• Soundtracks
  • Composers
  • Music Genres
  • Game Genres
  • Franchises

The Greatest Game Music

Reviews of truly outstanding game music

The 3 Best WonderSwan Soundtracks

The WonderSwan launched in Japan in March 1999, designed by Gunpei Yokoi — the Nintendo engineer behind the Game Boy and Game & Watch — who died in 1997 before seeing his final hardware project reach the market. Built around a 16-bit NEC V30MZ processor and offering a remarkable 40 hours of battery life from a single AA cell, it sold around 3.5 million units across three models before being discontinued in 2003, never officially leaving Japan. Its four PCM sound channels were modest, and the platform’s small library — concentrated in ports, licensed properties, and Japanese niche titles — was not designed to attract ambitious musical work.

What it did attract, in a handful of cases, was composers who treated its constraints as a challenge rather than an excuse. The HIRA/Sasaki Junana/NIYAN team packed more musical density into Buffer’s Evolution than almost any other handheld score of the era; Nokihiro Tagashi demonstrated that a chiptune port could outperform a technologically superior arcade original; and Minako Adachi produced a richly melodic RPG score that showed what four simple channels could achieve in the right hands. The three scores collected here represent the best of what those composers accomplished on one of game music’s more overlooked platforms.

An alphabetical list of soundtracks, selected for the excellence of their compositions from 166 WonderSwan 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.

Buffer’s Evolution Soundtrack

Buffers Evolution

HIRA / Sasaki Junana / NIYAN, 1999

With its speedrun-focused 2D platforming, Buffer’s Evolution draws on the Sonic franchise. Its soundtrack, however, seems inspired by a different line of classic action games: Mega Man. The best 8-bit Mega Man scores (Mega Man II and III) pushed the NES sound chip to its limits — and that is precisely what Buffer’s Evolution does for the WonderSwan. This is the most densely arranged score on the platform, and one of those chiptune soundtracks that makes you wonder how so much music fits into so few sound channels (four, in this case).

Stylistically, Buffer’s Evolution is not attempting anything unprecedented. It is straightforwardly the score to a sci-fi action game, hitting hard from the start with concise, substantial cues. Layers of pumping rhythms drive anthemic melodies that both empower the player and underline the urgency of the mission ahead. Where the soundtrack truly excels is not concept, but execution: the composers squeeze every second for as many ideas and details as the WonderSwan’s hardware will allow, yet the arrangements rarely feel overstuffed. Each track surges forward with purpose.

The score’s variety is immediately apparent in its constantly developing melodies and jagged rhythms. Meticulously interlocking syncopations reward repeat listens on headphones and drive the music onward with unceasing momentum. Bass lines frequently provide melodic counterpoint, enriching the texture further still. The result is a relentlessly exciting, twitchy, and at times dizzyingly dense soundtrack.

What may take a little longer to notice is how subtle the writing can be. Listen to how chromatic harmonisations and purposeful dissonances undermine melodic progressions in cues such as “Track 8”, “Track 10”, and “Track 13”. The score’s near-uniform grounding in minor keys intensifies that sense of precariousness — the rare major-key cues arriving as brief moments of resolution before the harmonic tension reasserts itself. These precarious lines — always threatening to collapse in on themselves — only intensify the sensation of swirling, high-stakes motion that runs through the entire work. Few chiptune-era scores burst with as much vitality as the hyper-charged Buffer’s Evolution.

Click her for the custom playlist

 

Pocket Fighter Soundtrack

Pocket Fighter

Isao Abe / Yuki Iwai / Nokihiro Tagashi / Setsuo Yamamoto, 2000

Bringing together characters from Street Fighter, Darkstalkers, and Red Earth, Pocket Fighter was hardly a minor arcade release for Capcom — but its soundtrack was held back by several issues we will get to. That situation did not improve on the PlayStation and Saturn ports. When the game reached the WonderSwan two years later, however, Nokihiro Tagashi gave the Pocket Fighter music a winning makeover — a fine example of a humble chiptune port outperforming a technologically superior original.

Pocket Fighter‘s approach is not as audacious as, say, SNK vs. Capcom: Match of the Millenium on the Neo Geo Pocket Color, which adds copious new lines and counterpoint. Tagashi takes a more conservative route, staying close to the arcade material — but he makes enough smart decisions to improve it. With only four sound channels at his disposal, he cannot reproduce many of the original’s supporting chords, so instead he adds arpeggios and rhythmic figures that make the arrangements feel fuller and more substantial. The effect is strengthened by the chiptune version’s added grit and punch compared to the arcade soundtrack’s comparatively watery synth palette.

This treatment benefits cues such as “Toy House”, which now feel relaxed and joyful rather than glossy. “Bar” grows more robust too, thanks to crunchier percussion and a piano-like countermelody that creates a more pressing, enthusiastic sense of cool swing. Across the album, Tagashi highlights the score’s catchy tunes more consistently than the arcade release, which sometimes undermines its greatest asset with clunky arrangements.

On some occasions, the WonderSwan’s timbral limitations are a blessing in disguise. They help the port avoid the cheesiness of “Outside Makai: Moonlight Dark Castle” and the forced mock-Gothic atmosphere of “Inside Makai: The Devil King’s Moving”. In their place, Tagashi — while remaining loyal to the melodies — introduces a firmer sense of tension and drama. Notice how “Inside Makai”‘s tight, anxious A section yields to a swooningly melodic B section, a contrast that registers far more strongly here. Even a mediocre cliché like “Chinatown: Yuan Hotel” becomes a whirring hive of activity in the arranger’s capable hands.

Click here for the custom playlist

 

Riviera: The Promised Land Soundtrack

Riviera: The Promised Land

Minako Adachi, 2002

Outside of Square’s Final Fantasy ports, the most prominent RPG on the WonderSwan (Color) was Riviera: The Promised Land — no doubt helped by the game’s later Game Boy Advance and PlayStation Portable versions. Riviera also boasts the console’s greatest RPG soundtrack. This is not a virtuoso technical showcase like Buffer’s Evolution. Minako Adachi’s use of the WonderSwan Color’s four sound channels is relatively standard: two melody leads, a bass line, and percussion, assembled in effective rather than extravagant arrangements. Instead, the score impresses through rich melodic invention and effortlessly fluent development, making it far more substantial and varied than the typical chiptune RPG album.

What is immediately striking about Riviera is how many location tracks behave like action pieces. This decision gives the soundtrack unusual vibrancy. The cues are adventurous and full of enterprising vigour, yet expansive and measured enough to evoke a coherent world. “Lacrimosa Castle” is a multi-faceted, beautifully flowing example of Adachi’s strengths: foreboding yet driven, its many sections are held together by one of the composer’s characteristically busy bass lines.

Such consistently high energy does not make the score monotonous — far from it. “Mireno Cemetary” blends melancholy melodies with taut rhythms, while the slower “Elendia” pivots from cheerful to enticingly mysterious, almost spooky — proof of how much harmonic and emotional nuance can be coaxed from four simple channels. The game’s quasi-religious setting also leaves its mark on the opening and closing cues: their silvery timbres and layered arpeggios evoke just the right amount of angelic mysticism. True to the score’s versatility, “Maze of Shadows” then twists that otherworldly glow into something far more eerie and disconcerting — measurably the most piercing cue on the soundtrack, its extreme brightness giving the unsettling material an almost uncomfortable edge.

And what of the battle music? Again, it rarely dazzles with pyrotechnics, but much of it is rock-solid. The battle cues maintain a characteristic plateau of sustained energy throughout, never fully releasing the tension they build — a quality that suits the game’s tactical combat well. Adachi’s major-key tunes can be relatively straightforward, yet they hit the mark through sheer uplift, while deft rhythmic writing keeps the music in motion. The anthemic “The Grim Angels” is an excellent example of her action style. Meanwhile, the jittery, asphyxiating tension of “Showdown with Hector”, always on the brink of eruption, offers a fascinating change of pace — and a reminder of how much drama Adachi can wring from this modest chiptune toolkit.

Click here for the custom playlist

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *