In 1994, the Sega CD finally allowed Takenouchi to render this aesthetic with reasonably lifelike orchestral colours. Shining Force CD, a remake of the first two Game Gear titles, inevitably limits the soundtrack’s scale — you cannot help wishing the album were longer and grander. Still, it remains the finest orchestral-leaning score on the Sega CD, narrowly ahead of Nostalgia 1907.
Having scored the Game Gear entries, Takenouchi naturally rearranges earlier material, but he also adds new music. With a fuller (synth)orchestral palette, he shows particular affection for intertwining string lines and constantly shifting instrumental colours. This is especially clear in the battle cues, which combine graceful, energising string writing with the necessary bite of brass dissonance. Like most tracks here, they are fountains of ideas, kept in perpetual motion.
Listen to “Open Plains”, which surges forward with youthful vigour, its excitement amplified by lead instruments changing every few seconds. The soundtrack may be short, but cues like this cover more musical ground than fantasy albums several times the length. “Ending 3” pushes that busyness to exhilarating extremes, showcasing some of the 16-bit era’s most ambitious pseudo-orchestral writing. Add a couple of deft genre excursions — laid-back jazz in “Heavily Drunk”, traditional Japanese touches in “Indoor Garden” — and you have a classic RPG score that deserves far wider recognition.
Sonic CD Soundtrack
Naofumi Hayata / Masafumi Ogata, 1993
The 16-bit console wars were bad enough, but fans still found ways to escalate the drama. For the release of Sega CD flagship Sonic CD, Sega of America commissioned a new soundtrack to replace the Japanese original. Much hand-wringing has followed, including claims that this was the “biggest injustice in localization history” (GameFan). That is hysterical hyperbole. Yes, this writer also prefers the Japanese soundtrack. But in isolation, the American score by Spencer Nilsen, David Young, and Mark “Sterling” Crew is a carefully produced work with a larger budget and occasional live-instrument colour — even if its more subdued temperament can drift into background-music territory.
Naofumi Hayata and Masafumi Ogata’s Japanese score is far more vivid and in-your-face. It leans heavily on early-90s electronica — house, techno, trance — conspicuously absent from the US release. But the palette is wider still: sci-fi synth funk in the franchise’s earlier mould, riotous Caribbean flashes (the “Palmtree Panic” cues burst with whirring energy), and playful cinematic drama (the soprano in “Final Fever”), among many other detours. The sheer stylistic scope mirrors the game’s ambition: time travel mechanics and all.
The result is the first truly “modern” classic Sonic soundtrack — arguably the series’ musical apogee up to that point. Hayata and Ogata do not merely stitch influences together; they mould them into a kaleidoscopic whole with its own personality. The time-travel system is encoded in the music’s timbres as well as its style — the Bad Future arrangements are measurably the most piercing and abrasive, their sharp, aggressive sonics making the dystopian future audible as well as visible. Sonic CD may be less idiosyncratic than Eye of the Beholder, but both scores twist early-90s electronica into unexpected shapes to build worlds brimming with colour and character — and the psychedelic sprawl of Sonic CD does so on an unusually grand scale.
The Terminator Soundtrack
Joey Kuras / Bijan Shaheer / Tommy Tallarico, 1993
Discussing Tommy Tallarico’s place in game music is frustrating. Through Video Games Live and his role in founding G.A.N.G. (Game Audio Network Guild), he helped push game music toward greater mainstream recognition. Unfortunately, he is also associated with a long trail of contentious, self-aggrandising claims and repeated disputes over credit — a pattern that has, at times, been well documented and difficult to ignore. His game soundtracks rarely distinguished themselves.
There is, however, one clear exception: The Terminator on Sega CD. What Tallarico and co-composers Joey Kuras and Bijan Shaheer deliver is not traditional underscore so much as a string of exuberant pop-metal instrumentals. “Exuberant” may not be the first word one associates with the Terminator films — the emotional opposite of Brad Fiedel’s bleak, mechanised scores — yet the approach fits the period. Synth-heavy glam metal is exactly the kind of sound that would have dominated rock radio in 1984.
This is unabashedly melodic hard rock, balancing grit and accessibility with surprising assurance. Guitar shredding supplies virtuoso bite, while pop instincts keep the hooks immediate. The glossy, album-like production is the icing on the cheesecake, coating everything in a big, shiny sound. And this music lives and dies by melody — which it has in abundance. Listen to the circular keyboard figure in “Destinationz Unknown”, the kind of hook classic AOR bands built singles around, before the track spirals toward stadium-ready catharsis. Whatever else one might argue about Tallarico, the soundtrack itself makes a credible claim: it nudged Western game music closer to the pop/rock mainstream than almost any other earlier console score.
Terry93D says
Welcome back! And what a fantastic selection of scores this is. Nilsen’s Ecco feels like something I should’ve known long ago. Utterly mesmerizing, rich stuff whose apparent simplicity belies the depth necessary to make its long runtime worthwhile. It’s solitude not as lonely horror but as a beautiful, entrancing, even transcendent musical experience.
I’m delighted that between Nostalgia 1907 and Shining Force CD one gets to experience both of the great single-unit* ROMplers used to mimick the orchestra, a Roland unit in the case of Nostalgia 1907 (I would guess the SC-55 specifically), and the Emu Proteus 2 in the case of Shining Force CD (which I get the impression seems to have had an unusually well-balanced orchestral sampling, such that even though the sounds themselves wouldn’t convince you that you’re listening to a live orchestra, the balances line up with how the sections of a real orchestra are balanced). Of SFCD, I especially enjoy how classical some of the tracks sound, without ever descending into mere pastiche (a trap that Sugiyama frequently fell into with DQ).
Sonic CD is, of course, brilliant. I’m not willing to declare a love of one over the other, but there’s no denying that the Japanese score is more impressive, genre-leaping with abandon and taking wildly exuberant, everything-plus-the-kitchen-sink approach. Koshiro and Kawashima’s work for Eye of the Beholder is fantastic of course, I’ve embarrassed to have never heard of it. The usage of FM synths, outside of the context of a system with an FM synthesis chip – is pleasantly surprising. Lords of Thunder is another new one, though it’s stellar. I’ll have to check out the TurboGrafxCD version, because the mixing here is really bugging me; the drums should not feel like they’re in front of the guitars. Tallarico’s Terminator is also fantastic. You’ve made great picks. I’m not familiar enough with the Sega CD’s library to say whether or not there’s anything I think is missing, excepting my affection for Nathan McCree’s SoulStar OST, which is excellent.
*I specify this because it was also often the case, at least from the SNES through the early 2000s, that composers used multiple ROMplers in conjunction with each other.
Simon Elchlepp says
Thank you for the warm welcome back and kind words! I find early CD gaming platforms fascinating – it’s so much fun to see what composers came up with once they had access to this kind of technology.
Really appreciate all your insights and comments on these scores. Yes, Ecco is fascinating – maintaining this kind of run time with music this subdued and understated takes real skill. I find it interesting to compare this first Ecco game on the Sega CD with its successor on the same system, also scored by Nilsen. It focuses more on short melody riffs – and as a result loses quite a bit of the original’s intrigue and mystery. If you haven’t heard Ecco soundtracks before, try out Ecco: The Tides of Time on the Sega Genesis – in some ways similar to Nilsen’s majestically floating work, but colder and more forebidding.
Always appreciate your comments on technical aspects of soundtracks – my knowledge of ROMplers is rather limited. I’d love to see a modern remake of Nostalgia 1907’s score, to better emphasise its orchestral ambitions. Then again, its hazy textures are probably part of its particular, dreamy mood. Listening to more Shining Force soundtracks to prepare the review, I really enjoyed Takenouchi’s Shining Force II – maybe the best orchestrally-styled score on the Genesis.
Sonic CD and Eye of the Beholder are the kind of scores that help me expand my musical horizons, cataloging much of early 1990s electronic music – and it’s always fun to see soundtracks subverting genre expectations as thoroughly as Eye of the Beholder. Yes, agreed on the drums on Lords of Thunder being placed too forward – it was a choice between this drawback or the TurboGrafx CD’s irritating guitar tone, and the drums felt like the lesser evil. I’d love to hear your thoughts on the TurboGrafx CD original!
Thanks for mentioning Soulstar and that is indeed one of the more noteworthy orchestral soundtracks on the system (my favourite McCree orchestral work remains Swagman – delightful Danny Elfman-style faux-Gothic music). The Sega CD also features one of game music’s earliest live-orchestral scores – Dark Wizard. It’s actually quite decent, but the compositions are just a bit too short to really develop their material well enough.
Anzu says
This was a cool and positive take on a lot of the music here.
To let you know, I have been researching on tommy supposed contributions since the Hbomberguy video.
I even did worked on a X thread on Todd Dennis who is one of his Tommy ghost writers back in the day and I even spoke with the legit composer of Earthworm Jim 2.
I do agreed about Tommy arrogance on game soundtracks and thinking they should always have “real” instruments.
Even in his electric playground days he was very critical of nintendo musicians using midi synths rather then hiring actual musicians.
The issue that a lot of his suppose game soundtracks are generally porting and arrangement work then actual game music he worked on.
Or they are just straight up not good soundtracks. (Color a Dinorsaur, Global Gladiators)
We still have some little info on the composers that work with Tommy back in the 90s and 2000s.
How ever, I am glad you put out the actual musicians that worked on Terminator Sega CD.
Cheers!
Simon Elchlepp says
Hi Anzu. Thanks for your thoughtful comment and I’m glad I’ve been able to provide credit where credit was due (to be perfectly honest, I had only recently updated the review to do so – should have researched more carefully from the start). Yes, there are so many statements from Tommy that are disrespectful, arrogant or just plain incorrect, where he takes credit that should go to other artists, which I find inexcusable. In a way, I find it astonishing how much information we have about video games that were released decades ago and the artists that worked on them – however, there are indeed still gaps that need closing. Hopefully this website – and threads like yours – can help a bit.
Anzu says
To make matters worse, I have contacted two ghost writers. (Shane Kneip and Tony Bernetich) both were really nice enough to give me info on the tracks they worked on.
Me and my friend are working on a google spreadsheet to share some info the composers that worked with Tommy based on our limited music theory knowledge or sometimes from Demo Reels that were posted in the 2000s.
(Thank god for the wayback archive)
Some of the info i been doing are on X via @Muku99567 we will make sure to finished some stuff.
If your ever planning to share stuff from Todd Dennis for example, make sure to link my twitter/X thread of myself researching on his contributions.
Cheers!
Simon Elchlepp says
That’s an awesome project you are working on! Feel free to leave a comment with a link to the sheet once the work is complete (absolutely, the Wayback Archive is invaluable) Yes, I’ll make sure to link when I get to review music by Todd.