Yay, new Video. ^^ And I see that you got a GameCube streak going. 🤩
@thebro49949 сағат бұрын
B.t.w. what was that at the end? Was the Pikmin dying a part of the Midi file?
@visualizermusictracks6 сағат бұрын
@@thebro4994 I put the sound effect there since the night fell on the pikmin playing music
@visualizermusictracks6 сағат бұрын
Im going to see if the next one also can be one from the gamecube
@visualizermusictracks12 сағат бұрын
Musical Analysis: Continuing on with our communist agenda here is now the Pikmin series which exemplifies how you can accomplish all of your party goals as long as you are willing to make personal sacrifices and work together for the benefit of the cause; there is definitively strength in numbers. This time the cause is the rescue of Captain Olimar-a pseudo anagram of Mario just as his companion Louie is analogous to Luigi- who has become stranded in a not so foreign planet with high concentrations of oxygen that are deadly to our miniature hero. The game proves that sometimes micromanagement, in the absolutely most literal sense, can be fun. The last brainchild original series from the man with the Midas touch-Nintendogs is just Tamagoshi on steroids-developer Shigeru Miyamoto conceived the idea of combining his recent hobby of gardening with the way insects operate in colonies and the capability of the new console to generate multiple characters on screen-this is what became of the legendary lost title Super Mario 128-generating the whimsical Nintendo version of the real time tactical strategy gameplay that does not involve armies of medieval soldiers but plants whose cuteness make you question twice wether they deserve to be sent to the battlefield for your selfish goals of survival. This is pretty much Lemmings in 3D. For some reason the titular Pikmin take a liking to you and, as their new dark overlord, you decide what is best for them, which is you yourself. You use their hive mind services to recover the stranded parts of your S.S Dolphin ship, which just like Delfino Plaza is named after the codename for the GameCube console, and making it spaceworthy again. The Pikmin themselves are named after ‘ippiki’, the Japanese word for counting small animals, which during development evolved to Piki", then "Picky" and finally "Pikmin. an example of how language evolves at (literal) work. As you explore this curious planet and find some large objects that you recognize, you start to realize the implications that the cute front of the series is just an excuse to tell one of the darkest post-apocalyptical Nintendo stories, a tale of how humans are long gone and the flora and fauna we knew has been replaced by strange creatures most likely product of some nuclear holocaust; the geiger counter is constantly in action after all (or perhaps the Pikmin are just some kind of alien Von Neumann machines that take up the resources of planets as they continue to expand through the galaxy). So take care of nature-or not because it would be cool to have Pikmin around. The planet ended up being named PNF-404 - “humanity not found” And it is nature the protagonist here. You are stranded, alone, surviving in the wilderness, and the music lets’s you breath it. You can feel the thickness and the heavy air o the environment through this track. Sometimes nature need not be enchanted or mystical to be dangerous. All by herself, sister nature is enough to become a hazard and the greatest threat you encounter. The Pikmin main theme, as used for the first time in the time screen of the game, captures this devoid of magic nature, the savage aspects of being in the mud of a deep jungle grasping for survival. After all, The jungle is a harsh and hostile place, frequently deadly for its denizens, but even more ferocious to outsiders no matter what gear they bring with them. You should treat this jungle as a semi-sentient entity that is always hungry and has not evolved yet a protective mechanism towards cuteness; it is merciless........................
@visualizermusictracks11 сағат бұрын
The track, directly named jungle.jam in the game files, was written by the sole composer for the first game, Hajime Wakai, who entered the company during the Nintendo 64 era and had previously worked on the level and battle themes for Star Fox 64, some tracks in F-Zero X and in Pokemon Stadium. He was in charge of providing the new identity to the latest property for Nintendo. The job was to mix the space age elements pertaining to Captain Olimar with the wilderness environment of the Pikmin and the appropriate success and failure cues. The score has for the most part ambient elements pertaining to those two main environments, with synths and pads for the Olimar technology and menus on one hand with exotic, tribal percussion for the nature environments on the other. The main theme belongs to that second category, not being shy of using whatever is at its disposal to make things sound humid and coming from the deepest part of an African jungle. For that we have an assortment of exotic world percussion, nature sounds and aboriginal sounds akin to the Woddfall Temple cue from Majora’s Mask, with most of the samples coming from the trusted Kurzweil K2500R rackmount employed by Hakime Wakai. Only elephant sounds are missing from this thing. Even though it belongs to the modern GameCube generation, pretty much all of the music in the series uses audio from digital instruments and sample libraries; instances of real acoustic instruments are highly uncommon in the games, with the music composed by artist Babi for Pikmin 3 Deluxe is one of the very few occasions where actual musicians played. The layers of the track feature as the main instrument a large ocarina (otherwise known as a potato flute) which is a type of vessel flute believed to date back over 12,000 years since you can basically make one by taking a pot of clay or ceramic and filling it with holes. it is made even more exotic by the pitch bend and the figures which play one of those animal howl calls that natives around the world use to communicate or to hunt animals since they can be used to imitate bird calls and other wild fauna, hence why it is often used for the wild west where in cowboy films is meant to imitate the howls of a coyote. This animal call sounds as if you are surrounded by them, first a smaller animal in a higher register playing a happy major third interval followed by a larger one answering and transposed to a lower register, with a more ominous minor third interval; this animal call comprises the Section 1 of this two part theme (or three with the intro that sets the stage). It is not meant to be melodically rational or fit with underlying harmony, just an animal call or native call closer to a sound effect. The melodic section is the one next, where the ocarina plays the main motif of the series that will be its sound trademark. The sequence (D - Bb - Eb - D - Bb) from which many future cues of the series will be based. It sounds appropiatedly tribalistic, like a ritual chant. From the way Section 1 and 2 are composed it implies a G harmonic minor profile for Section 1 and then on to its relative major Bb for Section 2; this is why Section 1 sounds more ominous and thick in the jungle, you are alone. Section 2 is when you find the Pikmin as your little ant workers. Coming courtesy of the people who brought us percussion as the driver of the rhythm in all of modern popular music as opposed to just being used for impact in the classical era, here we have some of the African and world ritualistic instruments meant to keep a beat. The most curious one is the one called the Lion’s Roar which here sounds more like the “Dog’s Pant“. It is all over Section 1 as a background that adds to the hungry, natural atmosphere, a Pulsating element that contributes to this feeling of the entire jungle being alive and breathing. This instrument, similar in operation to the monkey Brazilian cuica and most likely its parent, is not surprisingly named after the sound that imitates the sound of a lion depending on how large your membrane is. Its operation is with a cord or horsehair that passes through it and makes friction with the drum head as it is moved back and forth. There is also the cabasa which is also the Latino descendant of the African shekere and fulfills the role of the shaker which in turn was nowadays robbed by the drum kit hi-hat. These are joined by any other percussion Wakai found in its libraries to color the track rhythm section which is in 3/4. The only tuned percussion are these African marimbas that play an unrelenting arpeggio apparently in the B Ionian/Major profile, conflicting with the melody profiles and showing that the animal calls and rituals are two separate events that are taking place on this thick jungle; they are not meant to play in harmony together, just like nature. The fast arpeggios only change once to a different profile or chord right after the first howl, being transposed down to the Bb Ionian/Major profile for just 1-bar before returning to B. Section 2 is where the music is at, the instruments now playing together in harmony. Or at least the one chord the Pikmin are capable of playing which is just Bb major; you don’t need much harmony for a primitive ritual. The Jew harp-no relation with either Jews or harps- which is also an ancient instrument found in many parts, joins in anf mingles with the chord. The rhythm gets a syncopated pattern in contrast to Section 1. Other easy to construct percussion instruments included in the Pikmin ensemble are the guiro, also an instrument with aborigin origins used all across Latin American music, and the agogo bells used in samba music and which may be the oldest samba instrument since it was based on the West African Yoruba used also in rituals. Complementing the percussion are the more literal sounds of nature like real bird calls plus tribal ululation sounds that always characterizes and is a shortcut to say you are surrounded by dangerous natives. There are also breaths that, once again, play with the theme of this jungle having all kinds of life. Like Dragon Roost Island from the Legend of Zelda: The Wind Waker and other Nintendo games, the soundtrack release is slightly different from the version found in-game. The soundtrack version has a slighly faster tempo and some instruments are not played as continuously; the mix is also different since there are no sound effects to compete with. Instances of the soundtrack being used outside of the Pikmin series, such as the Super Smash Bros. series, always use the soundtrack versions. Hajime Wakai continues to be close to the Pikmin series, having composed for the sequels. He is also the voice of the Pikmin (with the help of pitch wizardry obviously)The composer went on to be the sound director for the new era of The Legend of Zelda music, participating in the sonic landscape of Skyward Sword and the rebranding of the series with Breath of the Wild and its sequel. Shoutout to @WafflesMoguMogu as the lofty eminence in Pikmin music, who helped with files and information about the instruments used in the series. ♫ Support the Channel: www.buymeacoffee.com/musictracks ♫ Media files, requests and support for future interactive tools (Patreon): bit.ly/officialmusictracksmedia Or join as a member.
@kvn.ldstrrsКүн бұрын
since you have the skills about deep knowledge on musical data...... would it be possible to also extract MIDI instruments from GameCube games like Wind Waker uses sample-based synthesized sounds for audio sequences ? We would like to see this entire soundtrack visualized in the future if it is technically possible or not
@visualizermusictracks14 сағат бұрын
Yes, Wind waker also uses sequences and i got some of the tracks although i have only covered one song. Lots of GameCube games have sequenced music and even some on the Wii. You can also play around with the instruments by looking out for soundfonts of the games
@davytrechak2 күн бұрын
When those drums hit I was like mmmph! Still an amazing soundtrack by the great Grant Kirkhope.
@RealTG643 күн бұрын
WE MAKIN' IT OUT OF THE SOVIET UNION WITH THIS ONE 🔥🔥🔥🗣🗣🗣🗣
@circuitoussilence3 күн бұрын
Exquisite craftsmanship. Hope to see more of the Perfect Dark and Goldeneye soundtracks.
@adrijanaobradovic4 күн бұрын
The communist flag behind the notes💀
@elnicky1334 күн бұрын
Lmao
@MatrixEvolution174 күн бұрын
☭
@thebro49944 күн бұрын
Yay new Video :D And I like to read your Comments under the Video (even if I maybe read a bit rushed) ^^" Even though the placement of the Tetris theme is weird in Super Smash Bros Brawl, I would still say that the arrangement from Yoko Shimonura did bring across a spooky vibe, fitting for the Stage.
@visualizermusictracks4 күн бұрын
Musical Analysis Music: Korobeiniki Composer: Random Slavic Dude Arranger: Hirokazu "Hip" Tanaka Plattform: Anything Melodic and Harmonic Profile: Russian Boom! Тетрис for Game Boy Inaugurating our music program from the portable console of Nintendo that took aver the world is none other than the incredibly addictive, infinite, play anywhere, anytime Tetris phenomenon, the only sneaky way the Soviet Union ended up conquering the West during the Cold War and, ironically, creating the best selling video game in the capitalist market during the process-before being taken over by Minecraft proving that if you wanna sell a lot you have to develop games about cubic building blocks-It was the Game Boy killer app long before you could carry monsters in your pocket. It is also a very profound allegory of the Berlin wall and how if you fit into its system you can construct a solid wall, the primary goal of the game; if you climb it all the way up and don't fit into the system it means you escaped and did not help the Motherland. Game Over. The history of how such a game from the most unexpected region ended up conquering the Western market is a saga in is own right, full of conspiracies, betrayals and espionage. So much that even a film and books have been made about it. the gist of it is that it was developed circa 1984 just for fun at the Soviet Academy of Sciences by a computer researcher, comrade Alexey Pajitnov, who didn’t receive a penny from it for many years. He was just trying to have fun and recreate a favorite puzzle game from his childhood featuring pentominoes but that was too complicated so he scaled the concept down to tetrominoes. The game was titled Tetris, a word created from a combination of "tetra" the Greek word for "four" and his favorite sport, tennis. The game exploded in popularity across the institute and then to pretty much any other institute with a computer, going so far as to decrease the productivity of the workers and making bosses ban it. By serendipity, a copy of the game ended up catching the attention of a visiting Londoner from a software company; he got addicted and had to do a lot of research in order to uncover its origin. After very difficult and confusing negotiations riddled with Tetris stumbling blocks due to language and cultural barriers, the man got the license (or at least he thought he did) for the game and began exporting it to the rest of the world. The Russians had never done software licensing before; somehow, lots of guys ended up claiming that they also got the copyright, people were selling rights they didn’t actually own and everything became a huge mess, with many versions of the game circulating in multiple platforms. Meanwhile, in Moscow, the government took over the negotiations since the Academy of Science was an academic institution and couldn't indulge in commerce anyway, making things more complicated. Amidst the chaos Nintendo entered the picture, also by serendipity, to try and secure an actual, real contract for the game. They wanted something easy to plug and play for their then-top secret and upcoming Game Boy system; something that appealed to the everyday salaryman. The game was brought to their attention by an European associate and they basically sent him to infiltrate the negotiations, uncover who actually owned what and bypass all the middlemen in order to get the actual rights, at least for the handheld since it appeared other rights were already given. In a few days, the spy got the rights to the handheld versions, and made the discovery that the Soviets had never actually licensed anything except the PC version. The ruthless president of Nintendo saw the opportunity and also got the rights for home console, suing everybody else who thought they owned those rights, including Atari who had to stop production of its Tetris game, and whose version quickly became a collector's item. The rest is history. The Game Boy was a smash hit, and Tetris became as well known as Mario. years later the Nintendo ambassador helped Pajitnov, the Tetris creator, emigrate to the United States. Pajitnov was able to secure the trademark and rights to the Tetris name soon after, eventually buying the rights fully. it was not until 1996 that he began receiving royalties for his own intellectual property. He formed The Tetris Company in the late 1990s, and it continues to release Tetris games today, which are found in pretty much every electronic device you can think of, from calculators to the most powerful consoles to even an entire building-and people have the nerve to say Doom is the game that runs anywhere; ok, maybe running on a pregnancy test takes the cake. Soundwise, the original music for Tetris was…absolutely nothing; just the sound of silence, not even sound effects. The first version of Tetris with music was from Spectrum Holobyte in the United States, who were eager to exoticize and emphasize the Soviet origins of the product; a puzzle from a far away land. The art was full of red and yellow, images of the kremlin, they plastered the iconic Saint Basil's Cathedral all over the place among other Slavic imagery and started the trend of including Russian music, putting in Tchaikovsky's "Trepak" from The Nutcracker and Reinhold Glière's "Russian Sailor Dance" from The Red Poppy. Those are the original Tetris themes. This approach differed from other versions of Tetris from other countries at the time: Mirrosoft's Commodore 64 version in Europe used an atmospheric soundtrack, and Sega's arcade version in Japan used a synthesized pop-influenced soundtrack-as you can see the rights were all over the place-Yet, other developers jumped on the bandwagon, always including Russian folk songs arranged for the different systems...........................
@visualizermusictracks4 күн бұрын
The first game to use what is now known as the "Tetris Theme”was The Sharp X68000 version of Tetris developed and published by the Japanese company BPS in 1988. The song was named "Peddler"due to its origins. It is not a gameplay cue but the title screen of the game. Like other versions of Tetris the idea was using either a classical or traditional folk Russian piece. This one was based on the folk tune Korobeiniki which ha been around since at least the nineteenth century and has been famous for being addicting. It is your prototypical Russian tune that you would see played alongside the traditional Prisiadki or squat dance; one of those songs that get progressively faster as people clap, like Kalinka: kzbin.info/www/bejne/imGufKavd9StbsU The duple rhythm is the origin of that difficult dance pattern The song even has lyrics talking about a Korobeinik, Russian for “peddler” seducing a girl. Using straight arrangements of classical music and well known songs as opposed to original music was more common in the 80s; everything was fair game as long as it was free to use. Even the Legend of Zelda opening theme almost ends up with the classical piece Bolero by Ravel, it just turned out it was not in the public domain because it was not that old. This is technically the first cover we cover over here. Korobeiniki" has become primarily associated with Tetris as its main theme and is used in most significant versions of the game, as it is mandated by the Tetris Company Guidelines. Nintendo's versions for NES and Game Boy continued this pattern of using Slavic music. The NES version uses Tchaikovsky's "Dance of the Sugar Plum Fairy" also from The Nutcracker as Music. On the other hand, the Russian-influenced Music B and the mellow Music C were most likely originals written by Hirokazu “Hip”Tanaka, the man in charge of the sound for the Nintendo versions and managed to capture the feeling; they sound Russian enough. Music B has a nice traditional Russian sound that you would think is also a staple of Slavic folk music to it while Music C is a very mellow, mystical tune and the same song played when you were put on hold for calling Nintendo. Not arguably the most famous version and what the Tetris Company even copyrighted as the “recording” of the Tetris Theme is the Korobeiniki version for the Game Boy, also arranged by Hip Tanaka; the Tetris Type A music, this time used during gameplay. In the game original release though, Type A was also an original composition by Tanaka but maybe they made him replace it with the Russian song since the first version was a 3/4 minuet that did not sound as action packed or Soviet enough. There was not only Russian music there but also other classical compositions like Type C which is an arrangement of the Bach’s minuet French Suite no. 3 and also the cue played after a Game B victory is Toréador Song from the opera "Carmen" by Georges Bizet. The game shares a couple songs with the NES version, the Toreador Song and Tanaka's 'Type B'. However, despite being done by the same composer, the arrangements are much different and they are used in different contexts. Tanaka explained how he originally had trouble coming up with ideas for the in-game music but finally settled on three different kinds of music; a waltz, a baroque, and a Russian-themed song. However, the waltz track was later replaced with Korobeiniki, as mentioned above. The remaining pieces are original and try to capture that Russian sound. The Game Boy arrangement of Korobeiniki differs slightly from most of the traditional versions, specifically in the rhythm of the melody which is based around the pattern of a quarter note followed by two eight notes; the traditional arrangements are based around dotted quarter note rhythms. The originals also often begin with a lower E as opposed to the Hip Tanaka arrangement which begins with an E one octave up. There are other notes that differ in the melodies like the accidental G# which only appears on the Game Boy at the very end and also some syncopation on the notes. As typical for the few channels of the 8-bit era, the soundtrack has to be made fuller and richer not with orchestration but with inventive use of counterpoint and the way the three different voices interact with each other; a melody, a countermelody, a bass line and the noise channel doing the Russian rhythm. The piece uses the A Harmonic minor profile. There are just two sections; Section 1 uses the propulsive bass played only in octaves. Harmonically, the piece travels through the chord progression: E - Am - E - Am Dm - C - E - Am The melody consists of two phrases. First phrase based around the quarter note plus two eights pattern and a tail made of descending quarter notes; the second phrase creates variety with the syncopated note that puts the whole pattern upside down, with emphasis on the upbeat, as if your Tetris piece has just been turned around too. Both conclude with the same tail to create that balance between repetition and variety that is the key to catchiness. For Section 2 the contrast is given by making the melody notes longer and less caffeinated, first with a descending contour and then ascending. The harmony is just a vamp between Am and E emphasizing the harmonic minor profile that sounds more exotic. The accompaniment now plays in a higher register than the melody. Even though the Game Boy was meant to be a portable NES, its sound chip was different. It could do stereo sound if you connected headphones-not that many developers used this feature anyway; It was absolute left and absolute right panning after all-it also had four channels, omitting the mini sampler of the NES and using instead a channel that could output different kinds of waves, including the triangle one from the NES. In total there was pulse wave generation channel with frequency and volume variation, a second pulse wave generation channel with only volume variation, A multiwave channel and the noise channel for percussion and sound effects. For Super Smash Bros Brawl, famous Square composer Yoko Shimonura made a brand new arrangement of the piece that for some bizarre reason only plays on the Luigi's Mansion stage. Only connection is that tetriminoes also have the spooky power of appear and disappear. Nowadays everyone just recognizes this tune as the "Tetris Theme". The game continues to be a juggernaut and the gold standard for puzzle games. It is game design at its purest form, a simple concept and rules everyone can grasp but that can grow in difficulty and depth as much as you want. Play anywhere, anytime.Just remember to fit into the system as just another brick on the wall and disappear; this will score the most points for your nation. ♫ Support the Channel: www.buymeacoffee.com/musictracks ♫ Media files, requests and support for future interactive tools (Patreon): bit.ly/officialmusictracksmedia Or join as a member
@sneakysquidgaming9166 күн бұрын
Imagine playing this at a wedding
@louisluisss7 күн бұрын
Holy, super highly quality rip. And nice sound-font. Thank you for sharing! I would love to keep seeing this
@JoshLeveille8 күн бұрын
Mario Sunshine is like one of my favorite Mario games, and the music is just INCREDIBLE!
@SlyHikari038 күн бұрын
Can’t wait for a series of these. Would love to see these tunes broken down instrument by instrument.
@thebro49948 күн бұрын
Yay new Video. :D And I always love how much information you're bringing to the Table. The Motel 6 Commercial caught me right off-guard xDDD
@visualizermusictracks8 күн бұрын
that makes me suspect if both were inspired by some particular song. I dont know if it is plausible that Kondo was referencing this commercial
@thebro49948 күн бұрын
@ it wouldn‘t surprise me honestly. Some songs from Kondo did have parts from other songs in his themes like Sister Marian in the Super Mario Bros theme. kzbin.info/www/bejne/Y2PPkmaDoa-radUsi=XDVRG2DKHa0uRPOY
@thebro49948 күн бұрын
But I see you already known the fact and referenced it in the comment section of the Super Mario Bros theme you did earlier.
@visualizermusictracks7 күн бұрын
@@thebro4994 yeah but that is a japanese band that he would have heard. An American commercial for local hotels would be more random. But who knows
@NazeldaHyrule8 күн бұрын
Awesome! This sounds just like the original!
@visualizermusictracks8 күн бұрын
I even checked the original since I felt this one had some instruments too loud, others too soft and felt sparse. But the original was also like that. Those tablas are too loud! I think the original has more vibrato on the guitar lead melofy though
@visualizermusictracks8 күн бұрын
Musical Analysis Benvenuti a Plaza Delfino! Where Mario will finally get the chance to reconnect with his Italian ancestry. Perhaps they even decided to visit some relative or Mario wants to show Princess Peach where he comes from; the important part is, that we are no longer in the Mushroom Kingdom or its surrounding wacky worlds. We are now in the era where both Mario and Link are attuned to expansive bodies of water and the period where both Mario brothers decided to expand their body moveset with specialized devices attached to their backs (developed by the same inventor as it happens). Like all things Mario everything begins with a functional gameplay idea and then a locale and story are fitted to it. This time around, for the awaited successor to Super Mario 64-which took a whopping 6 years to come out proving this series is not as milked as it could be-the best way they found to expand upon the fluidity of movement from the first 3D entry was in the figure of the Flash Liquidizer Ultra Dousing Device, better known as FLUDD, an specialized multipurpose water hose and pump that Mario uses as a backpack; the brand new shoulder buttons of the GameCube controller that allowed precise graduation inspired the developers to create a water pistol where you could control the flux of water. From there the water motif inspired the concept of summer and then developers decided to create a town with various buildings and roofs for players to experiment with their water device; and since water is now the protagonist what better than to change the setting to an island out in the sea. This is Isle Delfino, a mediterranean tropical paradise that brings Mario to his most realistic and cohesive setting yet-at least before the ridiculously realistic New Donk City literally appeared on the map-The entire game is a single location with the vacation theme where you can see every world on the horizon. The water and paradise concept makes it so that the enemy this time around is their opposite concept: pollution. There aren't any goombas or Koopas around. Here you can use water to pretty much interact with anything and clean graffitis and goop. The realistic setting means we find ourselves now at the southern coast of Italy, whith Isle Delfino having Italian names for its various locations and Italian signs coexisting with the strange dialect of the local Piantas (naturally, Italian for plant); the place where Mario and all of our musical terms come from. The dolphin shaped island is based around the Il Gallo Lungo island at the western part of the Amalfi Coast, whose main town directly inspired the architecture of Delfino Plaza. en.wikipedia.org/wiki/Amalfi_Coast#/media/File:Amalfi_panorama_I.jpg If you ever wanted to live in Isle Delfino this is the closest you will get. If this was The Legend of Zelda then composer Koji Kondo would already have the work laid out for him, just use an Italian tarantella or any other popular folk dance from the region since the music from Zelda is based around location and environment; but Mario music is all about movement so a pleasant gondola tune won’t do-perhaps only in an alternate reality where Mario’s vacation is not ruined-Instead, Kondo uses the typical melodic phrases and Italian folk instruments like acoustic guitars, mandolins and accordion (or organetto which is the Italian equivalent) as starting points; and since Yoshi is also here, he decides to once again capture the frenetic Mario movements with the fast paced rhythms of gypsy jazz, the preeminent European jazz music that serves as foil to the Latin jazz heard all across the Mushroom Kingdom and its surroundings, just like the rhythmic style was used for the main theme of Super Mario World, a callback to their first ever ruined vacation in a tropical island. Even though back in the SNES era Koji Kondo wanted game music to be completely original and did so by pairing instruments you would not normally see together in a real world example, by the time the GameCube came along with more realistic samples and the realistic setting of Super Mario Sunshine he now decided to use instruments you would hear on a real Italian ensemble; but his originality ambitions for game music still remain by using the instruments to play the gypsy jazz style. The GameCube had now the potential for a big instrument set and much more recorded music. Despite this, Koji Kondo did not change his approach, going for the simplicity of a small sequenced ensemble. He focuses more on the dynamics of the samples and manipulate volume and vibrato to create realistic articulation for his instruments. The Italian organetto phrases and guitar lick chorus are laid on top of the fast paced staccato guitar and possibly a mandolin accompaniment straight from the gypsy jazz of Django Reinhardt, a Romani musician that established the genre conventions in part due to an accident where he lost the movement of two of his fretting fingers, forcing him to develop a workaround for this and the result was coming up with a style with certain chord shapes and melodic lines where chromatic movements, chord that are close together and diminished shapes are king. Another aspect of the style is based on the chord shapes Reinhardt was forced to use due to his injury. Standard barre chords are not as common in gypsy jazz. Major and minor chords are almost never played, and are replaced by often broken major 7th chords, major 6th chords, and 6/9 chords implied by just three notes. Gypsy jazz groups generally consisted of a lead guitar, violin, two rhythm guitars and bass. The rhythm guitars supply the percussive rhythm called la pompe, which, in conjunction with strongly syncopated bass lines makes a percussion section redundant. Unlike American jazz that features prominently the horns, gypsy jazz is based around guitar, making it sound more acoustic and folkloric. kzbin.info/www/bejne/b2bbfnuPj998mNE Just replace the fiddle with the organetto and you get yourself your Delfino Plaza Italian gypsy jazz................................
@visualizermusictracks8 күн бұрын
Koji Kondo captures this rhythm playing and harmony in the way he sequences the piece, with two different guitars strumming in slightly different fashion to create the effect that there are two actual rhythm guitarists. Adding to this authenticity are the three note chords with open voiced notes as they would sound in a real life plucked string instruments. The main progression is based around the voice leading of chromatically descending notes that are part of the chord progression A - Gdim - D6 - Ddim9 which contain inside the note line: E, G, F#, F which give it the chromatic flavor that propels the harmony. The bass player also finds his own chromatic line on those chords: A, Bb, B , E. It is chromaticism all the way down The piece only needs a single bar to establish its full progression. Technically there is a quick C#m chord at the beginning but in the context they are just muted strings, an imitation of the chucka chucka percussive sound you produce when you strum it with no particular strings pressed Like all Mario main themes the piece starts with an intro hook that never returns for the loop (the main theme of the series being the one exception that Koji never pulled off again-Yoshi’s Island one does not really have a hook intro but the more traditional vamp intro) This pre-intro immediately puts us on the Italian setting with the notes of the accordion phrase bringing the chromatic flavor and establishing the A key with the dominant chord E7. Like its spiritual predecessor, the Super Mario World theme the piece then goes into the harmony-establishing Intro (the other Mario main themes go straight to the melody). The lead guitar play the choruses of the composition based around a motif that repeats itself three times, the first two exactly the same question-answer block that fit within the 1-bar progression and then the last repetition the same question with a longer tail answer that closes the phrase and leaves its last note, the tonic, for an extra bar. The guitar melody is plucked with bravado and with more dynamics, as if Django is using his plectrum to play it with force. For the B section, many themes go to the IV chord, For Delfina Plaza this is D, kickstarting the vamp between D and tonic A; this is similr to the B Section of the main theme of the series. As pert of its duties as a contrasting section, the melody is now taken over by the organetto, playing chromatic passing notes with longer question-answer blocks. Each chord is now sustained for a full bar. Once again the melody are two almost equal question-answer block followed by a third with the tail answer; balance between variety and repetition is achieved with the second question-answer block of the melody ending on the tonic as opposed to the first time. However, on this occasion there is a fourth question-answer block since the third one ended up on the dissonant and inconclusive Bb, where the harmonic profile of the piece changes since the chord used here is F#7 in place of the expected F#m of the A Ionian/Major profile. The fourth question-answer block is over the F chord which is borrowed from the parallel A Aeolian/Minor scale, adding chromaticism straight into the chord changes with the full progression being: D - A - D - A D - A - E - F#7 - F - E The bass player has fun with walking bass lines the foreshadow the changing of the harmonic profile. In typical Super Mario fashion, Unlike the A Section which in Mario music most of the time ends up resolving to the tonic, this one ends with the cliffhanger of the dominant (only Yoshi’s Island, Super Mario 64 and Super Mario Bros 2 themes end their B sections on the I). Apparently both the Delfino Plaza theme and the music for the Motel 6 commercial have the same musical kernel in these jazz influences since they sound very similar: kzbin.info/www/bejne/nXfYnWN8h6yVj7s They are both places for vacation, I guess? Unlike the other Mario themes with C sections, this one goes back to its A section as the main hook and chorus of this rondo form piece. This second time there is just one instance of the melodic period as opposed to two, the next section coming up in less time. For the C Section the harmony profile of the piece changes one again, the bass player stays on the pedal note A while the rhythm guitars go between A and G, a vamp that always screams Mixolydian profile. The accompaniment is then transposed to the C Mixolydian profile going back and forth between C and Bb. The organetto plays a chordal melody following the underlying harmony. The phrases are still based on question-answer blocks; first one ends up on a lower A then the second on the upper A. The piece returns to the A key based profile and the chords change with a faster pace each two beats even though the melody profile is the same. The jazzier progression being: A6 - B7 - E - E6 - F#7 - Bm - E7 The B major chord coming courtesy the A Lydian profile. The V chord prepares us for another repetition of the A Section. Once again just one instance of the melody. The track appears to loop at this point, repeating the intro vanmp. But no, there is one last section that uses the same progression from A Section, with the accordion playing its more Italian melody yet. Since the piece needs balance, another question-answer block based section would not be as interesting so this one uses a long phrase based melody that sounds as if the accordionist is improvising one last lick as an outro that ends its lines on the note E. Ever since the original Super Mario Bros Overworld there has not been a D section on a Mario main theme. The piece loops directly to the A section, omitting the Intro establishing progression. Imported from the India smuggled in some gypsy caravan is Yoshi along with his tabla, which this time around are not the traditional bongoes from Super Mario Word meant to convey the horse quality of this dinosaur but some tabla slightly detuned to G which is outside the A Ionian/Major scale, Following the trend that started on Super Mario World and continued on Super Mario 64, Koji Kondo decided to create a main theme and then rearrange it for various levels since he feels this kind of repetition makes the world feel more cohesive and makes the music more memorable, something that he feels modernity brings down since there is so much more music written for a project than in the early days, so tunes don’t tend to stick as easily. The worlds closer to the plaza like Ricco Harbor, Gelato Beach and Bianco Hill are based on this composition, along many other smaller cues; the further you go from the plaza the further the music goes feom it. Unlike the other Mario games, this main theme is played on the hub world of the game. This is the first Mario where every world has its own unique music. There is so much music that this is the era where projects often need multiple composers in order to be completed successfully; on this one, Kondo gets the help of composer Shinobu Tanaka-now Shinobu Nagata since it is suspected she married fellow Nintendo composer Kenta Nagata-who provides pretty much all the non-Defino Plaza based compositions. Even though the locale is based around the European mediterranean coast, there are still Latin influences on the soundtrack, with some calypso, ska and samba infused tunes that color this brand new locale for Princess Peach and her cohort of now colored and with more personality Toads. Some classic Mario melodies also turn up-like the underground music from Super Mario Bros, newly arranged here as Shadow Mario's theme the acapella Super Mario Bros series theme which is found on the special levels that served as the inspiration for the free form Super Mario Galaxy worlds. This was also the first try of the Mario series at voice acting, which Shigeru Miyamoto requested to remove on later entries since he felt voices made Super Mario seems closer to a Chidren property than the more universal language of silence and mumbles from the early days. In contrast with The Legend of Zelda series, composer Koji Kondo has been continually more involved with the Mario series which is closer to heart due to the Latin jazz influences. From the original Super Mario Bros down to the more recent entries like Super Mario Odyssey and Super Mario Wonder, Koji Kondo remains the driving force for the tone of each main Mario game. ♫ Support the Channel: www.buymeacoffee.com/musictracks ♫ Media files, requests and support for future interactive tools (Patreon): bit.ly/officialmusictracksmedia Or you can also send thanks or join as a member.
@Kaida76010 күн бұрын
You may not like what he's done to the world............but you gotta say........respect to Ganondorf.
@SparkyMK310 күн бұрын
A relatively simple melody, but it adds to the playful friendliness of the Gorons. And the nice texture of the instruments adds so much atmosphere and personality to it! Koji Kondo is amazing!
@thebro499412 күн бұрын
New Video, yay :D But you kinda confused me at the beginning. I never played the Perfect Dark Games so I never heard the theme. It sounded so dark, so atmospheric, so... creepy without the main melody. In the end were every part comes together, now the themes invokes the spy influences it strifes for. Always love it when you play the theme with only the base instruments at the beginning and ad the other instruments piece by piece. 🤩
@visualizermusictracks12 күн бұрын
yeah, that base is so sinister with those intervals and low notes
@thebro499412 күн бұрын
@@visualizermusictracks B.t.w. now that Christmas is around the corner, do you have a song in mind for the occasion? 🎅
@visualizermusictracks12 күн бұрын
@@thebro4994 i dunno. it occurred to me but cannot think of a particular Christmas theme that is cool or very well known. There are some snow levels from Mario but i guess my favorite was from the Banjo-Kazooie level that is already there
@thebro499412 күн бұрын
@ How about a theme from Snowboard Kids? It got a great OST and I think there is certainly a theme to your liking. ^^
@visualizermusictracks12 күн бұрын
@@thebro4994 Snownoard Kids? first time i have ever hear the name. I will explore what is it about but would there een be MIDI sequences for it? who knows. In any case the next one on the line might be the opposite of Christmas and snow
@visualizermusictracks12 күн бұрын
Musical Analysis In the year 2023 cars will fly, the governments of the world will be controlled by reptilians waging wars with big corporations, AI has gained conscience and laptops become weapons. These are all the accurate predictions made by Perfect Dark-they just don't want you to know the truth-the tech noir sequel to GoldenEye 007 in a parallel world where the James Bond series jumped the shark and went into a mega futuristic direction (even though the series has come close to it). In a video game though, it allowed the GoldenEye team to do a more ambitious story and permeate the gameplay with all kinds of wacky mechanics that only the freedom of thinking about the future and not dwell in the set on stone past brings to the table. The Rare team are not longer limited by the constraints of the Bond franchise. They can now lean into any kind of influence in order to advance the FPS genre thanks to the bold decision of trying to establish a brand new IP as opposed to the well known spy film that gave them the GoldenEye success-it also didn’t help that Electronic Arts basically outbid them for the rights to the next 007 film-This freedom permitted this spiritual successor to be a, literally, more advanced sequel with exciting new plot points, devices and weapons that otherwise wound not have been possible. The game is a love letter to classic cyberpunk staples like the films Blade Runner and Ghost in the Shell, TV shows like the X-files or full on conspiracy theories on the internet. To differentiate further the game from its predecessor it was decided that this time around you would be put on the heels of a female protagonist, Joanna Dark, possibly named after the historical patron saint Joan of Arc and modeled after the actress Winona Ryder; she is the titular Perfect Dark due to her perfect scores at the Carrington Institute. The developers might have come with the name of the game due to its cool sounding properties or maybe the character was named first after Joan of Arc and then the name followed. The music once again was going to be in charge of the team made Grant Kirkhope and Graeme Norgate-at least before the later decided to leave Rare mid-development alongside half of the team to found the company Free Radical Design, which would take with them the futuristic concept of a FPS to create their own TimeSplitters series; Grant Kirkhope actually had to com into the project after this incident since he was already in charge of two other big projects-They were joined by new hire Dave Clynick who did the cinematic sequences and multiplayer. The score, just like the game itself, is GoldenEye 007 with an additional layer of futuristic and sci-fi paint applied. Graeme Norgate brought in most of the new sounds used. We now have brand new synthesizer sounds directly inspired by the famous Blade Runner electronic score and the iconic whistling sound from the X-files on top of the industrial, beat based production of the Eric Serra’s GoldenEye movie score. Analogous to the game itself, the composers are no longer constrained by the musical tradition of 007; we no longer have the reliance on the James Bond theme but all originals. The main menu theme composed by Grant Kirkhope exemplifies this brand new mix of sounds, having the GoldenEye sound at its basis with additional sci-fi elements and a more mysterious sounding use of notes. Bringing his signature tritone based compositions from the Danny Elfman inspired Banjo-Kazooie series, which is now forever in his DNA, Grant shapes the new conspiracy tone of the Perfect Dark series, using the diminished fifth as the basis for both the harmony and melody of the theme. The 007 roots are still there, with a distorted version of the chromatic 007 vamp. For the 007 vamp you must retain pedal root note and then advance the interval chromatically from a perfect fifth to a minor sixth then to a major sixth and back to the minor sixth; that is James Bond. Like CG - CAb - CA - CAb. For the Perfect Dark one, as can be seen on the electric piano ostinato, you get the same idea of advancing chromatically and then back but this one is more dissonant, reflecting the vibe of the game; instead of going up to the major sixth interval it goes down to the tritone so the vamp is now based around CG - CAb - CGb; you are no longer a cool, sophisticated spy but a heroine trying to solve an otherworldly conspiracy. The instruments also serve as an additional spoiler-just like the alien Elvis being reflected in the eyes of Joanna-for the sci-fi and alien elements we will encounter. The industrial percussion made now of sounds UFO engines would produce are aided by the theremin, a staple of otherworldly science fiction and alien invasions since the Bernard Herrman score for The Day the Earth stood Still, plus the Blade Runner synth sounds. These are no longer sounds coming from soviet submarines or nuclear industrial facilities; these are now sounds made by non human made weapons, UFOs and other space ships. The filtered out arpeggiator-like sound was inspired by Blade Runner-similar to the Stranger Things theme song which also takes inspiration from 80s film scores. It is a modular analog synth sound inspired by music sequencers. kzbin.info/www/bejne/hYGZZHWIr7CgeJI The electronic based score from musician Vangelis has inspired all things cyberpunk. Could the N64 actually replicate this sound of a dynamic filter that evolves the sound in real time of a synth patch as if it was some kind of organic based alien technology? Not at all. So what you hear here are the results of the sound designers painstakingly recording different samples of the synth sound with different filter settings applied and then putting them together manually to give the effect of an electronic musician turning the filtering knob in a musical manner-which is basically an EQ that modifies the frequency content of a sound, altering its timbre and creating this pulsating effect. The idea of the electric piano ostinato and sinister sounding notes combined with industrial percussion and distorted cymbals might have also come from the Blade Runner soundtrack kzbin.info/www/bejne/gJOrkGlteNuBoJY We also have other unnatural sounds like reverse cymbals which is something only musicians with access to alien technology can produce. The 007 submarine sonar is also back, but this one is a different metal percussion clank pitched down, creating continuity with the previous entry and making this a true spiritual successor in presentation, gameplay and sound. The synthesizer used for the bass has a very metallic attack, so much that at the lower frequencies it is practically another percussion instrument. Musically, the theme goes between a C Aeolian/minor profile and a C Lydian one due to the tritone, figure that is then transposed to F when the theremin plays. There is an interesting rhythm contrast between the dotted quarter note basses and the electric piano ostinatos changing every two beats, since the bass notes arrive faster to the chord than the ostinato. The strings play the same melody on the C based progression. The transitions are marked by the reversed cymbal, which is when the attack and sustain of the note are interchanged, creating a strong sense of anticipation before the cymbal hit arrives in sync with the new section. A full progression that would work is Cm - Ab Cm - F# - C - F# Fm - Db Fm - B - F - B The two favorite harmonic movements of Grant Kirkhope, going to the minor sixth and going to the tritone. This adds the something-not-quite-right layer to the Perfect Dark tone. Perfect Dark was the first ever Nintendo published game to get an M-rating since there was more blood depicted than in GoldenEye. Since all eyes were on what the developers of GoldenEye would come up with, unlike the first time, the team expanded to three times its size and decided to expand on all fronts, with lots of content and customization for the multiplayer. The less realistic setting allowed the team to have carte blanche and go wild with ideas for gadgets and weapons. The series has continued sporadically, witht even a long forgotten Game Boy game companion to the N64 title. trying to establish a new franchise and heroine on subsequent platforms. There is a next installment coming up and apparently Grant Kirkhope auditioned but was not selected since the landscape of video game music today is more incidental film score type based than a level theme looping endlessly, which is what the composer is maybe more closely associated with. Special thanks to @JukeDenton for help in getting the sequences ♫ Support the Channel: www.buymeacoffee.com/musictracks ♫ Media files, requests and support for future interactive tools (Patreon): bit.ly/officialmusictracksmedia Or give thanks and join as a member.
@jerds929313 күн бұрын
I think this is missing instrument channels?
@visualizermusictracks13 күн бұрын
what do you feel is missing? these are all the channels from the original
@SlyHikari0313 күн бұрын
Angklung my beloved. Favorite part of the tune honestly.
@cyanified15 күн бұрын
Kinda reminded me of rainbow tylenol after a bit.
@yesilovenachos16 күн бұрын
Yessss we're getting to Final Fantasy stuff. Sometimes it's hip to be Square
@unfortunatefall16 күн бұрын
You honestly put to shame other theory channels. these are like dissertations. This is a complicated piece!
@visualizermusictracks16 күн бұрын
Im aided by compiling all kinds of information already out there. From books, videos and blog posts to even some insights from youtube comments and forums
@thebro499416 күн бұрын
The legend did it! The legend diiiiid iiiiiiiit!!! 🥳🥳🥳
@visualizermusictracks16 күн бұрын
Musical Analysis The original ‘Why do I hear boss music?’ moment. It’s the end of the world as (the music let’s) we know it. This is what happens when you fight a biblically accurate angelical being, or rather fallen angel, in the figure of Sephiroth, the titular one winged angel who has ascended to godhood. Obviously this moment needs a piece to match these dramatic heights and Nobuo Uematsu goes to town by delivering a multi part, driving orchestral piece that sounds as if Stravinsky’s Rite of Spring and Carl Off’s O Fortuna just had a baby. It is also the missing link of video game music that is destined to unite the old world of MIDI sequencing with the new paradigm of recorded music that will follow thanks to the addition a real life choir recording on top of the sampled orchestra. Even though Sephiroth already had a musical theme for him (Those Chosen by the Planet) he will forever be associated with One Winged Angel as his theme song, song since this now has lyrics that even proclaim his name. Of course they are obligatorily written in Latin since how would you be divine otherwise. Uematsu had already employed the holy organ card to convey the divinity of his previous villain Kefka so now the only option left on the table for this fantasy setting is the classic ominous Latin chants. You then surround it with loudness on all fronts and you get yourself the ultimate final boss battle of your series. Somewhere over the past few centuries, Latin became the language of doom; not only is it the dead language of a once-mighty civilization that collapsed over a thousand years ago but it's also the traditional language of the Roman Catholic Church and, in the same way as the church organ, thus associated with divine power, spirituality, mystery, death and all things high and mighty. It is also a mysterious, uncanny language that sounds like many others we currently speak since they share it as an ancestor; so it has the perfect ingredients to become used for the supernatural and mythical. Even though the actual meaning of the words is not important in order to convey epicness-you could be singing a Latin nursery rhyme, read from a Roman phone book or jut add 'us, -icus, or -ium' to any word you like for all we know and nobody would notice-Uematsu took on the work to actually take meaningful words from the same source as Carl Off’s O Fortuna, the Carmina Burana medieval poems, in order to convey the state of mind of Sephiroth, an entity now full of dread, threat and malevolent, manic violence; the main choir lines say something like: Burning inside with violent anger Burning inside with violent anger Sephiroth With the name Sephiroth screamed at the top of the lungs serving as a hook and motif that will occur throughout the piece. Sephiroth could be seen as as the Biblical Seraph, a celestial or heavenly being with six colossal wings that literally means Burning Ones. He has a seventh wing in place of his arm which is how we get the name of the piece. Even though this Latin choir seems huge they were just 8 people (2 sopranos, 2 altos, 2 tenors and two basses); their names are listed on the liner notes of the soundtrack CD. Uematsu initially wanted to feature recordings of vocals throughout the entire score but decided against it due to how the memory needed for the real audio affected the load times of the locations; so since gameplay comes first he only used it for the final boss theme, inadvertently creating an even bigger impactful moment when players hear for the first time a real choir on their synthesized game. Nobuo Uematsu explained that he composed this cue not in his usual manner but rather by creating various motifs and little phrases first and then piecing them all together like puzzle pieces. He wanted it to be different from his previous battle and final boss music and this was a way to create a suite where short bursts of dissonant melodies come and go, creating the frenzied tone of the final battle and reflecting the fragmented state of mind of the villain; this was the first and only time he tried this method of composition, doing some 2 to 4 bar phrases each day for a period of over two weeks and then sitting down to put them in a coherent manner. This in classical terms would deem the piece a Fantasia form, perfect for the name of the series. and the fact this is the final battle means this is the final fantasia, capisci? The main influence of the piece was specifically Stravinsky's "The Rite of Spring" in terms of form and orchestration, down to even use a version of the "augur chord", one of the most famous motifs Stravinsky came up with, at the beginning of the piece with the same aggressive staccato rhythm that made the Russian ballet so disquieting for audiences back in the day. Uematsu has also said he wanted to create something that would sound like '60s or '70s rock music performed by a full orchestra, and for the piece to have the same destructive impact as rock music; he still thinks of the piece as a rock song, saying that the culmination of it was when he performed it with his progressive rock outfit ‘The Black Mages’ and an orchestra. The rock influence is mainly the driving rhythm in 4/4 which became a staple of rock music thanks to featuring prominently the drum kit and the time signature changes of the piece must certainly came to Uematsu from his progressive rock influence rather than classical. The stomping rhythm was taken by Uematsu from the intro to the Jimmi Hendrix song ‘Purple Haze’. We also have the Carmina Burana Latin choirs and finally the fear inducing Psycho strings which Uematsu himself said he took from the Afred Hitchcock film. So structurally, it means we have multiple sections followed one after another, with just the main choir chorus and the Sephiroth motif being the anchor points. The piece has an extended intro just for this over the top battle with the highest stakes possible (it comes to the point that the animation for one of Sephiroth attacks lasts for an extravagant 2 minutes; a "blast of such despair that it can send destruction even into other dimensions” because destroying just one dimension is not enough for a Final Fantasy boss. When physics equations appear on-screen breaking the mathematical reality of the spacetime continuum that's how you know Sephiroth is the real deal). Uematsu throws in all the possible hallmarks of despair: loudness, Psycho strings, choirs; even when confronted with the difficult decision of choosing between the Western timpani or the Eastern Taiko drums he did not hesitate to say he wanted both and added a rimshot snare and an orchestral bass drum in good measure if maybe you felt it was not big enough. In general the instrumental sections follow E minor profiles while the choir sections flutter around D minor ones one step down. There is also a section later that flirts with the Bb minor profile. Having said that, tonality is not what this piece is going for, using dissonance, the tritone and chromaticism at every opportunity it can to convey the tone and despair of this battle. It would be closer to the E and D octatonic profiles due to the amount of dissonance of this scale that emphasizes minor seconds and diminished fifths....................................
@visualizermusictracks16 күн бұрын
Chapter I: The Rip of Spring We hear the first section where The Rite of Spring, Psycho and Purple Haze are mixed together. Instruments begin the call and response dance that bring to mind the heavy steps of a huge beast and the alarming sounds of high pitched instruments that hint at Sephiroth’s insanity by suggesting a mind spiraling out of control. The stomping is done by the alternating steps of the timpani and taiko drums. After two measures of this dissonant march-like figure in the low brass, high woodwinds give the contrasting siren-like response. The march figure returns once again and then the upper woodwinds respond with a rapidly descending, whirlwind chromatic outbursts. The main attributes of the piece are already apparent, the composer must convey the fear and threat in the most theatrical way possible. This is achieved by establishing several musical ideas such as the diminished intervals born out of the octatonic/diminished profiles, extreme dynamics, and the use of extreme ranges as well. Being a sequenced MIDI track Uematsu is able to ask his virtual musicians to play outside their conventional ranges. The flute is the only representative of the woodwind family since this is all about that brass and the strings, where Uematsu takes his string arrangement task seriously; this is not anymore about just low strings and high strings but the entire language of the string section composed of violins, violas, cellos and double basses. You can hear the composer giving separate voices to what would be the different string sections. The brass and strings are doing the poor man's version of the Rite of Spring Augur chords, which originally was basically an E major chord combined with an Eb7 resulting in a lot of minor second intervals and thus dissonance ensues. This one tries to do the same with arguably Bb and A but is content with just using the notes E, A, Bb and D plus the same rhythm to convey the reference. The flutes’ play chromatic appoggiaturas leading from D to E as another set of strings play a disturbing ostinato. The second flute response is colored with a piano playing very high notes, almost sounding like a magical spell being cast; it rapidly alternates between what would be two broken chords, Em7 and A7 without the third. The first melodic lines start to appear in the form of aggressive sounding brass that have that raspy tone in the timbre, being answered with short burst of descending notes on the strings and ascending notes in the case of the horns and flute. There is also some rhythmic displacement since you would expect phrases to last four measures but there is an additional measure of string outburst before the next phrase which is the ascending fanfare. The fanfare in question is a passage of triplets played on the trumpet and strings that gradually ascend chromatically in the upper strings and trombone before being answered by a descending two-bar response in the horn and viola. the fanfare is appropriate to cement the militaristic tone of the battle brought by the snare; thus it works as a melodic idea early in the piece signaling the start of the combat or the introduction of Sephiroth new form. The music remains locked around the pseudo augur chord drone throughout but for the fanfare the only supporting harmony is the two note E and D, resulting in tonal ambiguity. After this moment the piece throws a curveball by abruptly changing the time signature, as if Uematso is fitting his musical puzzle pieces by force. The drone texture goes away and is replace by a contrapuntual one between an upper voice and an independent bass line. The time signature shifts from steady 4/4 to the unstable 7/8 the instruments playing a fugue like pattern that repeats the same melodic line at different points in time. The short ascending section serves to prepare us to the change of key to a D minor. The 7/8 does not last long, returning to the stomping beat shortly after where the strings get crazier going up chromatically from F to its tritone note B and then down in rapid fashion. The underpinning harmony are just a bunch of stacked D note drones on top of which the composer will bring an unorthodox chord progression meant to climax on the choirs that are about to enter the piece. Thus, the harmonic progression in the new key of D minor materializes over a D pedal tone: Dm - Cm - A - G# - Dm -Ebm - F - B” Notice that there are tritone intervals between several of the chords: G# to Dm, as well as F to B. This propels the harmony into unusual directions, further accenting the unstable concept of the piece. The only rhyme and reason is that the root notes of each chord fall into the D diminished profile and that pretty much every note of the chromatic scale is used in those chords. The call and response theme of a battle between two parties is still going strong with flutes and brass echoing the string chords. Chapter II: No Fortuna At no point until now has the player encountered a live recording until the ominous Latin choirs blast in; It was likely very surprising for players in 1997 to hear human voices coming from their TV speakers considering the rest of the soundtrack only included artificial tones. Sephiroth so powerful he connects the dimensions of MIDI and live sound bridging upon mortals the transition between game music into film scoring. The piece finally arrives at its main section after the long intro, the harmony finally stabilizing somewhat into the D minor profile. As can be heard on this visualization, the strings that are underneath the choirs accompany them almost in heterophony, retaining the overall melody of the piece even when the choirs are not present-which is, sadly, what happened to some players of the PC version of the game which featured different sounding instruments-they play stabbing syncopated chords leaping an octave higher adding embellishment to the simpler vocal lines. The snare drum now goes full military form and the timpani play now on beats 1 and 3; the snare accents on beats 2 and 4 in turn is what Uematsu means by this being a rock song. The chords are something like Dm - Bb7(b5) Dm - Bbm Dm - Bbm It all ends with the Sephiroth motif which are three contundent chords F5 - Bbmadd11 - Dm Se - Phi - Roth! The one lyric that non-monk players will understand is accented and ends up on the tonic chord. Only desperate pleads from the strings echoe the Dm after the fact and then the chords Gno3 5/6 - Gm - Dm before the repetition of the Sephiroth motif. The main chorus repeats with additional countermelodies by the horns that also play in fugue like manner. The cross-rhythms between the horn’s triplet profiles and rest of the ensemble’s duplets provide a new, complex texture. The Sephiroth motif is also reinforced by the fanfare responses that call to mind the original fanfare that opened the intro, signaling that the party of adventurers is now finding strength to fight this otherworldly threat. Then the choirs go into a different section which takes its melody from what is the true official theme of Sephiroth-even if this one took all the spotlight-‘Those Chosen by the Planet’ which is itself a motif Uematsu took from his own Final Fantasy V score, The Book of Sealings’ which was brought back for this character named after the angelic Seraphs of the Bible or the sefirot from the Jewish Kabbalah. kzbin.info/www/bejne/ZnmUqWCkgqt5kMU The motif is also used for the previous boss battle against Sephiroth. The lyrics for this part are: Fate - monstrous and Empty Fate - monstrous and Empty. Within this section, various musical features heard earlier in the piece return. The Purple Haze percussion ostinato fromt the start of the cue makes a reappearance as does the minor-seventh double-pedal drone (first between E and D and then between B and A). The piece is now closer to Bb minor profile. The horns continue their fugue game with the second one following after the other in an echo fashion. The change of tonality brings down the piece voices to a lower register, creating the impeding sense of doom about to explode. The piece bubbles up before coming back to the main choir section with additional countermelodies on the brass. The second bunch of Sephiroth motifs are made more intense thanks to the unrelenting percussion that becomes even more loud. Even though the snare is militaristic, it still accentuates even more beats 2 and 4 which is another element that makes Uematsu say this is just a progressive rock song roleplaying as an epic romantic orchestra. The song escalates in order to go back to its original E minor key by way of a Dm chord and a chromatic ascent on the bass from B to E.....................................
@visualizermusictracks16 күн бұрын
Chapter III: Dancing Madder The rock backbeat continues with the snare accenting with rimshots that could sound like handclaps at a rock concert. The melodic phrases become longer and are also echoed with different instruments in fugue like manner. The Em7 is now complete and establishes the new Em tonality going from Em7 to B7 to form an harmonic minor profile. This part is the more reminiscent of the harlequin theme song for the villain Kefka from the previous entry. The melodies keep using chromaticisms but this time in melodic fashion a opposed to just using them for dissonance’ sake. Then we get to the most panic inducing section with the dissonant C7(b5), a chord that is composed of two tritone intervals, while the strings unnervingly climb to the contrasting C major chord; the melodies play a diminished tetrachord ostinato that is then transposed a semitone up with the underlying E6sus2 chord, altering this ostinato to a Phrygian tetrachord. The string ascending countermelody is now doing an Em chord. The orchestral cymbals join the backbeat to make this section more dramatic. It culminates with the chromatic triplet feel descent that then goes back up towards an Em with its sixth note on the highest register which serves as the leading tone to yet another transition to the D key for the calmer flute section. The piece now transforms into a different instrumental interlude that is the calm before the storm, where a combined flute and violin melody shines on top of a C7 to Gdim harmony. The pianist makes a brief return after going for snacks when the intro was done. The piece is at its most tonal, finally employing a humble natural minor scale on the melody. you would think we are now on stable territory But the phrase is not even finished when the composer one again decides to abruptly change the time signature to 3/8 creating a waltz like om-pah feel. This was just another of the puzzle pieces from the composer jigsaw that he thrown it and fitted unexpectedly. The waltz uses the extended chords Dmadd9 - Cmadd9 - Ebmadd9 - Dmadd9 - Cmadd9 - Fmadd9. Another zany harmony and rhythm; you are not allowed to become comfortable when battling a fallen angel. The flute melody returns with the power of military snares in 4/4 and then to another lift with a Dsus4 to a climatic Ab6/9. The basses are pretty much doing their own thing harmonically, first descending and then ascending, changng the color of the harmony with them in the process.The diminished profiles continue to be featured by Uematsu’s consistent use of the Eb and Ab notes. Epilogue: For Whom the Bells Thorn Time for the tribal ostinato as the last piece of the puzzle that sounds as an evil medieval ritual. This section serves as a culmination of almost all the elements that Uematsu has employed within the piece. He employs layering to gradually thicken the texture in four-bar phrases, beginning with a low and ominous atmosphere where the piano and male vocals play together in octaves, based around the definitive tonal center of D and mainly moving up a semitone to Eb or down to C#. The taiko drums perform steady as if the ritual is just taking place. The piece is recharging and slowly, more instruments are introduced. The Psycho strings return and then the aggressive horns that sound the alarm in dissonant seconds. The sopranos and altos sing a quarter note countermelody within the harmonic minor profile. The whole orchestra culminates with the Sephiroth motif this time with interjection of the funeral church bells that are always a signal of death and doom-and ones that hark back to the Sephiroth theme ‘Those Chosen by the Planet’-and the lowest piano note. This is the end at which point the piece loops back to the first main choir section until someone dies. The last set of lyrics are: Come, come, O come, do not let me die Glorious Noble The puzzle like way of composing the theme serves so the player cannot predict what will happen next in the music just as the player cannot predict what the character Sephiroth might do next in the game-like literally destroying the entire solar system in the midst of the battle-At 7:20 seconds the song is the second longest in the soundtrack-albeit not as ridiculously long as Kefka’s 17 minute opus from the previous game-that hopefully nobody will ask for- It is always considered one of the obligatory highlights of any of the Final Fantasy concerts and has been remixed multiple times. As has been said, it displaced Sephiroth’s original theme as his signature music for any appearance. The piece sits at the interjection between old video game music and new cinema style video game music. One-Winged Angel" is the favorite tune from the soundtrack of the composer and also his favorite battle theme from any Final Fantasy game. The entire score for Final Fantasy VII amounts to more than 4 hours of music and the soundtrack release spanned multiple CDs showing how serious Square takes the music of the series. As with the previous entries, the game pushed production values of the time to their limit, going so far as abandoning the Nintendo 64 in favor of the new PlayStation whose CD-Roms allowed more storage and permitted the team to tell a more ambitious, cinematic story with pre-rendered videos inside the game, which allows us to see Uematsu incidental music skills when producing movie like scenes. It is also thanks to the CDs that we were able to hear a long real life choir for the final battle-which is not visualized since I’m still researching how to best present recorded audio-despite consisting of 85 tracks the music was composed in less than a year, as opposed to the two-year period that the game’s predecessor FFVI had undergone. Uematsu's approach to composing the game's music was to treat it like a film soundtrack and compose songs that reflected the mood of the scenes rather than trying to make strong melodies to "define the game", as he felt that approach would come across too strong when placed alongside the game's new 3D visuals; another aspect that brought video game music closer to film music. The soundtrack has a feel of "realism", which also prevented him from using "exorbitant, crazy music " or too many catchy video gamey music. The soundtrack covers a wide variety of musical genres, including rock, techno, orchestral, and choral since the story takes on some modern, technological topics, cementing the signature hybrid of fantasy and science fiction of the series. While the Super NES only had eight sound channels to work with, the PlayStation had twenty-four-that is if you wanted to use the internal sequence as opposed to live recordings- Eight were reserved for sound effects, leaving sixteen available for the music. And thus the cipher of Sephiroth has been deciphered. ♫ Support the Channel: www.buymeacoffee.com/musictracks ♫ Media files, requests and support for future interactive tools (Patreon): bit.ly/officialmusictracksmedia Or join as a member.
@NazeldaHyrule18 күн бұрын
This is REALLY Cool! You should make the OST!
@JoshLeveille19 күн бұрын
Crazy! It’s the same chords as the “level complete” music, but just arrangement differently! SO Cool! Edit: Okay so the same chords are used, BUT it’s a different order. “Level complete” is Ab, Bb, C, but this is C, Ab, Bb (all major chords)
@visualizermusictracks19 күн бұрын
i think level complete is also C - Ab - Bb - C. This one leaves the resolution out. But it is so famous that it is known as the Mario cadence
@JoshLeveille19 күн бұрын
@ Ohhhhhhhh. Yeah. You’re right about that! Makes a big difference too, leaving it unresolved back to C
@hi_im_nickelodeon10 күн бұрын
Reminds me of 1up sound.
@PhineasKSliderVT20 күн бұрын
:40 by far the scariest part of the song. XD
@thebro499422 күн бұрын
Yay, new Video ^^ I never played GoldenEye, but I see that 007 goes around the world. xDDD
@visualizermusictracks22 күн бұрын
@@thebro4994 yeah it is pretty much an Indiana Jones level thrown as a bonus
@visualizermusictracks22 күн бұрын
Musical Analysis Everyone talks about the GoldenEye pause music but that is only because few souls managed to finish the Aztec mission on 00 agent-guilty of doing it with save states on the Switch-and discover the true banger waiting to become a hit whenever a savvy rapper decides to sample it. This particular track was written by Rareware in-huse composer Graeme Norgate who was the original composer for the game and also ended up finishing it when Grant Kirkhope came and went from and to other projects. He already had action oriented experience having worked on Blast Corps and Killer Instinct, and was adept at programming beats and synthesizer parts. Who would have thought that, just like Link himself before him, Bond now has to also go to ancient temples, solve cryptic puzzles, get the dungeon item and kill the final boss with it. The el-Saghira Temple, more commonly known by its mission select name Egyptian, was the second of the two bonus missions after the main campaign was completed, ramping up the difficulty and introducing elements from Bond films other than GoldenEye. Unlike the futuristic Aztec paving the way for Perfect Dark, this level isn't based on any specific James Bond film, although its general appearance is no doubt modeled after the Egyptian scenes in the 1977 film The Spy Who Loved Me; instead it features a variety of elements taken from various classic Bond films merged into a plot designed to follow on from those movies. Here, you must recover the legendary Golden Gun, the notorious gold-plated weapon owned by professional assassin Francisco Scarmanaga (Man with the Golden Gun) capable of instantly killing targets and must battle Baron Samedi (Live and Let Die), a dangerous vodou sorcerer who is seemingly incapable of dying, resulting in a clash between the deadliest villainy forces in the James Bond franchise. Samedi has stolen Scaramanga's legendary weapon and Bond must retrieve it in the temple, though it is clear it is a trap set by the villain. Baron Samedi is the only supernatural entity on the 007 Franschise, making this level an horror fest where even the lights are turned off. The villain is based on one of the Lwa from vodou lore; He is the Lwa of the Dead and is usually represented by a black man with white painting resembling a skull and dressed in a top hat as if to resemble a corpse prepared for burial in the Haitian style. Same inspiration for the villain of The Princes and the Frog. Somehow all this is still in line with the Bond franschise since the spirit Samedi has been connected to secret societies before. So yeah, this level is an eclectic mix of exotic cultures thrown into a James Bond setting and this is reflected on the music which takes only the vamp of the Bond theme and no other elements, making it the most original theme from the game; the one less based on the main theme of the series. The hip-hop based production is because of the use of the drum machine and the syncopated 808 type bass sound that is almost another kick drum due to its sharp attack, they are accompanied by various percussion elements that would be used by ancient cultures; this is straight from some ritual Baron Samedi would perform. The score makes use of the exotic profiles like the Phrygian dominant scale which is Egyptian enough, occurring in Arabic and modern Egyptian music, in which it is called the Hijaz-Nahawand or Hijaz maqam; it is created out of the harmonic tetrachord on the head and the Phrygian tertrachord for the tail. The ancient Egyptian music which would presumably been heard when this temple was on its prime is lost to history, so we just use modern Arab themes for pyramids even if they are anachronistic. The orchestral flute is also made to sound like a more exotic middle-Eastern flute due to the use of pitch bends to create those microtones we identify with the region. The magical quota is given by the mystic pad and here the famous GoldenEye Soviet submarine sonar metal clank makes its debut as a pitched instrument, being used by Graeme Norgate with a more melodic, hypnotic effect. We also hear the traditional spy orchestral triangle that sounds sneaky yet sophisticated. The piece trades back and forth between middle-Eastern phrases and the chromatic 007 vamp taken from the main theme of the series. then there is the terror inducing outro which sounds straight from the deepest reaches of the cursed pyramid. Ancient unnatural voices also sound to contribute to the spooky, ancient atmosphere. So with this the James Bond music goes full circle by reconnecting with its Middle-Eastern origins. As a fun fact the Baron Samendi laugh is actually an edited version of a stock sound effect named Evil Laugh CRT023801 from Cartoon Trax Volume 1, slightly slowed down. Rareware would later reuse this laugh sound effect for King K. Rool in Donkey Kong 64. ♫ Support the Channel: www.buymeacoffee.com/musictracks ♫ MIDI / Media files, requests and support for future interactive tools (Patreon): bit.ly/officialmusictracksmedia You can also join as a member or give thanks.
@visualizermusictracks22 күн бұрын
GoldenEye 007 Influences Here is an analysis and deconstruction of the iconic Nintendo 64 cartridge that brought 4-player couch multiplayer to universities and family houses everywhere alongside a little history about the music of the series. Who says a game based around a tie-in license of an action movie cannot be good? Well, everyone since here we are dealing with pretty much the exception rather than the rule; and what an exception, considering we are dealing with a genre defining project that created new avenues for the shooters to explore other than run from A to B killing everything. In order to accomplish this your game only needs to come out the unheard amount of two years after the fact, be entrusted to the group of the most inexperienced developers at the company and offer them little direction or input in handling one of the biggest properties in media. That is the state in which developers at Rare operated while creating the game based around the famous agent James Bond and his latest movie meant to reinvent him as a less campy, modern spy taking on the Soviets; it was the first film in the series not to utilize any story elements from the works of the original novels of Ian Fleming (it just took the name GoldenEye from the author’s villa, which was in turn named after Ian Fleming's love for the Carson McCullers' novel Reflections in a Golden Eye). For some bizarre reason the insular, almost all-in-house, family friendly Nintendo ended up acquiring the video game rights to this film perhaps as a way to expand their base of players into more adult territory in order to compete with the likes of Sony who had entered the market recently. They pitched it to their trusted British partners at Rareware who were reluctantly at first to work on it since they were also trying to focus on broad appeal games. Nevertheless, they still got the gig after a junior programmer at Rare fond of the Bond films pledged for the project and was entrusted the B-team at Rare since the more experienced developers were working on other projects. They were very passionate though and were given almost total freedom and little time pressure from publisher Nintendo or the filmmakers, a situation that would be ridiculous nowadays, especially for such an iconic license. This particular set of circumstances allowed the team to produce a polished and revolutionary first person shooter that took the 3D shot everything that moves to new heights of stealth, strategy and true spy missions that expanded on the serious thriller aspirations of the movie. Among the first timers working on the project was composer Grant Kirkhope, who joined in to help Graeme Norgate since he was busy with other soundtracks at the time. The musicians were allowed the license to use and hopefully not kill what is perhaps the most well known piece of film music in any way, shape or form they wanted, something that other license holders were not granted with as much liberty. They played around with its core elements throughout the entire soundtrack, extracting every possible angle with their arrangements from the infinite source which is the sensual, cool and dangerous theme of the famous British secret service agent, just like various famous musicians do when they are called to provide the Bond songs that accompany each movie. These core elements are well known and dissected, specially since the famous piece has with it its own particular story of intrigue and espionage, culminating in the nasty dispute about who actually wrote the iconic James Bond theme. So here is an opportunity to pivot into the most iconic piece of film music thanks to the game. We are getting into the details of this prominent piece of film music whose elements pervade all Bond media and are instantaneously recognizable, and which fortunately have been dissected by professional musicologists in a court of law because of the ongoing dispute between composers Monty Norman and John Barry. It is an interesting case that blurs the lines between what is a composer and what is an arranger, where one role starts and the other begins, what is meant by the ‘theme’ and how the rights to authorship should work. We are talking about millions of British Pounds in royalties that are on the table here. Since being the composer of the James Bond tune entails you to money from each and every piece of media where it is featured, including GoldenEye 007 for the Nintendo 64 which had a substantial impact on those royalty payments as was disclosed in court. So who really composed the theme? Was it one time composer of the very first film, Monty Norman or traditional series composer John Barry who went on to score the subsequent films? Well, we are legally required to say Monty Norman is the composer of the James Bond tune since he was the ultimate winner of the case, dubbing the following analysis hollow, void of merit and which in no way represents the true views of the Official Music Tracks channel, its viewers or Google LLC. The ingredients of the James Bond Theme, from which composers and songwriters take at liberty whenever something Bondy is on screen and which continue to be present in the DNA of the scores for the series have been already laid out by a professional. These are the parts of the theme that usually accompanies the Bond barrel sequence at the beginning of each movie ( the ones foreshadowing the stardom of the agent in the FPS genre) as they were kinda dissected in court: The James Bond Theme in Em originally written in 1962 for the film Dr. No kzbin.info/www/bejne/havWoGxjn8ymmdE Numbers indicate the time stamps. * (0:00 - 0:07) The 007 Vamp: These four chromatic notes (in a minor tonality context) are enough to instantaneously situate us in the world of Bond. It is the basis of the harmonic profiles of the series and is naturally found all over the N64 game; bonus points for maintaing some pedal notes while the vamp happens. It is indeed the most fundamental ingredient of the James Bond sound but still too generic to merit a copyright or settle any dispute (that the vamp goes up to the 007 second mark was totally on purpose). * (0:07 - 0:17) The guitar riff: Curiously the original was not even recorded with a proper electric guitar but instead an acoustic one with a pickup installed. As we will see later, its origins are in Hindustani music (the number 7 seven keeps appearing on the time stamps as an easter egg; this is truly the work of a mastermind) * (0:17 - 0:20) The coda of the guitar riff: a chromatic descent that arrives at the important D# blues note.This is a key moment, specially for the court case, since these bluesier notes are a fundamental part of the main melody of the piece that will play in the jazz sections. A particular quirk of the GoldenEye 64 soundtrack is that Grant uses the E instead of the D# on the riff tail, reducing further the jazzier tendencies of the original and making it sound less playful and less coherent with the main melody that features D# as a core note. No way to know if this was intentional or it is just the way Grant heard it; in any case with more strict licensers who knows if they would allow to modify this note. * (0:20 - 0:30) Repeat of guitar riff with brass foreshadowing the main melody * (0:30 - 0:34) Guitar riff coda * (0:34 - 0:41) Repeat of the 007 vamp: the brass is roaring to go All this should be considered pretty much the pre-intro and a long intro. Some people argue that the guitar riff should be considered the Bond main theme. This is one of the key points of contention in the legal dispute. This does not make sense as far as a theme is and this entire part was not even used to open the first movie since the film begins with the bebop sections which are next. * (0:41 - 0:54)- The Bebop 1 (A Section): This is the main melody, two question-answer blocks using blues notes and chromatic trombone responses * (0:54 - 1:07) - Bebop 1 repeat: Higher pitches equals excitement (of course the A section runs till the 07 mark too. Pure genius) (1:07 - 1:14) - Bebop 2 (B Section) - melody based around the guitar riff notes * (1:14 - 1:17) B Section climax: which will go on to become the Opening Fanfare in future arrangements of the theme, including GoldenEye 007 (not even the Bible has this much focus on the number 7) * (1:17 - 1:21) The 007 vamp: It is shorter than the first time around * (1:21 - 1:31) The guitar riff * (1:31 - 1:34) The guitar riff coda * (1:34 - 1:41) The coda of the full piece: Also based around the notes of the main melody * (1:41 - ) The 007 chord: an E minor major 9. a unique blend of notes that results in a striking, dissonant sound. The chord can sound mysterious, dangerous, and even slightly unsettling - precisely the feelings required for the thrilling Bond world. The theme encapsulates everything about the spy genre; daring, sleek, dangerous, suave sophistication, danger, intrigue, you name it, combining popular trends of the era like the twangy, reverb surf electric guitar with big band sounds and strings. It is the theme that keeps on giving; we are talking about a series that has its own movie dedicated exclusively to the music so it is a big deal. The full theme was not used on the first film though but instead chopped in parts throughout it....................
@visualizermusictracks22 күн бұрын
This sound for the spy genre can be traced back to its codification by American composer Henry Mancini in the Peter Gunn television series. James Bond just made it more mysterious, seductive and dangerous kzbin.info/www/bejne/e57KkGl3g8-KsNE This is a more happy and less ruthless James Bond yet the sinister chromaticism and fusion of cool jazz with recent guitar centric genres like surf and rock n roll is already present; Bond just adds more dramatic flair. Virtually every producer of cop and detective shows that followed demanded jazz scores for their heroes, including those of the British secret service agent. Even today we hear it in scores ranging from The Incredibles to Cowboy Bebop. The kernel of the song and the first thing that came into existence was indeed the guitar riff. It has a strange origin. There is a reason why it can sound Oriental and that is because this ostinato (derived from the Italian word for obstinate) was originally meant for a piece in a stage musical based on the A House for Mr Biswas novel written several years earlier that was shelved due to high production costs. It was a story about an Hindu struggling abroad. The song was titled 'Bad Sign, Good Sign' and was your typical Hindustani music. Written by Monty Norman, a contributor to West End musicals in the 1950s and 1960s, the full song was only recorded in recent times in order to showcase how it would have sounded. kzbin.info/www/bejne/on-rk354fbtjodk The Dum di-di dum dum is born Monty Norman was invited to write the film score of the first James Bond movie because the producers liked his work on the 1961 theatre production Belle. Norman was busy with musicals, and only agreed to do the music for Dr. No after they arranged for him to travel along with the crew to Jamaica. He wrote the score but the team was not sure about the opening theme for the movie. They wanted something modern, commercial, something that captured the confident swaggering of their character. Monty originally proposed a theme for opening the film, the Western sounding Dr No’s Fantasy: kzbin.info/www/bejne/kJrKg6Oqnc6bps0 This was the first idea considered for the main theme of the James Bond series. The plot thickens since in court the musicologist for Norman argued that this piece contains the inspiration for the main melody of what became the James Bond theme, the bebop 1 part. The piece certainly follows on the steps of Peter Gunn and other detectives, specially the focus on the twangy guitar and the chromatic ostinatos. So the ideas were there. However, the theme was deemed as not as exciting as it could be, so the producers called John Barry in, a popular musician at the time in the UK with his jazz combo famous for combining the cool jazz sounds with the driving rhythms of rock’n’roll. He was called as an arranger to flesh out some of the ideas of Monty Norman for the main theme. The pair talked and Barry was given the lead sheet for the Indian song Bad Sign, Good Sign that Norman felt captured the essence of James Bond. Here is where the bitter battle over the "James Bond Theme" which has been waged for years, begins. There is contradicting information about how much the two men discussed or wether all that John Barry went with was the melody of the guitar riff. What is true is that the final product is unmistakably in the John Barry orchestra style, with exciting brass arrangements and bold melodic movements. The 007 vamp, which are the four chromatic notes, was definitively a contribution by John Barry. He even had used in earlier songs like ‘Poor Me’ by Adam Faith kzbin.info/www/bejne/g4DFZGaladGVlck in any case this is a common phrase used in multiple songs and a trick well known by arrangers, like the original inspiration for John Barry, ‘Nightmare’by Artie Shawn. They are just four notes after all that nonetheless will be forever associated with Bond. So the vamp and the guitar riff have clear origins. When it comes to the rest of the composition, specially the bebop 1 and 2 that were delivered by John Barry, the defense of Monty Norman argued successfully that they all come from the guitar riff and somehow the 'Dr No’s Fantasy' which was the first option for the opening theme. Both the main melody of the theme and the coda of the guitar riff, which feature prominently the minor second interval between D# and D were supposedly taken from guitar chords that play in 'Dr No’s Fantasy' (roughy at the 0:33 mark). Even if this stretch was true, the melody from the A section is completely original and it is a part that goes beyond simple arrangement; it is the A section after all, the part that anyone on the street would hum as the James Bond song. The bebop 2 section was said to be derived from the guitar riff. This claim makes more sense since they have the same notes but a melody is not only the notes but also the rhythm in which they are played, which in this case is different from the guitar riff. So it would be correct to say they are derived but not that they are an ‘arrangement’ of the guitar riff. So, to not make the story too long, pretty much all the jazzy parts of the piece plus the idea for 007 vamp comes from arranger John Barry; his combo recorded the theme too. While the guitar riff is the only thing that comes directly from Monty Norman. Due to the way the deal for the movie was made back then this meant that Monty Norman was credited as the sole composer of the theme while John Barry was only paid an arranger’s flat fee of £250 and the promise of future work in the James Bond series. He signed the contract knowing that this was gonna be the case (although he did not expected the theme to be used all over the film). Monty Norman has collected royalties for the Bond theme ever since which just from 1976 to 1999 were disclosed to be around £600,000 and probably much more due to the incredible success of the new installments in the new century. Just so you can see the impact of the video game GoldenEye 007 and the Brosnan era in royalties here are the disclosed amounts between 1992 and 1999: 1992: £29,000 1993: £20,000 1994: £23,000 1998: £112,000 1999: £213,000 All from the guitar riff that kickstarted the composition. It is safe to say-or not if the Monty Norman state is reading this-that the end result was a collaborative endeavour and that the definition of arranger was taken too far. In a fair world John Barry should have been credited at the very least as a co-composer. He technically never sued since all the legal disputes were between Monty Norman and other parties. Still, he was never too worried about the royalties since he was indeed selected to score and give musical identity to the James Bond franchise, identity which was controversially revamped alongside the James Bond cast and tone for the 1995 film GoldenEye, which brought us the game and brings us back to its soundtrack. For anyone wanting to go down the rabbit hole of the legal proceedings here is an account of them and how the verdict was arrived at: www.jollinger.com/barry/lawsuit.htm .............................
@visualizermusictracks22 күн бұрын
Going back to the game, the main inspiration for the music from GoldenEye 64 is, naturally, the controversial score by Eric Serra for the 1995 film. What was criticized in the movie as not being in line with the classic John Barry jazz scores worked wonders for the video game and was embraced by a new generation of Bond enthusiasts just as the producers of the new era hoped. French composer Eric Serra was initially called on to give a more modern take on the music for Bond in order to bring what the script itself acknowledged as a “dinosaur of the Cold War era” into the 90s. The Bond producers liked very much the industrial, synth heavy sounds of Serra’s Leon: The Professional and wanted something with that flavor for GoldenEye. However, they did not expected such a departure from the classic sound, as Serra delivered an avant-garde score that did not please James Bond purists. Director Martin Campbell, who has by now revitalized the series in the same way twice as he was also the director of Casino Royale, felt that Eric Serra was difficult to work with, with very little communication between them; he even asked the composer to rewrite an entire scene of a tank chase since the music did no fit at all. They wanted at least a little bit of the bashing Bond theme. After Serra declined to do so they called in another composer to rescore that scene. In any case the soundtrack deemphasizes the sultry, playful jazz elements in favor of sounds more akin to a serious spy thriller which is what the movie was trying to accomplish anyway. Even the gun barrel sequence opening is unlike any other Bond film. kzbin.info/www/bejne/eZbWcnadrdqrqqs percussion that feels like you are in a Soviet factory and just a shell of the former grandiose James Bond Theme lacking in bebop flavour. The Industrial score for GoldenEye already includes what would come to be an iconic sound of the game and 90s thrillers, the metal clang that sounds like the sonar of a Soviet submarine or a factory pipe being hit underground. kzbin.info/www/bejne/qoTaoWqqe999l6M These are the 90s The composers for the N64 start from this sonic landscape created for the film: the beat based industrial percussion, the almost non existent bebop sensibilities, the synth sounds, the unnatural sounding choirs and of course the sonar sound that sets the mood. The composers went into the trouble of finding the particular sample in the E-MU Proteus FX sound module-named sfx:Infinite-and ran with it, making it an indelible part of the score. Here is the sample in its original form: freesound.org/people/stringly/sounds/197904/ It needs to be pitched up 1 and a half semitones to be exactly the one Which the sound designers themselves created in turn most likely by striking a tambourine with something metallic and then pitching it down. Here is what is most likely the original pitch of the sample and how the sound is arrived after pitching it down: on.soundcloud.com/XiQy5s94FAncKiDy8 Yet, unlike the Eric Serra score, the game is more melodic, rocks harder and embraces more the James Bond tradition by using its theme as the basis of pretty much every single cue. Grant Kirkhope and Graeme Norgate job was to just play around with the different parts of the James Bond Theme and incorporate them with the industrial beats they conjured. They mostly limit themselves to the 007 vamp, the guitar riff and bebop 1 (A Section); bebop 2 does not receive as much love. There are callbacks to other James Bond soundtracks like the Goldfinger song (and its use of the elephant brass sound that brought to great effect throughout the N64 soundtrack), or The A View to Kill song; Grant Kirkhope has said that he studied closely all of the Bond songs. Even the rejected Eric Serra tank chase music is used as the basis of a GoldenEye 007 track. kzbin.info/www/bejne/fH_QaKaFjdNrgMk Unlike the filmmakers, Grant Kirkhope embraced the Serra tank scene and used some of its sound for the cue of the 'Janus Control Center’ kzbin.info/www/bejne/fKGXdIVofch7grM The Duran Duran song was combined with the Goldfinger elephant in order to create tracks such as Frigate. The use of orchestral hit samples also owes their existence to this track kzbin.info/www/bejne/iqfPaX5-a7x1hZo From Goldfinger we get the elephant horns used effectively in tracks such as first course ‘Dam’ The lack of memory back then meant that composers had to reuse sounds throughout their soundtracks, meaning these sounds sort of became characters themselves and gave the games personality and an identity. The success of the GoldenEye 007 video game which was more transcendental than the film itself, something very few licensed products can say, means that Grant Kirkhope and Graeme Norgate have become an important part of the prestigious tradition of James Bond music. As a fun fact, since the developer avatars can be found in the game as soldiers pictured here are two Grant Kirkhopes shooting their guns. What other GoldenEye music or games would you like to see featured? ♫ Support the Channel: www.buymeacoffee.com/musictracks ♫ MIDI / Media files, requests and support for future interactive tools (Patreon): bit.ly/officialmusictracksmedia Or join as a member.
@brettc85223 күн бұрын
I cannot find the sheet music for this theme specifically. Anyone have any sources? I'd love to play this. Although the final few parts might be difficult.
@MatrixEvolution1724 күн бұрын
Love it, this track is burned into my mind from childhood it's cool to see it broken down like this
@MatrixEvolution1722 күн бұрын
I actually just learned how to play this song on bass thanks to this video
@visualizermusictracks25 күн бұрын
Musical Analysis The bandicoot went into the final frontier of space years before Mario did-that is, only if we count out the idiosyncratic star world or Rainbow Road-And even if he pretty much lifted his brand new move-set from Super Mario 64, the jet pack levels are a significant change of pace from the plattforming; it is unlike any other gameplay type in the game, paving the way for the alternative type of levels we will find on the sequel, like the underwater ones or racing with the bike. The music is also very different from your typical Crash Bandicoot fare, ditching the cool marimba riffs in favor of a multi suite space opera that uplifts the experienced action and lifts its sound from ubiquitous sci-fi tropes, albeit while still retaining some bluesier and cartoon influences. From the title screen we could already see and hear the change in tone in comparison with the first game, leaning more into the technological/industrial side of the equation in favor of the Indiana Jones temples sparser jungle beats. The Crash Bandicoot main theme is rearranged with more synthesizer and electronic tones, reflecting the technologically drenched ambients we will encounter; there is more oomph to the sound. For the Rock It cue, returning composer Josh Mancell even decided to create the most complex track for the series, arranging it with multiple sections and creating a long buildup meant to reflect the wonder of trying to slowly acclimatize with the new jetpack controls which are a big overhaul for players; and then it morphs into a rocking drum fill filled composition kicking in, presumably, when you have dominion over zero gravity space movement. Unsurprisingly, the theremin, or a synth that closely matches its wobbly radio sound, is one of the lead instruments featured prominently as the representative of the sci-fi movie tradition that began way back in the Bernard Herrman score for 'The Day the Earth Stood Still' from the 1950s which used the instrument effectively to convey the otherworldly feeling of space, UFOs and aliens; the instrument just has that flying saucer sound. Even today the instrument seems from the future and what an outer space civilization would conceive since it is an electronic device with an antenna that you don’t even need to touch in order to provide musical sounds that are characterized by a smooth portamento across a pitch range and sounds like a radio transmission from another planet. It is difficult to use nowadays in an effective non-cliche manner but that is not a preoccupation for a cartoon character like Crash; in fact, it is the incentive. including this instrument on any soundtrack has become common shorthand for the presence of the paranormal, such as aliens or ghosts, generally with the implication that the subject matter is not going to be treated very seriously. Perfect for the marsupial first foray into space. kzbin.info/www/bejne/fXvCmHuNa9hlrLM Back when the theremin was not parody but a true disquieting sound from other alien civilizations. The space age was upon us. The original track meant to accompany the space levels in Crash Bandicoot 2 was also going for a more frightening sci-fi sound that payed homage to these famous scores, like the use of a waltz to parody in comedic fashion the use of the Johann Strauss II's waltz "The Blue Danube on the 2001: A Space Odyssey film and then a dissonant sounding action orchestral cue as opposed to the uplifting one of the final version. kzbin.info/www/bejne/gorNZnako7-fi80 The original version for Rock it! at the very least already had the idea of the long buildup that seamlessly transition into a different orchestral sound (On this version, you never learned to dominate the jetpack controls). The revamped track that ended up on the final product retains the ideas of making it the longest Crash tune to date, buildup and using the non-Crash orchestral language straight from space operas like Star Wars and 2001: A Space odyssey, themselves born out of the tradition from Gustav Hoist’s The Planets.........................................
@visualizermusictracks25 күн бұрын
The theme opens up with the also cliche harp glissando that brings us up in the air, weightlessly floating like a dream. Never mind not with the typical whole tone scale but with the more Crash Bandicoot appropriate notes of the E blues scale forming an E7 chord. Josh Mancell did not forget about his blues influences even if he was going for an epic arrangement, the harmony using all dominant seventh chords while the lead theremin plays around with the E minor pentatonic scale and the blue note D#. The strings and pizzicato samples, which on the PlayStation console sound much better than what the N64 cartridges could contain, play in a contrary, symmetric wavelike pattern also meant to give that weightless floating sensation. They play the dominant seventh chords but don’t forget about sounding sci-fi and mysterious enough by also adding some extended notes on their arpeggios (mostly the b5 which is the tritone, the b9 and the 11). The progression is not a blues progression but the full of wonder, going up E7 - G7 - A7 - B7 all connected with the wavelike voice leading. The chords begin changing every four bars, then every two, then every bar. You are getting the hang of the jetpack controls slowly. Space themes often opt to use such chords separated by large distances on the circle of fifths which is like the family tree of music showing how related or unrelated chords are. So we get an I to bIII which is a classic that is also the basis of the sci-fi Metroid theme. “One small step for the piano, one giant leap for the circle of fifths” (the I to bVI is still the king of space though). The violins do some counterpoint here. But then the intro keeps going and building up with flutes entering the mix with staccato articulations just like on the violins, both instruments sounding like a short burst of notes. The flutes are not on the same page as the theremin, refusing to use the minor blues scale but instead the Mixolydian profile from each underlying chord. The glockenspiel is also somewhere there aiding the sparkle of the stars to the accompaniments. The other members of the woodwind family are also slowly introduced cooking a tapestry of melodic counterpoint; both the oboe and flute end with an echoing morse code signal into outer space. Unlike the theremin, the woodwinds are playing major profiles with the major chords; they are the non-blues quota. There is also a synthesizer pad where the notes are sampled in reversed form, meaning the sustain comes first and then the attack; this also is often used to create an otherworldly or ghostly feel since it is a totally unnatural sound. The drums are raring to go, with Josh Mancell, being himself a drummer, preparing to show off his programming chops and learned vocabulary on the instrument. Is the Intro still going? Yes it is. There is a third Intro section where the theremin plays some Western-like phrase straight from a Ennio Morricone film-just replace the theremin with a similar sounding whistle-which in context with the harmony would be using the tail tetrachord of the Mixolydian profile. The tempo accelerates to the climax of the piece where an assured violin melody captures your newfound ease of the use of the jetpack, having fun crashing boxes in anti gravity space. The rhythm section consisting of drums and bass enter in full force completing the 'Rock It' name double meaning. The bass maintains the bluesy spirit of the dominant seventh while the theremin now plays the remainder of the minor notes to complete the minor profiles; natural and melodic minor. The woodwinds keep on with their counterpoint role, creating a complex and layered track that fills any possible space. The harmony would be E7 - G - A - B. This is the Section 1. Second section of the main track would be when the flute plays the action packed pedal arpeggio that starts on A and is then transposed to B while the bass plays single lines. The harmony implied for this part might be Em - Am7 - F#m7 - Bm7 if we consider the notes from the reversed synth pad The cymbal crescendo brings with it yet another section where the pizzicatos introduce some chromatic runs and the underlying harmony changes implying something like Bm - Em - F# - D with the bass playing more passing notes. After this, the track goes onto the baroque inspired melody-also similar to the Iron Maiden song ‘Fear of the Dark’-on the strings, playing a figure over the E minor chord and then transposing it in similar fashion to play in harmony with the D major. This piece truly has all bases covered. The main string phrase returns presumably restarting the loop but nah, the thing keeps going onto more frantic sections since you are now going through more difficult parts of the level; notes begin to whirlwind at faster, steady subdivisions and the woodwind arpeggios get zanier. Flutes and oboes go up while the clarinet plays the contrary pattern moving down. The piece is now on a Dm profile based, transposed a tone down. The dynamic drum playing marks the call and response times between the calm theremin and the crazy woodwinds. There aren’t enough notes to infer an harmony but having in mind the transposition that comes next some chords that could work for this section would be Dm - C - E - D. The Figure is then presented on the G profile with the bass going for the Gm - F - C - D. this time the last two chords go one step up in order to complete the phrase. Then onto an interlude where the harp returns to play some more lifting glissandos over a Gm chord that go into the stratosphere. This time the harp plays a minor hexatonic scale that ignores the Eb of the G Aeolian/Minor profile and the woodwinds respond. The oboe and tremolo string play when the piece transposes yet again to the Am chord. The timpani, used as ornamentation on the beginning, contribute power to the bass line here. The call and response section is played again but this time the strings are the ones doing the fast runs, replacing the woodwinds. There are a couple of last sections for a whooping 12 different sections depending on how you count This is truly Looney Tunes in space. The last two are the outros meant to connect the loop back to the exciting full tempo track. This is the one Crash Bandicoot song where the intro is never to be heard again. The harmony goes for the space E - G - E - Bm and then the standard E7 - G - A - B from the main motif. The violins play some foreshadowing of the main melody. A brand new piece was needed for a brand new gameplay mode that the developers felt could be too difficult for players to master. This resulted on a track that sounds nothing like the others from the Crash bandicoot series, fitting since the levels were nothing like the typical Crash Bandicoot levels. Even so, the composer seemed to have fun with it and go wild with multiple sections that capture the storytelling of a player navigating the sections of the level, from learning the controls to excitingly exercise dominion of the jetpacks, to frantically trying to evade the different hazards presented. As always, Josh Mancell has uploaded the pre-console version showing how the original mix sounded before being fitted to the console: kzbin.info/www/bejne/nInHoZSkaLyNfNE The composer was more involved with the final mix of the soundtrack this time around since he didn't like how the first game sound turned up ♫ Support the Channel: www.buymeacoffee.com/musictracks ♫ Media files, Requests and support for future interactive tools: bit.ly/officialmusictracksmedia Or you can donate or join as a member
@visualizermusictracks25 күн бұрын
Crash Bandicoot Influences Buragata! Or whatever is the sound that the tiki mask Aku Aku makes since pretty much every person has their own interpretation (in truth it is gibberish and was never intended to mean anything. However, various people on the Crash team say it sounds like ”Rutabaga). Obviously we would not leave behind (unlike the Super Smash Bros series) the other big 90s mascot with attitude, who alongside Sonic the Hedgehog was destined to fight against the plumber boy moustache man-as Crash himself refers to his nemesis-becoming in the process the unofficial mascot for the Sony’s Play Station who had just entered the ring in the heated console wars. The idea was to explore the graphical capabilities of the console and the CD-ROM medium and bring them to their absolute limit and beyond, creating a truly playable cartoon that pays homage to the greatest hits of the Looney Tunes series with Indiana Jones thrown in for good measure. From the facial animations, to the death animations, to the design philosophy and narrative concept, The all-possibe-angles plattformer Crash Bandicoot came alive like no other game before, bringing various new literal perspectives to the oversaturated 2D plattformes of the time. Conceived during a road trip, the developers set up to create a mascot for the brand new console from Sony, a classic mascot in the sense that it was meant to be a true animal with an alliterative name where the surname was the species (Felix, the Cat, Donald Duck, Sonic the Hedgehog, Mickey Mouse, Bugs Bunny) plus all the edge that 90s kids could muster. Willy the Wombat, as he was initially known, was meant to be cool, like the American market expects (Remember the rules: America is hardcore, Japan is cute, Europe is artsy). He took on an exotic species nobody had heard of, just like the crazy Tasmanian Devil from Warner that was popular at the time and who also destroys everything on his path with his vortex spin; was given a spiky punk haircut like Sonic and a sexy girlfriend like Roger Rabbit (...and Bugs Bunny? No judgement). At the end of the day the name Willy the Wombat was deemed too ridiculous so they ended up changing it to another exotic species from Oceania, the bandicoot- seems everyone picks oceania since the weirdest creatures apparently come from there (the people are mostly normal)-and just like Sonic was named after his capacity to travel at supersonic speeds, this bandicoot was named after his capacity to destroy crates-which were a late minute addition to the game when the developers felt their levels were too empty, thus the final name also came pretty late. Like many other cartoon characters his final design has little resemblance to what a bandicoot is supposed to look like, the color and clothes having more to do with what looked good on the screen produced by the 32-bit system. Crash himself was edgier and had more attitude in the marketing materials than in the game; inside the game he was more of a goofy, happy-go-lucky character most likely Nsane due to the experiments performed on him by the Frankenstein like doctors who are the big baddies of the series. The gameplay was mostly modeled on the Donkey Kong Country series with innovative camera angles that explored the new 3D medium. The wombat, and later bandicoot species dictated the islandic culture of the first game, with Polynesian imagery, Māori masks and totems, and inhabitants. The game is set on these Indiana Jones inspired temple ruins on the first half, and later, the laboratories with The Jetsons-like concentric circle designs and expressionistic castle from Dr Neo Cortex, who is also based on the Looney Tunes character The Brain. All here is Polynesian culture... well, naturally, except for the music which in typical media fashion is portrayed closer to ones from African tribesmen or the Caribbean as opposed to any attempt at Māori accuracy other than getting some samples and sounds for the didgeridoo instrument which in any case was developed by Aboriginal peoples of northern Australia. The developers of Crash Bandicoot at Naughty Dog initially discussed populating the Crash universe with just ambient sounds and wacky, random sound effects just before coming to their senses and bringing at the last minute the services of the American music production company Mutato Muzika, founded by Mark Mothersbaugh of the band Devo. The LA company specialized in audio and music for media such as films and television; they were just dabbling in the medium of video games so they were looking for people who could do excellent MIDI mockup orchestration and knew enough about software programs. Enter composer Josh Mancell, who was fresh out of university and had all this computer savvy knowledge. He had just came to the competitive Los Angeles scene encouraged by his teachers in order to pursue a career in composing for media. Josh learned the piano at an early age but his main instrument are the drums. He pulled some strings and some contacts in order to meet up with the Devo musician and was just at the right time, right place since they were looking for experts on new technologies. He became the go to man for the first few video game gigs of the company. Universal Studios which were the publishers of the game, worried about the lack of music in the game, contracted the music production company unbeknown to developers Naughty Dog. Universal and the developers butted heads about the direction of the music; the former wanted it to be more traditional sounding while Naughty Dog wanted someyhing bold and experimental. Composer had to find a way to please both. There was a two month deadline. So the music for the original game was created very late into development. Even long after it was playable and most of the final concepts were entering their finishing touches, the levels were silent asides from the sound effects caused by Crash and the other characters that were taken straight from the psychologically addictive tried and true sounds from casinos, slot machines and pinball machines. The final music ended up as a nice mix of the cartoon music popularized by Carl Stalling for Disney and Warner Bros, who alongside his musicians featured heavily the xylophone since The Skeleton Dance short animation and because the instrument was useful for the mickey mousing technique of following footsteps and runs with heavy emphasis on African percussion and beats; this in tandem worked twofold with the tribal aesthetic since marimbas and wood mallets are one of the few melodic instruments that sound aboriginal and primitive this for the first half of the game. While the later part which were laboratories benefited from the composer’s popular music influences in industrial music and the use of new wave type synths alongside some surf guitars. Following in the footsteps of the Hollywood tradition of making film music appropriate to scenes and not distracting from the dialogue or the visuals, it dismisses wall to wall melody opting instead for ambient drum beats, ostinatos and melodic licks-the contrast with Japanese games was deemed so wide that some of the music got overhauled alongside the character designs in order to make them more cute and melodic, the composer having to change all of the boss cues in a weekend and receiving strange comments such as the bonus music sounding too ‘nostalgic’ for Japanese audiences. Mancell's initial tracks for the game were manic and hyperactive though, right before the producers directed him toward more ambient compositions. Even though the Sony Play Station with its CD capabilities had room for pre-recorded music, which many games used, the memory bandwidth of Crash Bandicoot was exhausted with the graphical engine, so the music is composed of MIDI sequences as pictured here delivered by the composer alongside note samples that were later imported into the game. As said, Josh Mancell was initially directed to provide some demos for the main theme and other ambients. The message was for the music to be more atmospheric so the composer wrote some for the various environments that received a mixed reception; Yet they knew that they got the right man when he brought the Hog Wild theme which had a higher sense of fun, allowing the composer to inject more melodic phrases to the score. Even so he features heavily his main instrument, the drum kit, and African percussion, inspired by the combination of drumming with world instrumentation of groups like the African Head Charge: kzbin.info/www/bejne/aJrQkJxsaseghNk just throw in the marimba Josh Mancell would go on to compose the soundtrack for the classic trilogy alongside the obligatory mascot kart racer. For some reason, even though apparently he was willing, Mancell was not called back to compose for the fourth entry-the game itself makes a point of not acknowledging the rest of the games-which was meant as a revamp and a call back to the original trilogy. As a fun fact, Among those who auditioned for the position of composer for Crash Bandicoot 4 was Grant Kirkhope from the Banjo Kazooie series who later shared his audition tracks after also being rejected for the gig: kzbin.info/www/bejne/ZpOleJ14n8uhpck Too Kirkhopian; there is fierce competition out there Crash became one of the last classic cartoon mascots, right before games took a turn for more realistic characters allowed by graphical advancements. The music and spirit of the game is captured in the Dash Dingo games from The Simpsons, which parody Crash. ♫ Support the Channel: www.buymeacoffee.com/musictracks ♫ Media files and support for future interactive tools: bit.ly/officialmusictracksmedia Or you can donate ot join as a member
@elcazador334925 күн бұрын
I like the counter melody. It's enjoyable in its own right, but it also restrains the mood of the melody. I wonder what a heroic or triumphant version of Termina Field might sound like.
@SparkyMK326 күн бұрын
Man, I never caught that subtle harp part until now!
@NekoCat-lr9bg26 күн бұрын
Could you do Jolly Roger's Lagoon?
@visualizermusictracks15 күн бұрын
i will be covering some more levels from Banjo-Tooie. will check if that is available and easy to deconstruct
@kingsecho335127 күн бұрын
This song is a masterpiece. The off time pan flutes adding dissonance is just icing on the cake.
@SparkyMK328 күн бұрын
To me, this song works as well as it does because of how well the percussion/rhythm ties everything together. The melody part is fantastic for sure--I love the warm, playful sounds of it--but the rhythm section is what really gives it that brisk, hip energy that the song is so beloved for.
@visualizermusictracks26 күн бұрын
yes. it is also that contrast between the swing feel of the percussion and the straight feel of the melody
@SparkyMK328 күн бұрын
Are you ever going to do an Oscilloscope breakdown of music from Spyro The Dragon? Id love to see an analysis of Dark Hollow from the first game!
@visualizermusictracks26 күн бұрын
I havent gotten into the Spyro soundtrack even though i have wanted to play the games. I will surely check that one out and looking forward to cover more PlayStation games
@SparkyMK326 күн бұрын
@officialmusictracks You're in for a treat! The music in them is done by Stewart Copeland (of The Police)! The first game in particular is basically a massive love letter to 70's Prog Rock!
@visualizermusictracks25 күн бұрын
@@SparkyMK3 wow. that is interesting. Didnt know he had done some game music
@SparkyMK325 күн бұрын
@@visualizermusictracks Stewart has a large portfolio, but the Spyro games are the only video games he's done music for. He had the time of his life working on the games, and he has very fond memories of the experience. He bowed out of the series after the disastrous production of the so-called fourth entry Enter The Dragonfly (and he has a lot of outside help on that specific game IIRC), but he did contribute the title screen music for the Spyro Reignited Trilogy remakes, which give the option to switch between the more dynamic/context-sensitive remixes by a new composer and Stewart's original compositions. (Stewart loved the modern remixes, for what it's worth.) He originally intended Spyro's music to be dynamic as well in a similar way to Banjo-Kazooie, but wasn't able to because of the limitations of the PS1 CD-Rom hardware. Anyway, here's a little behind the scenes video showing Stewart Copeland working on the first Spyro game! He actually played the game first to get a feeling for what the music should be like! (As an aside, I think most of if not all of the sound fonts/samples for Spyro's music are online now and can be found by some poking around. Copeland used a Kurtzweil 2500X when composing for Spyro in addition to a lot of CD sample libraries) Happy tidings! kzbin.info/www/bejne/qoLUZ6WOmat6racsi=U5OKTpgJNfHJ2LUa And here's the analysis video (with the original music for the games, not the remixed ones linked below) kzbin.info/www/bejne/g2TYeKeKhcSKgs0si=0wScxHg_enOkrMYz
@SparkyMK325 күн бұрын
@@visualizermusictracksThis short analysis video of the original Spyro trilogies music is great too. kzbin.info/www/bejne/iISqZ4l8jLJ6f7ssi=4ObwKil_rhuXPqL3
@JoshLeveille29 күн бұрын
Yippee Yippee! 😊
@visualizermusictracks29 күн бұрын
Musikal Analysis You are on a pirate boat fighting a crocodile because they are water creatures. So you hear some sea shanty-inspired Irish track that then transforms into an Iron Maiden song bekause you are against evil and metal is evil ♫ Support the Channel: www.buymeacoffee.com/musictracks ♫ Patreon: Media files, requests and support for future interactive tools: bit.ly/officialmusictracksmedia Or join as a member
@visualizermusictracks29 күн бұрын
Musical Analysis Pushing back against Nintendo’s attempt at Kremlin erasure in favor of the Tiki Tan tribe, here we are watching and hearing the final boss battle theme that accompanies the fight against the demented crocodile known as King K.Rool (also known by the monikers Kaptain K. Rool, Baron K. Roolenstein or King "Krusha" K. Rool), which is a play on the word ‘cruel’ that describes his behavior; he is a king who for some reason commands a sea pirate armada and is after the bananas of the DK Isle-most likely the bananas are just a ploy to capture Donkey Kong and remove the guardian of an island that conceals countless ancient treasures as proven by the golden bananas in Donkey kong 64-The Kremlin king replaces Mario as the original villain of Donkey Kong-the plumber truly has done everything-becoming the main foil of the series; what Bowser is to the Super Mario series since both share some similarities. The idea of a Pirate crocodile flotilla dates back to an unreleased game Rareware was working on, Jonny Blastoff and the Kremling Armada, which was conceived as a game featuring pirates and it would have been set in a series of islands with coconut palms, galleons and hidden treasures. One of the main Rare developers, Gregg Mayles, has been obsessed with the golden age of piracy for all of his life, resulting in various Rare games featuring this motif, all culminating on the expansive Sea of Thieves video game. This composition by David Wiise, like many others from his Donkey Kong Country soundtracks, stitches together two different tracks in order to convey the tempo of the final battle and the imagery the player encounters. Selecting the Gangplank Galleon ship as the location of this encountered, the player is treated to a happy-go-lucky sea shanty in major tonality that slowly transitions into a minor metal theme as the battle progresses, the beat speed following closely the movements of King K. Rool and the cannonballs falling all around. The two tracks are blended by way of a Dm string long chord-that for some reason got delayed a little on the visualization-that slowly creeps from beneath the Irish folk tune that is the sound that inspired many a sea Shanty. These shanties as are recognized on the collective imaginary probably were never sung on a proper pirate ship from the golden age of piracy much less these modern elaborate versions closer to a professional barbershop quartet than a bunch of drunken sailors just trying to coordinate the labor within a pre-industrial ship. This is just like many other myths of pirates propagated by Hollywood films and first popularized by the book Treasure Island from 1883, many years removed from the classic pirate era; so just like eyepatches, peg legs, parrots (sometimes themselves with mini eyepatches), buried treasure, exciting adventures and codes of honor, the version of sea shanties we think today as pirate or sailor music is a highly romanticized distortion coming from films and cartoons. Pirates probably sung stuff aboard and they were certainly known for kidnapping musicians for entertainment purposes, but the music most likely didn’t follow any particular pattern other than the trends of the times and locations or the instruments available to steal. Still, there is a kernel of truth in that sailors of merchant ships sang working songs in order to coordinate movement and keep up the morale. They were usually call and response single line melodies were a shauntier sang the call and sailors joined unison on the response; certainly is not likely anybody would be harmonizing while working. What people usually think of as sailor sea shanties are Gaelic, English folk and polka songs written many years later by professional songwriters arranging popular sailor chants, especially those from the popular route between Liverpool and New York which is a city full of Irish immigrants. The songs romanticize the topics of seafaring culture and the bygone eras. The Celtic style stuck and even if composers were not Irish they tried to sound like it just for the sake of the style. The form probably acquired that exaggerated shuffle feel and triplet rhythm trying to imitate the rocking back and forth of a boat against the ocean waves (just like swimming is synonymous with a waltz). The most famous modern example of a shanty song might be the theme song for the TV show SpongeBob, which is itself based on the sea shant ‘Blow the Man Down’: kzbin.info/www/bejne/f6Wpop2ggbWdmaM Featuring the typical instrumentation and the call and response idea, "Blow the Man Down" is a 1800s English-language sea shanty through and through. What is probably true is the use of cheap, easy to find (or to rob) portable instruments for the entertainment of the crew, like non-orchestral flutes and recorders, fiddles and especially the concertina, which many confuse with the accordion since both are of the same family; It also consists of expanding and contracting bellows, with buttons (or keys) usually on both ends, unlike accordion buttons which are on the front. Same applies for the Harmonica which is what David Wise uses here; all these instruments belong to the free reed aerophone family, making them sound alike. Just use it on the lower registers and now everybody thinks it is an accordion. The switch to steam-powered ships and the use of machines for shipboard tasks by the end of the 19th century meant that shanties gradually ceased to serve a practical function. This sea shanty version is not in a typical triplet time signature like 6/8 or 12/8 but still features a heavy use of shuffle feel to capture the marine vibe of the laidback quarters. David Wise takes a part he originally came up with for the title screen music for the video game Sid Meier’s Pirates! which Rareware ported to the NES back in the day (I told you Rare were obsessed with pirates) and uses it as the tails for his melodic phrases, adding then a main motif which will form the basis for both the Gaelic track and the metal version later. kzbin.info/www/bejne/e2W0g5V8osubmpY Even though with the original 8-bit sounds the melody sounds more akin to a calliope carnival track than anything resembling a sea chanty. You certainly need the timbres of the instruments and that more pronounced shuffle feel. The seafaring track is introduced with this particular Sid Meier’s Pirates! coda, with sections separated by the pitch bended notes that slow down the tempo. The tune uses harmonicas everywhere and a synthesizer that sounds just like one for the upper voice in order to add richness to the sound. There are also sailor pipes used in counterpoint fashion to create a rich tapestry for this K. Rool sea chant. The piece uses standard major chords in F major-I dare you to find another final boss battle theme based around a I - IV - V progression-ending up with the accompaniment of: Intro Bb - C - F C A Section F - Bb - F - Bb - C - F F The harmonicas are used in a concertina or accordion style, with a defined left hand/right hand separation playing the standard pirate rhythms. The last F chord subliminally begins the path towards the transition of the key into its relative minor key D, preparing the proceedings for the minor based metal track that is to come. This makes the B Section having a slight tonal change even though the melodic motif remains the same and the chords are still major. Yet, the tune begins introducing some different notes and intervals like the Eb note. Harmony is Bb - F - Bb - G - C - A - Dm The G chord serves as the bridge towards the new world alongside the smooth voice leading of the C-A-Dm progression. During this part the drummer beings introducing the toms in a style similar to the jungle beats of the Donkey Kong series......................................
@visualizermusictracks29 күн бұрын
So with the Dm chord of the strings and a choir sample bubbling up, the mood starts to shift. The electric guitar is plugged and is warming up, and then the drummer punctuates the beginning of the new track with an epic tom fill. Then the galloping rhythms that sound like the four horsemen of the apocalypse riding in countless metal tracks are heard since now the player is aware that this is the real deal and the battle ramps up its difficulty. Just like King Bowser, the Kremlin king is also accompanied by the high octane sounds of heavy metal which are not only action packed but also often presented with motifs and sounds that are evil. David Wise had just recently attended a showcase by the band Iron Maiden, which inspired him to incorporate the rhythmic and harmonic approach of the British heavy metal band. The minor VI-VII-i which here would be (Dm - Bb - C - Dm) progression and galloping rhythm playing are a staple of many songs of the band, like the song Hallowed by Thy Name: kzbin.info/www/bejne/fnK0goh6l9qomrs by mixing this with sea shanties the Kremlins invented the 10566 metal sub-genre known as Celtic metal in the 90s. David Wise imitates the style of the band down to the triple guitar attack of two leads, one rhythmic. opting to use a distorted electronic wave as opposed to the distorted guitar sample for his lead guitars; perhaps these 8-bit sounds lend themselves better to mimic the staple soloing guitar technique of the pitch bend, which is all over the place on Gangplank Galleon. The DK acoustic bass sounds in conjunct with the distorted electric guitar, creating together the powerful low end of the track. Like other David Wise tracks from the era, the sound design is top notch, painstakingly using volume techniques and pitch manipulation to convey various real techniques like guitar feedback or big drum rooms with compressed reverb. Even though the drum pattern would be impossible to play by a single human, it creates a big reverb illusion by manually putting delayed notes with progressively lower volume. A lot of techniques going on here than cannot be translated properly on visualizer form. the metal section is opened with an heroic question-answer melody phrase first descending towards D and then ascending to the upper D, all with pitch bends. After a guitar feedback laden interlude, the track ramps up the pace with the drummer going for a double time feel on the kick and snare and the main motif of the cue returning in grand fashion. Finally, there is an outro that sets the stage for the loop point of the track which understandably never returns to the Irish folk for the remainder of the battle. The Gangplank Galleon theme ended up becoming the K. Rool theme, being used through the years associated with the kremlin king. On the Super Smash Bros series it is even using it as the Victory cue for the character-not even Bowser has his own melody as a victory cue-Since Donkey Kong Country 2 begins where the first left off and the game leans even harder on the pirate motif, there are arrangements of the Gangplank Galleon theme that use it as its basis for new tracks like Klomp's Romp and Snakey Chantey which themselves are the basis for the Game Over cue. On the Super Smash Bros Mariachi arrangement there are also some rapping vocals added since of course K.Rool would not let the Kongs be the only ones with a rap of their own. ♫ Support the Channel: www.buymeacoffee.com/musictracks ♫ Patreon: Media files, requests and support for future interactive tools: bit.ly/officialmusictracksmedia Or join as a member
@arachnidath29 күн бұрын
This track reminds me alot of Ventolin by Aphex Twin... just without the high pitched shriek.
@visualizermusictracks29 күн бұрын
yeah it has those industrial noises and the electronic beeps
@thebro4994Ай бұрын
Holy Moly this is a very obscure theme. The game wasn’t even released outside of Japan 😂
@visualizermusictracksАй бұрын
That is right. not many have heard this beautiful soundtrack. the full one is worth a listen so i wanted to get at least one track from it
@thebro4994Ай бұрын
@@visualizermusictracks You know... This theme reminded me of the Troubled Streets theme from Nes Nightshade. You know what I mean? 🤔
@visualizermusictracksАй бұрын
@@thebro4994 both have that arpeggio accompaniment pattern but that nightshade theme sounds so scary. Wonder what the game is about
@thebro4994Ай бұрын
@@visualizermusictracks It's a Point and Click game on the NES. You play as Nightshade, a vigilante that tries to fight the crime lords, defeat Sutehk (the end boss) and help the citizens of Metro City. Although the noir like graphics and the music may seem dark, the ton of the dialog makes it more light. 😇
@visualizermusictracksАй бұрын
@@thebro4994 sounds cool. so they both also have in comon that they re kind of visual novels in style. just selecting commands
@visualizermusictracksАй бұрын
As you might see the moniker Official from the name is being dropped as a recommendation from KZbin since it can be seen as misleading some into thinking these come directly from the companies represented. Some followers have also said it might be easier to find the channel. So since Im too lazy to think of another logo or name we will be just putting Visualizer to reflect the nature of the videos better-or VMT for friends. Comment what other soundtracks should be visualized or deconstructed. ♫ Support the Channel: www.buymeacoffee.com/musictracks ♫ Media files, Requests and support for future interactive tools (Patreon): bit.ly/officialmusictracksmedia Or join as a member on KZbin
@visualizermusictracksАй бұрын
Musical Analysis: In true hip fashion we can also delve into the deep cuts of the discography from Koji Kondo in order to uncover hidden gems and having the rare treat of seeing Nintendo and its team at their most Japanese, especially since their main series such as the likes of Mario, Zelda, Metroid or Star Fox have at their core a Western origin. Here we not only hear Koji Kondo lean onto his own Japanese roots but also find what is his most involved and large soundtrack of the 8-bit era; while his famous scores for Super Mario and The Legend of Zelda are comprised of like five level tracks and some small cues, the Shin Onigashima one, as a kind of visual novel/adventure game, needs to get more mileage out of its soundtrack in order to carry a full, more static narrative, getting us much more than a mere 10 minutes worth of music. We can also hear the differences between the standard Famicom/NES sound chip and the add on known as the Famicom Disk System which included one more audio channel into the 8-bit machine sound capabilities, allowing for slightly richer scores for some games due to the more expressive wavetable channel. It does not get any more Japanese than Shin Onigashima, whose translation would be something like 'New Demon Island'. Naturally released only there till this day, the game is a story driven adventure part of a series featuring a mix of interwoven traditional Japanese fairy tales, more specifically the ones known as Momotarō and The Tale of the Bamboo Cutter. The game is one of those select command and click visual novels games popular in Japan which make the characters talk to, use, or examine various objects or interactions depending on the action you choose; you then advance the narrative. This means the composer is not limited to his philosophy of just capturing the movements in the action or the environments but has to treat the project as kind of a film score focused on story-driven presentations, where the music has to convey more emotions of the narrative and has a more prominent role since the visuals are just 8-bit sprites with minimal, if any, facial expressions and there is no voice acting to convey much sentiment. Like the game story, the music is inspired by more traditional Japanese folk melodies, albeit not pure folk since the true traditional music of Japan would end up being a pentatonic fest that would sound formally Chinese or Oriental to Western audiences. Instead, it is more inclined towards the line that evolved after the American influence into Japan that brought its jazz and Latin styles to the music; the music forms known as Kayōkyoku and Enka would be the most fit genres for the what we identify today as that particular Japanese way of creating tender, melancholic and nostalgia infused melodies that ended up influencing video game music in one way or another. Kayōkyoku is just the standard Japanese traditional pop, the equivalent to the American Brill Building sound that in the East never really went out of style since in Japan corny is more embraced and accepted. Though it still had its boom throughout the XX century. The archetypal example of this sound would be the worldwide hit Sukiyaki by singer Kyu Skamoto: kzbin.info/www/bejne/ipC6pniVdrtpock Kayōkyoku music has simple melodies that are easy to follow and play along to but still pack a lof of emotion and nostalgia even if you have never heard it before. Even though the music ends up with the Western instruments and stylistic influences it still retains the Japanese reliance mostly on pentatonic scales that give it something of a child-like wonder quality; the pentaronic scales are the ones you can get out of playing exclusively the black keys on the piano since the intervals are already laid out there for you. Just like the church modes you get the different pentatonic scales by starting the pattern on any of the five black keys. The cue we hear throughout the chapter four of the visual novel captures this highly sentimental sound, with Koji pulling out a memorable melody that only needs a a short time to develop into what could have been a standard ballad from the Japanese songbook or signature lullaby in some alternate universe. The context for the story is that the protagonists have arrived at some village that has been sunken beneath a lake. So this was one of Kondo’s first village themes; Kakariko Village before Kakariko Village was a thing. There are just two melodies here, three sections if we count the small outro. The phrases use pretty much all the notes from the A minor scale plus the Db chromatic note as an ornamentation. Both melody and harmony have descending contours following a standard minor progression that leaves us with the chords: F - Em - Dm - C - Bdim - E in Section 1, where the unexpected E major disrupts the descending pattern of both melody and harmony in order to add the color of the harmonic minor scale to the proceedings while the melody answer ascends. The harmony begins changing every two bars for the first couple of chords and then gets faster transitioning every one bar. The phrases for the Section 1 of the cue consist of three question-answer chunks that follow a specific pattern plus the ascending tail. The melodic pattern expertly balances the concepts of repetition and novelty that are required in order to construct a memorable melody. You hear the first question-answer block: (F G E - C A C) which itself would be ok being answered by the mirrored pattern (C D B - G E G) But Kondo spices it up by replacing the question with its ornamental version in order to introduce the novelty quota into this repeated pattern. So instead we get the chromatic (D Db C B - G E G). Then for the answer for the entire phrase the pattern appears to be repeated in the form of (G A F - …) but then this block is answered with a different ascending form melody. It ends with the ascending tail phrase for the Bdim to E chords. These are just examples elucidating how to construct a melody using the key concepts of variety and repetition which need to be balanced expertly. The rhythm of the melody notes between question and answer also lives by this principle; the piece could work maintaining the same rhythm for both question and answer phrases (for example both could be in eight notes as the question is), it just would not be as interesting for a listener. The melodies for both sections are also in what is known as anacrusis or pickup beat which is when a note or sequence of notes precedes the first downbeat in a bar in a musical phrase. The melody then goes on into the second Section with a pedal pattern where the underlying harmony goes into a classic jazz and romantic progression that gets its flavor out of the descending chromatic bass note while the upper notes remain the same, giving us the sequence: Am - Abaug - C - C (b5) then we get back to the firs part of the A Section harmony F - Em the composer capping it all off with a reprise of the ornamental chromatic phrase from the first Section (D Db C B) giving cohesiveness to the entire piece. But wait, there is more. Even though the composer could now comfortably end the piece on the tonic chord Am, he felt the need to add a little spice of novelty by allowing a little bit of the Phrygian profile to shine with the chord Bb thrown in as a bonus content just for the sake of coloring the outro. There is no noise channel on this romantic ballad. This is a piece that allows us to see the formative years of Koji Kondo as a video game composer, back in a time where you had to work only with the basic elements of music and don’t worry that much about the production or orchestration side of things. Just melody, harmony, rhythm and a little tune that needs to be memorable enough to be looped multiple times. The expressive melody is aided by the new Wavetable synth channel added to the what was known as the Famicom Disk System, a peripheral only released in Japan that allowed games to have more memory and better sound. This device served as enabling technology for the creation of new types of video games like the vast, open world, progress-saving adventures of the original The Legend of Zelda and Metroid, which would otherwise probably not happened. It is still the most successful console add-on of all time even though it was not released overseas. Its games had to be ported to the NES with some necessary changes like the save battery for Zelda or the music changes due to having one less audio channel. The mini wavetable synth included with the FDS allowed for some interesting new timbres for 8-bit games, expanding the sound palette of chiptune music. The games used bell like sounds or in the case of Shin Onigashima this melodic lead that sounds more mellow and permits a more prominent vibrato effect that brings the NES sound as close to reality as electronic beeps can. Super Smash Bros creator Masahiro Sakurai has a video game development channel where he discusses the audio from this era: kzbin.info/www/bejne/m6q0hJWVqahjfMk And speaking of Super Smash Bros, this digital interactive museum brought back from obscurity Shin ONigashima, featuring its characters and a full medley, remixing sub-sections from the Famicom game. Within this medley we find the Title Scree and also a remix of this very same Neighboring Village theme. The entire arrangement is nowhere close to how the original tone is supposed to go, envisioning the pastoral Japanese village instead as a speed metal track with full blown electric guitar. For a closer sound to the original soundtrack go to the Super Famicom game Heisei Shin Onigashima which is some kind of port/prequel to this game and features most of the same tracks but this time with Super Nintendo samples which are closer to real instruments.
@CoqueiroLendario13 күн бұрын
Wow your analysis was more than throrough! Thank you for showing more attention for shin onigashima than it probably got in the entire western side of the world! I really enjoy how this song when deconstruted actually sounds like a progressing one, as the instruments slowly join together to make the melody of a sunken past. "Kayōkyoku music has simple melodies that are easy to follow and play along to but still pack a lof of emotion and nostalgia even if you have never heard it before." And this is extremely true, i didnt knew shin onigashima till last year, i'm not japanese, my parents aren't japanese, and we don't have any japanese roots, i have no real connections with japan besides the animes i watched as a brazillian kid, but even then... this song makes me very nostalgic, it reminds me of a pure and fun simplicity of just... living the moment?
@JukeDentonАй бұрын
Thanks for the shoutout! But I’m surprised you’re starting out of order with the songs from Banjo-Tooie.
@visualizermusictracksАй бұрын
they have been really useful even if there are many more tracks for the Banjo Tooie ones since every dynamic change for the levels is apparently there. Well, i have been cherry picking specific tracks from various games, trying to get out famous ones from them. otherwise we would spend a lot of time on a single game, specially since Banjo Tooie is even bigger than the first one. But more tracks from Banjo-Tooie are surely to come
@JukeDentonАй бұрын
@ I see. What about Jet Force Gemini? I could send you some MIDIs from that game too.
@visualizermusictracksАй бұрын
@@JukeDenton that might be interesting. I was about to play that game on the switch since i never got to play it originally so i dont know about its music yet. But if there are tracks that you consider good let me know
@JukeDentonАй бұрын
@ Jet Force Gemini has arguably the best soundtrack on the N64. Me personally, I think it surpasses the Zelda, Banjo-Kazooie and Mario games on the console in terms of music, but that’s more of a personal bias. All I can say is, the controls take a little getting used to and the second half of the game can be very grueling if you don’t know what you’re doing.
@visualizermusictracksАй бұрын
Musical Analysis: The return to Banjoland is not a pleasant one for the bear and the bird. The tone and atmosphere has shifted, twisted slightly; everything feels more somber, dirtier and larger than life. The game follows the returning protagonists two years later as they attempt to stop the plans of the witch Gruntilda alongside two of her sisters, who intend to vaporize the inhabitants of what turns out to be an island setting. This is not anymore a fairy tale Snow white parody but a world threatening affair. The sequel goes for the bigger, more is more approach; more expansive worlds , more moves, darker and more difficult and, as required, more music. It also has a decidedly more surreal and cynical sense of humor. The witch Gruntilda is now a living pile of bones, Jinjo families go extinct and main characters are seen being killed or converted into living dead. The music for Banjo-Tooie, composed alongside the games Perfect Dark and Donkey Kong 64, is also decided more ominous; Spiral Mountain is no longer a banjo featured bluegrass tune but an elegy for a world that has been lost. The main hub world is the Isle o’Hags, the grander world from which the entirety of Gruntilda’s castle is but just a small part. The track is the direct successor to the Gruntida’s Lair cue, returning with the skipping through the forest oom-pah rhythm with the witchcraft association of the bassoons dating as far back as the piece The Sorceress’ Apprentice and the orchestral bass drum. Yet it sounds decidedly less playful, with composer Grant Kirkhope relying on his disquieting and more mysterious side of his characteristic playfully sinister style. With the mallets gone are also gone their cartoony or childish associations, Isle o’Hags sounding more like an orchestral piece, retaining the playful rhythm but tingeing it with a depressing harmony, melodies and tone; more tenebrous. Jumpy pizzicatos are replaced by their standard strings counterparts and the comical baritone saxophone is no more here. After all, we are against not one but three witches running a killing machine. the song captures the more somber and dirtier tone of Banjo Too, with a word that is still cartoony yet more decadent and polluted. Pretty much what a normally happy world threatened by destruction would sound like. Of course we still rely mostly on the C key with all kinds of modal craziness. The tritone progression is back with a vengeance, appearing not even in its major form but the harsher diminished chord; stuff is bleak indeed. Grant himself feels the music of Banjo-Tooie is more sophisticated, complex and mature. Indeed for the overworld the melody itself is not a question-answer phrase then transposed to a major key as in the original melody of Gruntilda’s Lair but a long form melodic phrase that serves as the basis for various sections, playing and transforming this motif like some classical composers would. The main vamp that opens the hub world is Cm - F#dim with the less playful strings when compared to the pizzicatos of Gruntilda’s Lair. Then we get to the next favorite chord combination for the composer, the bVI giving us the harmonic progression: Cm - F#dim Ab - Ddim G(5)7 The melody playing within the melodic minor and natural minor profile of C for the head and tail respectively plus its tritone note F# following the harmony progression. The entire phrase is then repeated with the clarinet added on top and a small flourish variation on the melody at the end. For the B section it changes to play around with a B diminished profile going from Bm to Ab and then to a Dm; yeah, Banjo-Kazooie did not have such a depressing chord progression. Only Grant Kirkhope could get such a catchy tune out of such dissonant intervals and harmony B section harmony: Bm - Ab - Bm - Dm The melody for the B Section also has the same rhythm profile as the main melody of Gruntilda's Lair from Banjo-Kazooie. But then the shenanigans of going back to a C key in preparation for the A Section reprise take the melody over the the Kirkhope cadence (bII - V - i) which is based around the tritone chord of the dominant or what we could call the secondary tritone of C which would be the zany harmonic language of Grant kirkhope and his Banjo series based around tritones. So we go to the Db to G7 vamp while the melody plays with the harmonic minor tetrachord of the C key until we finally reach the first note of the A section in smooth fashion. Since the Banjo series songs are longer than standard N64 fare like Mario 64 we end up in a revamped A section with more accompaniment. This new A section only repeats the melodic phrase once before going into the C section which plays around with the main motif of the the cue, creating a kind of fugue with the strings and the flute melody which is a more distorted tune than the original that uses the natural minor profile as opposed to the melodic minor. The oom-pah rhythms become more playful and the bassoon starts a walking ostinato yet the harmony, same as in A Section, is relentlessly sinister, creating this uncanny sound of what a normal cartoony happy world would sound twisted. The piece then transposes aggressively the melody one step and a half to what could be now deemed an Eb Lydian profile by way of the Bb major chord. The rate of chord changes also slows down, maintaining a Eb now major chord and then Bm alongside its respective B Aeolian/Minor profile for longer. The same melody has a different flavour due to being now on top of a major chord and it is cut short in order to reach its tail faster, which is a variation of the original tail from A Section. Then we get one last B section in its original key which connects us back to the beginning. The melody is now played by the strings while the flutes play what was the string accompaniment. As the responsables for the low end of the piece, tubas limit themselves to playing the standard muddy-less root plus fifth of chords. tthe justaposition between playful rhythms and sinister harmony is what makes the Banjo music have this uncanny tone. As Banjo-Tooie was a larger game than its predecessor, Kirkhope had twice the memory space in the game's cartridge for sound effects and music, allowing him to create even more variations of his dynamic scores. Like the game's predecessor, the themes heard in the game were designed to be interactive, which dynamically change to reflect the player's location. His favorite cue for the game was the one for Atlantis, another pretty underwater level. ♫ Support the Channel: www.buymeacoffee.com/musictracks ♫ Media files, requests and support for future interactive tools: bit.ly/officialmusictracksmedia Or join as a member Thanks to Juke for getting the original MIDI files for Banjo-Tooie
@visualizermusictracksАй бұрын
Banjo-Kazooie Musical influences: The bear and the bird. The ones that managed to stand shoulder to shoulder with the plumber for a while. “I look for the odd note” That is it. The man himself in the fewest words possible tells it like it is and what is at the core of his style. This is why a game with fluffy animals and google eyed objects does not sound like your typical morning cartoon fable and rather like the twisted-circus music gone wrong we all associate with the Banjo-Kazooie series and Rareware as a whole; cheerful and oddly sinister at the same time, a style that is adapted to the humor and vibe of the wacky worlds. The quirkily dark genre. So what is meant by the wrong note? Well, a lot of things and a lot of notes, and even chords figure on all of this (hint: tritones galore-what British musicians deem Indonesian folk music-harmony, melody, does not matter. Shove them in whenever you can). This music surely does not fit into the standard, basic major/minor harmony. And this is not due to some advanced music theory from the part of the composer or specialized music techniques. It all comes down to…looking for the off note, or the odd chord (of course you shall not forget the oom pah rhythms under any circumstances). So what is behind it? better to dig into some tunes and what could be the precedents to these stylistic choices. And bring your tuba and a healthy amount of tuned percussion while you are at it. The music of Banjo-Kazzoie among other hits from British studio Rareware comes from Scottish composer Grant kirkhope, who had been working at the company for a short while when the call to musicalize his first full game for the Nintendo 64 happened. It was a huge change of pace since at the time he was working on the landmark title Goldeneye 007 when he was abruptly moved to work on a project that started life as a SNES game dubbed Project Dream, a pirate themed RPG that slowly and for various reasons ended up becoming the first in the Banjo series. The project initially had composer David Wise of Donkey kong Country fame on board-Wise personally did the job interview when Kirkhope was joining Rare- but when the studio needed him to work on the upcoming Diddy Kong Racing then it was Grant alone, for both music and sound design. The zany, twisted Hanna-Barbera that never was sound of Banjo-Kazooie has various lines of reference. The first would be of course the composer’s background and environment, with Grant being raised in North Yorkshire, England by his mother who was a music hall dancer and his father who introduced him to big band music and exposed him to early influences such as Frank Sinatra and Dixieland jazz. The knack for brass part writing comes from Grant being a classically trained trumpet player. Grant also belongs to the old school of having to make a memorable melody due to not being able to hide behind big, epic orchestration and production values. “So you’ve got to make sure the music’s not repetitive and getting on the player’s nerves, and make it likeable. It’s a hard task. I remember when I first worked at Rare, Tim Stamper and Gregg Mayles constantly trooped out the Mario themes and said ‘these tunes can play for three hours and you don’t get bored of it.’ You’ve got to do that, and it was hammered home day after day, so we had to learn that skill or get fired!” The core and basics of the sound we find on the game comes from Banjo, initially the only protagonist, being himself a bear. The main hub world of the game (Gruntilda's Lair) is a song with a melody based around the well known 1907 song Teddy Bears' Picnic from American composer John Walter Bratton and lyrics added in 1932 by Irish songwriter Jimmy Kennedy. It remains very popular in the United Kingdom as a children's song. kzbin.info/www/bejne/monPlaV_i9mFiK8 The song has gained a slightly sinister aura-the style being a prototype for like every Disney villain song-and the main ingredients are there, specially the oom-pah rhythm, the kind of rhythm that fits with stories of witches and other Halloween standards due to these rhythms being popular all across the Germanosphere in the form of Alpine music, where this folklore was prevalent (everyone became increasingly obsessed with witches following the reformation after all). The artistic movement know as German expressionism’s also the main influence of every horror and gothic trope in media today; and relevant since the poster child of gothic imagery, Tim Burton, Shares a key component with the Banjo-Kazooie series. However, the origins of the characteristic Banjo sound might come from far back, both for Grant and in general. There is also the low, bombastic and heavy music that Grant could have absorbed during his brass training and by his very first work at Rare: to convert and arrange the entire score of Donkey Kong Country 2 from the SNES to the Game Boy. Since for this score composer David Wise was inspired by the dark influence of Russian romantic composers like Sergei Prokofiev and Tchaikovsky due to the darker direction and environments the game took compared to Donkey Kong Country 1 kzbin.info/www/bejne/aYiagXVpZax-rMk Grant KIrkhope had to input note by note of this score into the Game Boy so something should have sticked kzbin.info/www/bejne/rYuxYmOjl5doldE Ostinatos, glockenspiel and very very low notes and strong emphasis kind of sad, melodies. are we fighting the Kremlin or the kremlings? The same team from Donkey kong Country 2 continued to work in another project. Perhaps the pirate theme which was the direction the project that eventually became Banjo-Kazooie was originally having made them turn to the same influences David Wise had with Donkey Kong Country 2 which was also pirate themed. kzbin.info/www/bejne/q3bEc6Kli9uIrs0 So in practice, the oom-pah DNA of the Banjo-kazooie series might have entered by way of being originally a pirate game-oom-pahs are ideal to imitate the wave movement of boats in media and are standard in polka music. Lots of themes from the game originated in that project after all. Turns out that when you grow up in a very cold environment under political turmoil, harsh conditions and being seen as the political enemy of the country with the strongest visual media industry, your music inevitably gains the cultural connotations of being sinister. Prokofiev specially has a distinctive style that fits right there in any Rare game. His symphonic fairy tale for children Peter and the Wolf serves as a model for both the light side and heavy side of Banjo-Kazooie music. kzbin.info/www/bejne/maXWiJeLlq2mfq8 And here we have Prokofiev writing final boss battle music before it was even a thing: kzbin.info/www/bejne/mHPWfKOil5d4bLM kzbin.info/www/bejne/i2ish2aohNt4h9U Nothing like the Russian style for that mysterious fairytale vibe Though Russian style music remains a key component in the series nonetheless it might have entered the picture most likely by way of another composer influence. The final jiggy of the puzzle would not come until later. Holywood is usually a good source of inspiration for younger visual media, specially for Grant Kirkhope who is a big fan of film scoring. Having composed the forest theme of Click Clock Wood and the first levels for the game, Grant felt there was a certain edge missing. Enter Danny Elfman, the skewed fairytale composer. Having listened to the orchestral scores for films like Beetlejuice, Edward Scissorhands and Batman, defining landmarks of the Tim Burton gothic fantasy style, Grant realized that the wacky worlds, characters and witch thematic would benefit from Elfman’s touch and his trademarked tritone. A composer who honed his characteristic style by traveling with kind of an actual circus troupe in France and then developed his eccentric circus touch with the film Pee Wee’s Big Adventure; a perfect match was born. kzbin.info/www/bejne/Z4m5dISGhaarbrs Also an immense influence in the superhero genre kzbin.info/www/bejne/j6DEhmahh6upgsk Danny was of course heavily inspired by Russian romantic composers, the biggest influence being, you guessed, Sergei Prokofiev; he himself has some slavic blood. But before being a music fan he was a movie fan and enjoyed seeing all kinds of mystery, sci-fi and horror flicks. The most important ingredient in his music, the use of the tritone-as displayed in all his glory on The Simpsons theme song- is likely born out of the love he has for these films, especially the classic output of Alfred Hitchcock alongside his main composer collaborator Bernard Herrman, the kingpin of offbeat film music. One of Herrmann’s stylistic devices is tritone usage. You see and hear this in many scores. One of his most oft-used tritone intervals is C to F# (augmented 4th) seen in many Hitchcock cues. But just like with Donkey Kong Country 2, it all goes full circle to bring us back to the motherland and the bombastic compositions of Prokofiev since Herrman had that sense of old-style Russian orchestration that engaged in economical yet colorful textures. kzbin.info/www/bejne/mKSTqpeDgK50adU ♫ Support the Channel: www.buymeacoffee.com/musictracks ♫ Media files and support for future interactive tools (Patreon): bit.ly/officialmusictracksmedia
@visualizermusictracksАй бұрын
Just like Walt Disney has its Silly Symphonies, Warner Bros their Merrie Melodies and Looney Tunes, the Fleischer the Car-Tunes and MGM its Happy Harmonies series, Rareware presents us with the modern update on classic cartoons in the modern medium of video games in the form their own Banjo and Kazooie series, alongside its own musical connections thanks to the zany cartoon orchestra Grant kirkhope brings to the picture-Not to mention its own opening musical number, plus no-reason-for-existing musical note symbols spread throughout the levels that only cement the importance of music for the project. The alliterative names, the googly eyes on everything, the outlandish, irreverent humor, the sound effects, the Banjo-Kazooie series wears its golden age of animation influences on its sleeve. It was inevitable that the music would also take some cues from it. Unlike golden age cartoons, however, mickey mousing is usually not an option in a video game; nonetheless, its spirit, sensibilities and instruments remain part of the fabric and charm of the game. As the earliest level, Mumbo’s Mountain served as the testground for the sound of the game and a small step towards the definitive musical direction of the series, hence why the original theme from this level was replaced by the end of development. In the Western animation canon, comedy, cartoons and music became inseparable thanks to the American companies that popularized the medium in the early 30s and the vaudeville culture that served as a great source of inspiration for the gags. These companies began to make their mark in the silent era of film where, deprived of dialogue, visual comedy was easier to get across than narrative drama. Many composers also came from the era before synchronized sound was developed and brought their improvisational style-where the lines between score and sound effects were totally blurred-to the new booming medium of animation. And what anyone has in mind when they think of cartoon music is, nine of ten times, the kaleidoscopic scores beating at the heart of the classic cartoons produced under the aegis of Walt Disney and Warner Bros. Studios courtesy of visionary composer and arranger Carl Stalling; in his world, melody, style, and form crashed together in a wacky pile-up of sound and image, making use of any stye available to convey the gags: jazz, orchestra, popular and beyond to the limits of avant-garde. Call Stalling along with his peers like Scott Bradley have introduced countless generations to music they would probably never have heard otherwise. No better distillation of the Carl Stalling essence was made than in the score for the love letter to the golden age of animation, the film Who Framed Roger Rabbit project: kzbin.info/www/bejne/ppC3i4Gtqcemqc0 Famous film composer John Williams also crafted his own homage to the iconic style of Carl stalling: kzbin.info/www/bejne/r4PceKF9mtCJeJY Mallets at the centerpiece of telegraphing character movements, whimsical bassoons and trombones, light woodwinds and heavy brass, rapid sliding notes; Grant Kirkhope makes use of them all to aid the eccentric world inhabited by the bear and the bird named after musical instruments; the mascots of this brand new interactive show. ♫ Support the Channel: www.buymeacoffee.com/musictracks ♫ Media files and support for future interactive tools (Patreon): bit.ly/officialmusictracksmedia
@visualizermusictracksАй бұрын
Origins of the Bear, The Bird and the Witch: As stated, the music from the Mad Monster Mansion level went on to influence the musical direction of the rest of the series, overhauling many of the already completed tracks that sounded more in line with typical mascot plattformer fare, most likely thanks to the association Grant Kirkhope and the Rare team made between the Halloween/horror motif and what came to be the main villain of the series, the evil witch Gruntilda straight from European fairy tales. But how does a witch end up as the ultimate foil to a bear and a bird in the first place? Perhaps some obscure cartoon influence or tradition? The Wizard of Oz? Not quite. The answer resides in the character of Kazooie, whose origin becomes the missing link between Banjo, the bear and Grunty, the witch. It is well known that during development the game known as Project Dream went through multiple concepts, featuring different protagonists until the team finally settled into a bear; it went from a generic human being to his pet dog when the director at Rare wanted a more memorable main character, then to a short lived bunny. When the cool bear finally appeared into the picture Kazooie was nowhere to be found, not even when Banjo debuted in the game Diddy Kong Racing. Banjo just had a backpack to put all the things from his adventure inside and that was it. As in other examples from video games, it wasn’t narrative considerations, neither the need for a friend for the lonely bear what brought to life the bird, it was good ol’ pesky gameplay considerations. Somebody at Rare just wanted for Banjo to perform a double jump and all the animations for it looked weird and unconvincing. So they decided to make it even more weird and unconvincing by making wings pop out from his backpack to give him a lift. Eventually, the team added other abilities like long feet also appearing to give a speed boost, the natural conclusion being that another character just lived there and a design and a personality was needed. The British masterminds went looking for inspiration and found it right in real life. They realized Banjo was not the only creature condemned to be joined forever with an annoying, violent feathered companion. Kazooie was inspired by real life events telling of a man in Britain who biologically attached a bird to himself, creating an hybrid abomination that caused havoc and disaster wherever he went, engendering fear to those who put their sight on them…….Well, not quite as dramatic, just the Halloween spirit sinking in. In reality it was just the popular work of British entertainer and comedian Rod Hull what brought to fruition all the ensuing events. Famous across the United Kingdom thanks to his television appearances throughout the 70s and 80s, Rod Hull shtick was bringing his mute, insolent and highly aggressive arm-length puppet named Emu, modelled on the Australian bird of the same name. They went together everywhere, creating a kind of gleeful havoc, the bird infamously assaulting everything and everyone wether provoked or unprovoked. During these events Hull, playing the sane man in the relationship, would make half-hearted attempts to pull the bird away from its victim but would often become embroiled in the fracas, rolling around on the floor and creating theatrical mayhem. kzbin.info/www/bejne/iJrNamt_etmflac There were apparently no boundaries to Emu's outrageous behaviour, with even queen Elizabeth suffering the mischief of the bird. The design, species and impertinent traits of Kazooie were modeled on those of Emu. The character gained such popularity that eventually the BBC gave it its own television series, Emu's Broadcasting Company. Subsequently, The duo moved to other networks in the 1980s, where a succession of children shows were produced, developing the lore of the ongoing rivalry between Emu and Grotbags. Starring as the main antagonist since the show Emu’s World debuted, Grotbags was the evil green witch whose only objective was to torment poor Emu. Every episode consisted of Grotbags hatching a plan to get hold of Emu. In getting Emu Grotbags believed she would be able to rule the world. She spent her time carrying out these plans, which would always fail, as well as hitting her assistant, Croc whenever he annoyed her. Here you can watch a little bit of the interaction between them on the show kzbin.info/www/bejne/r2Wkh4mKj9-kjtU Kids in the UK grew up watching the shenanigans of Emu and the rest of the gang, in similar vein to shows like Sesame Street; there were also cartoon shows produced with the characters. Those same kids then went on to develop the video game Banjo-Kazooie, where the influences blossomed giving us the the trio of the bear, the bird and the witch. So that settles that Kazooie is not meant to be any ostrich, she is an emu. And if you are wondering what emu eggs look like in real life, Here are some of them: www.reddit.com/r/NatureIsFuckingLit/comments/d7922z/emu_eggs/ ♫ Support the Channel: www.buymeacoffee.com/musictracks ♫ Media files, requests and support for future interactive tools: bit.ly/officialmusictracksmedia Or join as a member