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<?xml-stylesheet type="text/xsl" href="http://www.nerve.com/CS/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>61 Frames Per Second : xenogears</title><link>http://www.nerve.com/CS/blogs/61fps/archive/tags/xenogears/default.aspx</link><description>Tags: xenogears</description><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 20910.1126)</generator><item><title>Xenogears Perfect Works Translated</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/04/15/xenogears-perfect-works-translated.aspx</link><pubDate>Wed, 15 Apr 2009 17:30:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:196133</guid><dc:creator>Bob Mackey</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=196133</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/04/15/xenogears-perfect-works-translated.aspx#comments</comments><description>&lt;p&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/xpw.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/04/xpw.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt;Classic PSX RPG &lt;i&gt;Xenogears&lt;/i&gt; may have had its share of flaws, but its ambition was impressive; the game contained so much mythology that much of the story ended up being untold (or told poorly) due to budget problems. Fans of Tetsuya Takahashi&amp;#39;s epic tale followed the writer through a labyrinth of &lt;i&gt;Xenosaga&lt;/i&gt; games some years later, but most were disappointed by a follow-up series that didn&amp;#39;t stick to the plans laid out in a little book called Xenogears: Perfect Works. This Xenogears bible, released in Japan by DigiCube in 1998, wasn&amp;#39;t just an all-encompassing source of information for all things &lt;i&gt;Xenogears&lt;/i&gt;; it also indicated plans for the series as a whole, as &lt;i&gt;Xenogears&lt;/i&gt; was intended to be the fifth episode of an epic saga. Unfortunately, this book has only been available in Japanese, and is notorious for its insane resale price--so you may want to sell your copy now that a completely scanned translation (AKA &amp;quot;scanslation&amp;quot;) &lt;a href="http://www.flickr.com/photos/29956195@N08/sets/72157616593453778/" target="_blank"&gt;is available on the Internet for free&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;
Apparently, &lt;i&gt;Xenogears&lt;/i&gt; fan Ultimate Graphics dumped five months of his life into this project, and the results are amazing. The fact that he (and I&amp;#39;m guessing it&amp;#39;s a he) managed to translate and physically edit over 300 pages of &lt;i&gt;Xenogears&lt;/i&gt;-related text should even impress those--like me--who played through the game a decade ago and can&amp;#39;t see themselves going back. But if you&amp;#39;ve got an urge to plow through &lt;i&gt;Xenogears&lt;/i&gt; again with knowledge about what the hell was actually happening in the story, you&amp;#39;ll definitely want to head over to &lt;a href="http://www.flickr.com/photos/29956195@N08/sets/72157616593453778/" target="_blank"&gt;the project&amp;#39;s flickr page&lt;/a&gt; to see what you&amp;#39;ve been missing.&lt;br /&gt;&lt;br /&gt;
Special thanks to &lt;a href="http://twitter.com/retronauts" target="_blank"&gt;the Retronauts Twitter&lt;/a&gt; for the news tip.&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Related Links:&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/04/01/the-kids-don-t-get-it-sonic-epoch-advance-and-misplaced-maturity.aspx" target="_blank"&gt;The Kids Don&amp;#39;t Get It: Sonic Epoch Advance and Misplaced Maturity&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/11/21/mega-man-fan-movie-trailer.aspx" target="_blank"&gt;Mega Man Fan Movie Trailer&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/27/paper-covers-rockman.aspx" target="_blank"&gt;Paper Covers Rockman&lt;/a&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=196133" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/fan+project/default.aspx">fan project</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/xenogears/default.aspx">xenogears</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/fan+projects/default.aspx">fan projects</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bob+mackey/default.aspx">bob mackey</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/square+enix/default.aspx">square enix</category></item><item><title>Kirite: The Secret Best Yasunori Mitsuda Soundtrack</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/11/07/kirite-the-secret-best-yasunori-mitsuda-soundtrack.aspx</link><pubDate>Fri, 07 Nov 2008 16:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:144092</guid><dc:creator>Bob Mackey</dc:creator><slash:comments>4</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=144092</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/11/07/kirite-the-secret-best-yasunori-mitsuda-soundtrack.aspx#comments</comments><description>&lt;p&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/11/01-07/kirite.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/11/01-07/kirite.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt;I spent a long time bitching and whining about composer Yasunori Mitsuda&amp;#39;s (&lt;i&gt;Chrono Trigger, Chrono Cross, Xenogears&lt;/i&gt;) lack of presence in current-gen RPGs, only to find out that he&amp;#39;s still putting out music, albeit on quite a few games that have yet to make it to the states.&amp;nbsp; But there&amp;#39;s something about his work on the DS--a system he seems pretty comfortable with these days--that feels a bit watered down to me; I eagerly await the day when he pens his next soundtrack for a system that can support the stellar work he did on titles like &lt;i&gt;Chrono Cross&lt;/i&gt; and &lt;i&gt;Xenosaga&lt;/i&gt;.&lt;br /&gt;&lt;br /&gt;
But until then, we&amp;#39;ll always have &lt;i&gt;Kirite&lt;/i&gt;, Mitsuda&amp;#39;s absolutely beautiful orchestrated concept album from 2005.&amp;nbsp; &lt;a href="http://squarehaven.com/features/albums/?id=SBPS-0008" target="_blank"&gt;Square Haven&lt;/a&gt; gives a nice description of this amazing album:&lt;br /&gt;&lt;br /&gt;
Kirite&lt;i&gt; is a combined effort between Yasunori Mitsuda and Chrono series producer/writer Masato Kato. It adds a musical illustration to the accompanying novel Kato wrote, &amp;quot;Five Seasons of Kirite&amp;quot;, which tells the story of a boy named Kirite, and the girl Kotonoha. The music plays out like Mitsuda&amp;#39;s other standalone non-game albums such as &lt;/i&gt;Sailing to the World&lt;i&gt;, with a gentle introduction comprised mainly of explorations of the album&amp;#39;s main theme, followed by an element of mystery and unveiling, then capped by dynamic battle-style pieces and closed off with what amounts to an ending theme. Indeed, the album progresses much like your average videogame soundtrack.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
But really, you don&amp;#39;t need to understand Japanese to get the most from Kirite; the music speaks for itself.  Here&amp;#39;s &amp;quot;The Market In Volfinor,&amp;quot; which is one of my favorite songs from the album.  Listening to it makes an RPG happen &lt;i&gt;in your brain&lt;/i&gt;.&lt;br /&gt;&lt;br /&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/XkntdUmc5P8&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/XkntdUmc5P8&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;
All in all, &lt;i&gt;Kirite&lt;/i&gt; feels like a true successor to Mistuda&amp;#39;s Chrono Cross soundtrack, and it&amp;#39;s definitely a nice snapshot of what the composer can do.&amp;nbsp; I shouldn&amp;#39;t be spiteful about all the work he&amp;#39;s putting out on the DS, but damn it, &lt;i&gt;just listen to&lt;/i&gt; Kirite!&amp;nbsp; This is something we need more of.&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Related Links:&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/20/ost-where-is-yasunori-mitsuda.aspx" target="_blank"&gt;Where is Yasunori Mitsuda?&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/02/ost-chrono-cross.aspx" target="_blank"&gt;OST: Chrono Cross&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/06/ost-ducktales.aspx" target="_blank"&gt;OST: DuckTales&lt;/a&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=144092" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ost/default.aspx">ost</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/chrono+trigger/default.aspx">chrono trigger</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/chrono+cross/default.aspx">chrono cross</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/xenogears/default.aspx">xenogears</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/yasunori+mitsuda/default.aspx">yasunori mitsuda</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bob+mackey/default.aspx">bob mackey</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/kirite/default.aspx">kirite</category></item><item><title>Chiptune Friday: Bed ‘N Breakfast</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/09/26/chiptune-friday-bed-n-breakfast.aspx</link><pubDate>Fri, 26 Sep 2008 22:30:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:131221</guid><dc:creator>John Constantine</dc:creator><slash:comments>1</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=131221</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/09/26/chiptune-friday-bed-n-breakfast.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2008/09/23-End/CTInn.gif"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/09/23-End/CTInn.gif" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;It’s been raining today here in New York, a cold harbinger of October keeping us city dwellers indoors, putting on sweaters, and craving hot cocoa. Personally, I’m trying to gear myself up for tonight’s Presidential debate, but I’d be lying to you if I said that I wasn’t truly desperate for a nap, one preferably under a thick comforter and near my DS for some more &lt;i&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/22/the-61fps-review-dragon-quest-iv-chapters-of-the-chosen.aspx"&gt;Dragon Quest IV&lt;/a&gt;&lt;/i&gt;. It’s in that spirit that we present this week’s Chiptune Friday, not a single track, but a compilation of soothing tones to ease one’s weary soul and refill their hit points.
&lt;br /&gt;&lt;br /&gt;
From &lt;a href="http://www.dorkclub.com/innmusic/"&gt;Dorkclub.com&lt;/a&gt; comes this selection of Inn Themes from various RPGs. For the unfamiliar, inns have been the go to spot to refill your adventurers’ stats after a long day of level-grinding. And since the dawn of the genre, resting at the inn has invariably been accompanied by a brief, often lovely melody. From &lt;i&gt;Animal Crossing&lt;/i&gt; to &lt;i&gt;Xenogears&lt;/i&gt;, you’ll be hard pressed to keep your eyes open. Stay warm and sweet dreams, 61FPSers.
&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Previously on Chiptune Friday:&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/23/chiptune-friday-8bit-betty-tastes-the-rainbow.aspx"&gt;Chiptune Friday: 8bit bEtty Tastes the Rainbow&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/06/chiptune-friday-helix-nebula.aspx"&gt;Chiptune Friday: Helix Nebula&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/controlpanel/blogs/Chiptune%20Friday:%20Do%20the%20Monster%20Mash%21"&gt;Chiptune Friday: Do the Monster Mash!&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/12/chiptune-friday-a-link-to-the-past.aspx"&gt;Chiptune Friday: A Link To The Past&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/27/chiptune-friday-return-of-the-blue-bomber.aspx"&gt;Chiptune Friday: Return of the Blue Bomber&lt;/a&gt;
&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=131221" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/chiptune+friday/default.aspx">chiptune friday</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/animal+crossing/default.aspx">animal crossing</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dragon+quest/default.aspx">dragon quest</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/xenogears/default.aspx">xenogears</category></item><item><title>The Super Street Fighter II Turbo HD Remix Soundtrack - An Inside Look</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/08/15/the-super-street-fighter-ii-turbo-hd-remix-soundtrack-an-inside-look.aspx</link><pubDate>Fri, 15 Aug 2008 17:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:117340</guid><dc:creator>Peter Smith</dc:creator><slash:comments>2</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=117340</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/08/15/the-super-street-fighter-ii-turbo-hd-remix-soundtrack-an-inside-look.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;i&gt;In this exclusive follow-up to our interview with Super Street Fighter II Turbo HD Remix soundtrack producers David &amp;quot;djpretzel&amp;quot; Lloyd and Larry &amp;quot;Liontamer&amp;quot; Oji, djpretzel himself gives us a breakdown of four tracks from the game:&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;E. Honda &amp;#39;Dosu-Koi&amp;#39; &lt;br /&gt;
  djpretzel &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/SF2HD%20honda%20stage.JPG"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/SF2HD%20honda%20stage.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
&amp;quot;This was the track that I set my sights on early in the process. McVaffe has had an excellent mix of this track on OCR for a long while, modeled after Madonna&amp;#39;s song &amp;#39;Music,&amp;#39; but Capcom weren&amp;#39;t feeling it for in-game usage, so I decided to take a shot.&amp;nbsp; My initial version was way too aggressive, and got the hundred-hand slapdown itself, but I went back to the drawing board and did something mellower, with more of an emphasis on Asian instrumentation.&amp;nbsp; There&amp;#39;s shamisen, koto, shakuhachi, AND taiko in there, so it&amp;#39;s got the &amp;#39;big four&amp;#39; of Japanese instruments (more or less) and is more appropriate to the sumo bath house setting.&amp;quot; &lt;br /&gt;&lt;br /&gt;
    &lt;b&gt;Guile &amp;#39;Combat and Service&amp;#39; &lt;br /&gt;
Big Giant Circles, Justin R. Coleman &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/SF2HD%20guile%20stage.JPG"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/SF2HD%20guile%20stage.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
&amp;quot;Jimmy Hinson, alias Big Giant Circles, put together a really kicking take on Guile&amp;#39;s theme, which is definitely one of the classics off the soundtrack. Capcom generally dug what he was doing, but were iffy on the lead synthesizer sound, and wanted something different. Jimmy got Justin to lay down an electric guitar lead that added some rock edge to the more electronic backdrop, achieving a good blend that Capcom gave the green light.&amp;quot; &lt;br /&gt;&lt;br /&gt;
    &lt;b&gt;Ken / Online Menu &amp;#39;Clamato Fever&amp;#39; &lt;br /&gt;
AE, Prozax &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/SF2HD%20Ken%20stage.JPG"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/SF2HD%20Ken%20stage.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
&amp;quot;While Sixto Sounds did the version of Ken&amp;#39;s stage that&amp;#39;s actually used in the game, Capcom wanted something special just for the online menus and the title screen, since users spend a good amount of time setting up matches, checking rankings, and tweaking options.&amp;nbsp; Alex Esquivel (AE) and Dan Orosz (Prozax) put together an alternate take on the Ken theme that works perfectly for this context. The first time I fired up the beta and heard it, I just smiled — they nailed it!&amp;nbsp; As an interesting side note, AE learned about the game through other channels and contacted Capcom directly, and was a little surprised to be redirected to Shael, Malcos and I to coordinate his involvement. Everything worked out, though, and I&amp;#39;m glad Alex and Dan were included in the long lineup of OC ReMix artists.&amp;quot; &lt;br /&gt;&lt;br /&gt;
    &lt;b&gt;Zangief &amp;#39;Red Cyclone&amp;#39; &lt;br /&gt;
The Grammar Club &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&amp;quot;Shael Riley&amp;#39;s been mixing humor, VGM, rock, and anything else he cares to throw in for a long time now, and his latest project is The Grammar Club, a band that&amp;#39;s been making waves with their album Bremelanotide.&amp;nbsp; The fellows put together a rock arrangement of Zangief&amp;#39;s theme that&amp;#39;s unique on the soundtrack for being a little less refined and more in-your-face, New York garage style.&amp;nbsp; When I think Zangief, I certainly don&amp;#39;t think &amp;#39;refined,&amp;#39; so this ballsier type of production worked really well.&amp;quot; &lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=117340" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/peter+smith/default.aspx">peter smith</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/battletoads/default.aspx">battletoads</category><category 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domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/prozax/default.aspx">prozax</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/justin+r+coleman/default.aspx">justin r coleman</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ae/default.aspx">ae</category></item><item><title>61FPS Q&amp;A: David Lloyd and Larry Oji of OC ReMix on the Super Street Fighter II Turbo HD Remix Soundtrack (Part 2)</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/08/14/61fps-q-amp-a-david-lloyd-and-larry-oji-of-oc-remix-on-the-super-street-fighter-ii-turbo-hd-remix-soundtrack-part-2.aspx</link><pubDate>Thu, 14 Aug 2008 14:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:117334</guid><dc:creator>Peter Smith</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=117334</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/08/14/61fps-q-amp-a-david-lloyd-and-larry-oji-of-oc-remix-on-the-super-street-fighter-ii-turbo-hd-remix-soundtrack-part-2.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;b&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/sf2hd4.JPG"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/sf2hd4.JPG" align="right" border="0" alt="" /&gt;&lt;/a&gt;What are some of your favorite game soundtracks? Favorite composers? &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;djpretzel: &lt;/b&gt; Yuzo Koshiro, Dave Wise, Yasunori Mitsuda, Tokuhiko Uwabo, and Koji Kondo are all amazing... &lt;i&gt;Super Castlevania IV&lt;/i&gt;, &lt;i&gt;Revenge of Shinobi&lt;/i&gt;,&lt;i&gt; Lunar&lt;/i&gt; (Sega CD version!!),&lt;i&gt; Chrono Trigger&lt;/i&gt;,&lt;i&gt; Xenogears&lt;/i&gt;,&lt;i&gt; Final Fantasy VI &lt;/i&gt;,&lt;i&gt; Mega Man II&lt;/i&gt;, and &lt;i&gt;Super Mario Galaxy&lt;/i&gt; are my favorite game scores at the moment. &lt;br /&gt;
    &lt;b&gt;&lt;br /&gt;
  Larry Oji: &lt;/b&gt; Favorite soundtracks and composers tend to go hand in hand. I&amp;#39;m a big fan of Koji Kondo&amp;#39;s work on the &lt;i&gt;Super Mario&lt;/i&gt; series, Masato Nakamura&amp;#39;s on the &lt;i&gt;Sonic the Hedgehog&lt;/i&gt; series (&lt;i&gt;Sonic 3 &amp;amp; Knuckles&lt;/i&gt;, though not his, was excellent too), Alph Lyra for the &lt;i&gt;Street Fighter II&lt;/i&gt; series, David Wise for &lt;i&gt;Donkey Kong Country&lt;/i&gt; and &lt;i&gt;Battletoads&lt;/i&gt;, Kazunaka Yamane for the &lt;i&gt;Double Dragon&lt;/i&gt; series, and Yuzo Koshiro for the &lt;i&gt;Streets of Rage&lt;/i&gt; series. That covers a lot of the games I played as a kid. Since learning more about the history of game music, I love so much stuff now, I can&amp;#39;t even rattle it off. But my second-favorite composer,  little known in the States, is Yasuhisa &amp;quot;Yack&amp;quot; Watanabe. His stuff is a lot more known in Japan, including as a member of Taito&amp;#39;s Zuntata group, but almost no one tries to arrange his material; it&amp;#39;s pretty far out there, so I can understand why. Sometimes his stuff doesn&amp;#39;t resonate with me, but he&amp;#39;s put out some  incredible compositions. Then my personal favorite is British composer Tim Follin, whose nearly two-decade career composing for games was unparalleled, as far as what I&amp;#39;ve personally enjoyed. Check out his compositions for &lt;i&gt;Ghouls &amp;#39;n Ghosts&lt;/i&gt;, &lt;i&gt;Solstice&lt;/i&gt;, &lt;i&gt;Spider-Man and the X-Men: Arcade&amp;#39;s Revenge&lt;/i&gt; and &lt;i&gt;Silver Surfer&lt;/i&gt;. He always strove for creative techniques and cool textures with his chiptunes. Plus, his modern soundtracks like &lt;i&gt;Ecco the Dolphin: Defender of the Future&lt;/i&gt; and &lt;i&gt;Lemmings&lt;/i&gt; for the PSP were equally impressive. I&amp;#39;ve been slowly plugging away at a small OC ReMix album project paying tribute to his work, so before the end of this year, &lt;i&gt;Dirge for the Follin&lt;/i&gt; should finally be out there, lamenting the fact that he retired from the industry. &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;Do you prefer the old-school chiptune style, or are you more into the CD-audio present?  &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;djpretzel: &lt;/b&gt; I prefer the melodies and compositional approach of the 8-bit and 16-bit eras coupled with more modern production aesthetics; in other words, I like slick production, but only when it&amp;#39;s paired up with a great melody. Which is not to say that game composers of today aren&amp;#39;t writing great melodies, just that the limitations of earlier consoles meant that almost every piece needed to survive on compositional strength as opposed to production values. &lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Larry Oji: &lt;/b&gt; I&amp;#39;ve got no major preference. The only bias I have is that I grew up with chiptunes, so there&amp;#39;s going to be some nostalgia pushing me to those. But modern stuff holds up a lot better to active listening. Either way. [pauses] Was that a cop out? ... All right, let&amp;#39;s go with modern stuff. I actually prefer the melodies that were written in the chiptune days. But modern music has the potential for great writing as well,  combined with higher quality sounds. Some fans feel there&amp;#39;s an inherent compositional quality trade-off in newer videogame music compared to the older stuff, but I believe the best of the modern stuff is simply more elusive. Besides, people tend to gloss over the fact that not every chiptune was amazing back then either. &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;What do you think of the recent trend towards contextual music? In old &lt;i&gt;Zelda&lt;/i&gt;, you&amp;#39;d just have a melody looping for the whole time you were in a dungeon. Now, you often just have ambient effects and then an &amp;quot;action&amp;quot; motif when you approach an enemy. &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;djpretzel: &lt;/b&gt; Well, I think most good game music, even very old stuff, is still contextual on some level — it still makes sense for the environment. But more recently the focus/buzz has been on making that contextuality of a more real-time, responsive nature, as opposed to the loops you mention. In essence, this makes the experience more cinematic, with the score reacting to players&amp;#39; actions just like a well-cued Hollywood soundtrack would. For FMV sequences in games, obviously, this is nothing new and has been the standard for years. The challenge is in maintaining that very polished interactivity once a user&amp;#39;s actions become unpredictable. There are different ways of accomplishing this, including triggered motifs like you mention. I think it&amp;#39;s all very interesting and exciting, but I also think we need to take a step back once in awhile and remember that games are a different medium from movies, and that emulating them is an option, but not the only option. Who&amp;#39;s to say that looped melodies a la &lt;i&gt;Zelda&lt;/i&gt; and older 8-bit titles don&amp;#39;t make complete sense for certain games or genres? Game creators are creating interactive worlds... those worlds can resemble a film experience, and if that&amp;#39;s the goal, then responsive, interactive scores are perfect. But the true art of game creation, to me, is remembering that there aren&amp;#39;t any limits, that conventions of all other mediums can and should be bent or broken, and thus I think too much emphasis on targeting a cinematic experience could be dangerous. In essence, I think this trend is very positive, so long as it expands the arsenal of approaches to music in games, rather than narrows it. &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;How about the shift from short melodies to more expanded or moodier compositions? The difference between, y&amp;#39;know, &lt;i&gt;Zelda II&lt;/i&gt;&amp;#39;s Palace theme and &lt;i&gt;Ocarina&lt;/i&gt; &lt;i&gt;of Time&lt;/i&gt;&amp;#39;s Forest Temple theme? &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;djpretzel: &lt;/b&gt; This is totally natural; audio and music have progressed alongside graphics and other technical aspects of console hardware and gaming, and more ornate and varied compositions flow from those progressions. With &lt;i&gt;Ocarina&lt;/i&gt;, you&amp;#39;ve no longer got a limited palette of bright colors on screen, you&amp;#39;ve got a fully 3D world, and it&amp;#39;d be odd if the music didn&amp;#39;t match. This sometimes means the number of &amp;quot;hummable&amp;quot; tracks on a game soundtrack is reduced in favor of more ambient, atmospheric fare, but it&amp;#39;s usually right for the game, and composers like Koji Kondo in particular can almost always hit a balance between &amp;quot;song&amp;quot; or theme tracks and more environmental, BGM stuff. &lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;How did you meet up with Capcom on &lt;i&gt;Super Street Fighter II Turbo HD Remix&lt;/i&gt;? &lt;/b&gt;&lt;br /&gt;

&lt;b&gt;djpretzel: &lt;/b&gt; OCR is mostly about individual mixes, but every once in awhile we release album projects, where artists get together and focus on a specific game, composer, etc. We&amp;#39;ve released albums for &lt;i&gt;Chrono Trigger&lt;/i&gt;, &lt;i&gt;Donkey Kong Country&lt;/i&gt; and most notably &lt;i&gt;Final Fantasy VII&lt;/i&gt; with &lt;a href="http://ff7.ocremix.org"&gt;our &lt;i&gt;Voices of the Lifestream&lt;/i&gt; album&lt;/a&gt;  in 2007. Shael Riley and Stephen Malcom-Howell (a.k.a. Malcos), two veteran OC ReMixers, put together &lt;a href="http://sf2.ocremix.org"&gt;an album of &lt;i&gt;Super Street Fighter II Turbo&lt;/i&gt; mixes called &lt;i&gt;Blood on the Asphalt&lt;/i&gt;&lt;/a&gt; back in 2006. Capcom found the album online and contacted Shael, who in turn referred them to me. At first we were actually suspicious of being Punk&amp;#39;d or something, since it was such an amazing opportunity, but once we confirmed it was legit, we obviously jumped at the chance. &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;The &lt;i&gt;HD Remix&lt;/i&gt; soundtrack is based on &lt;i&gt;Blood on the Asphalt&lt;/i&gt;, but it&amp;#39;s not exactly the same. What are some of the changes? &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Larry Oji: &lt;/b&gt; Firstly, I definitely need to stress that the remixers didn&amp;#39;t do any mere drag-and-drop jobs on these. A lot of the pre-existing arrangements selected for inclusion on &lt;i&gt;HD Remix&lt;/i&gt; were full-on, four-to-five-minute arrangements with original sections, solos and so forth, which doesn&amp;#39;t fly in &lt;i&gt;Street Fighter II&lt;/i&gt;. So everything&amp;#39;s been edited down to a more standard sixty-to-ninety seconds and looped, focusing on the core of each theme to work like the old-school themes did. Dave had to handle relaying all of the desired modifications handed down by Capcom to the artists and got a variety of requests. This is where he gets music-nerdy! &lt;br /&gt;
    &lt;br /&gt;
    &lt;b&gt;djpretzel: &lt;/b&gt; In addition to length and formatting requirements, Capcom had some very specific feedback, and some comments that were more general in nature. In certain instances they wanted individual instruments changed out, tempo increased by a few beats per minute, or other modifications to production that were very easy for artists to implement. Other times, they were looking more for a different feel, or more subjective changes to texture, which were more challenging. We were blessed with a pretty long development cycle, so we had a lot of time to present different versions/permutations of each track and go through an iterative process. &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;Where are you getting the themes that aren&amp;#39;t originally from the album? Are these all new remixes? &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Larry Oji: &lt;/b&gt; Along with eight edits of mixes from &lt;i&gt;Blood on the Asphalt&lt;/i&gt;, three of the seventeen character themes are modified versions of other OC ReMixes. That left six themes with all-new takes, as well as nearly all new material for the fast versions of all the character themes, character endings and other assorted themes, with everything provided by our crew of remixers. Gotta give props to José E. Felix (a.k.a. José the Bronx Rican) for coming through in a big way with nearly every ending theme besides providing both the Dee Jay and Vega themes! &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;What&amp;#39;ve your production duties been like on the soundtrack?&lt;/b&gt;
&lt;br /&gt;
&lt;b&gt;Larry Oji: &lt;/b&gt; I&amp;#39;m a detail-oriented person, more behind the scenes. Dave functioned as the lead producer and director for the soundtrack, serving as the point of contact with game producer Rey Jimenez and Capcom to keep things streamlined on the communications side. He handled the legal stuff, as well as ensuring Capcom had all of the remixers&amp;#39; latest work as things progressed. I handled contacting remixers that were difficult to get a hold of in order to secure some pre-existing tracks, recruited and provided critique for some of the new music, and helped keep track of smaller details with all of our personnel. Even stuff like preparing our credits list for the game and getting new track titles for all of the remixed themes, I enjoy making sure the finer things are in place at the ground level, while Dave works with the big picture. If you had told me back when I played &lt;i&gt;Street Fighter II&lt;/i&gt; in my friend&amp;#39;s basement that I&amp;#39;d be in the credits of a game in the series nearly two decades later, I wouldn&amp;#39;t believe it. It&amp;#39;s an honor to help coordinate something that will always be a part of a historic franchise, especially &lt;i&gt;Street Fighter&lt;/i&gt;, the one that truly pulled me into game music beyond being a casual fan. &lt;br /&gt;
    &lt;br /&gt;
    &lt;b&gt;djpretzel: &lt;/b&gt; Working with Capcom was truly awesome. We brought our fandom — the way we express ourselves through mixing/arrangement — full circle, right back to a commercial product that is itself a remix of an absolutely classic game... it&amp;#39;s very meta, when you think about it. I think it&amp;#39;s something that could only have happened in a post-internet environment, with a company that was groovy enough to realize their fans could play a meaningful role. Mods, user-generated content, etc. have been around awhile, but I think there&amp;#39;s often an artificial wall — &amp;quot;this is the official content, this is the fan stuff&amp;quot; — that segregates things. This project tears down that wall, at least for game music, and integrates the two, without emphasizing the distinction. I think that&amp;#39;s a fantastic precedent to be setting, and I&amp;#39;m proud OverClocked ReMix was involved!&lt;br /&gt;&lt;br /&gt;
&lt;i&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/13/61fps-q-amp-a-david-lloyd-and-larry-oji-of-oc-remix-on-the-super-street-fighter-ii-turbo-hd-remix-soundtrack-part-1.aspx"&gt;Click here for Part 1!&lt;/a&gt; And check back tomorrow for a detailed look at the four all-new themes on the SSF2THD soundtrack!&lt;/i&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=117334" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/peter+smith/default.aspx">peter smith</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/battletoads/default.aspx">battletoads</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/capcom/default.aspx">capcom</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/taito/default.aspx">taito</category><category 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defender of the future</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/blood+on+the+asphalt/default.aspx">blood on the asphalt</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/djpretzel/default.aspx">djpretzel</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/yasuhira+watanabe/default.aspx">yasuhira watanabe</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/spy+hunter/default.aspx">spy hunter</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/spider-man+and+the+x-men_3A00_+arcade_2700_s+revenge/default.aspx">spider-man and the x-men: arcade's revenge</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/oc+remix/default.aspx">oc remix</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/smurfs/default.aspx">smurfs</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/larry+oji/default.aspx">larry oji</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/kazunaka+yamane/default.aspx">kazunaka yamane</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/jose+e.+felix/default.aspx">jose e. felix</category></item><item><title>61FPS Q&amp;A: David Lloyd and Larry Oji of OC ReMix on the Super Street Fighter II Turbo HD Remix Soundtrack (Part 1)</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/08/13/61fps-q-amp-a-david-lloyd-and-larry-oji-of-oc-remix-on-the-super-street-fighter-ii-turbo-hd-remix-soundtrack-part-1.aspx</link><pubDate>Wed, 13 Aug 2008 14:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:117327</guid><dc:creator>Peter Smith</dc:creator><slash:comments>2</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=117327</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/08/13/61fps-q-amp-a-david-lloyd-and-larry-oji-of-oc-remix-on-the-super-street-fighter-ii-turbo-hd-remix-soundtrack-part-1.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;i&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/sf2hd3.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/08/08-15/sf2hd3.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt;Here at 61FPS, we couldn&amp;#39;t be more excited about the upcoming&lt;/i&gt; Super Street Fighter II Turbo HD Remix&lt;i&gt;. So it&amp;#39;s with great pleasure that we present our in-depth Q&amp;amp;A with David &amp;quot;djpretzel&amp;quot; Lloyd and Larry &amp;quot;Liontamer&amp;quot; Oji, of the definitive game-music remix site, &lt;a href="http://www.ocremix.org"&gt;OC ReMix&lt;/a&gt;. In a deliciously fan-friendly turn of events, OC ReMix was tapped to produce the music for &lt;/i&gt;SSF2THD&lt;i&gt; —&lt;/i&gt; &lt;i&gt;and we&amp;#39;ve got the inside scoop on this glorious reimagining of one of the greatest game soundtracks ever. &lt;/i&gt;&lt;i&gt;We also took the opportunity to chat with these  gurus on a wide range of game-music-related topics. Enjoy! &lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;&lt;b&gt;David, can you tell us about founding OC ReMix? &lt;/b&gt;&lt;br /&gt;

&lt;b&gt;David W. Lloyd (djpretzel): &lt;/b&gt; Way back in 1999, I was making a 3D comic strip dedicated to the emulation scene called &amp;quot;OverClocked&amp;quot; — a few episodes were actually pretty funny, and it played a part in popularizing the whole &amp;quot;All Your Base Are Belong To Us&amp;quot; craze, but it was also a way for me to get better at Photoshop and 3D Studio MAX. I wanted something I could work on for music as well, to get better at composing, arranging and producing; I had this idea to do videogame arrangements of my own, but also to open it up to others. At the time, there were sites which were specific to Commodore 64 games, and which focused on techno mixes, but nothing that was more open-ended. I wanted a website that encouraged jazz, classical, rap, rock and anything else, in addition to electronica genres, and which allowed arrangements from computer games, console games, handheld games and arcade games alike. There was nothing like that in existence, so I figured I&amp;#39;d start something myself. &amp;quot;OverClocked ReMix&amp;quot; started as a side-project to &amp;quot;OverClocked&amp;quot; the comic strip, but eventually became a hundred times bigger. In the early days, I was like a door-to-door salesman, emailing people asking for their permission to post their mixes on the site, but once it grew large enough, people started sending us stuff. Eventually there were so many submissions that we needed to create a judges panel and more official guidelines/standards, which really helped clarify what we&amp;#39;re all about — interpretive arrangements, not just the original with drum loops on top. The rest, as they say, is history! &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;Larry, how did you get involved with the OC ReMix community? &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Larry Oji (Liontamer): &lt;/b&gt; I love hearing stories on how people have found the site, and I share mine when I can in order to encourage people to check out everything OCR has. I did college radio at Emory University &amp;#39;s WMRE in Atlanta, where I loved playing video game music on my shows alongside mainstream music, mostly Britpop stuff. A friend of mind as well as a casual gamer and fellow DJ, Matt Kertz, saw that I played videogame music and recommended that I check out what was then remix.overclocked.org in early 2002. That was my first exposure to the site. The site was only two years old at the time and had more than 500 mixes by that point; I downloaded about thirty, sticking only with the few games I grew up with, and was extremely happy. But I didn&amp;#39;t follow the site closely or try anything from games I had no history with, which was a huge mistake. &lt;br /&gt;
    &lt;br /&gt;
  Luckily for me, I told my best friend Joe Mauri about the site and he downloaded everything OC ReMix had. If he hadn&amp;#39;t done that, I wouldn&amp;#39;t be where I am today. That summer, I sat down at his computer, listened to all the free remixes one by one over three days, and was simply amazed at how creative everything was. Even the games I wasn&amp;#39;t familiar with had some amazing themes that were being remixed, and I ended up doing the research and downloading chiptunes of the original tracks to better understand what inspired the remixes. So it was a great crash course in the history of videogame music, and from that point on I was hooked. I shifted my radio show&amp;#39;s format to videogame music exclusively, and volunteered for the site by filling in the database with info on remixers, composers and songs. I also grew as a music critic to the point where I was invited to join the site&amp;#39;s judges panel in July 2004, where I help evaluate submitted material. Listening to music and spreading the word on OCR is one of the most enjoyable jobs I can think of. &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;Let&amp;#39;s talk about game music in general. What got you into game music? &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;djpretzel: &lt;/b&gt; My earliest VGM memory would be the happy little tunes in &lt;i&gt;Smurfs&lt;/i&gt; for the Colecovision and &lt;i&gt;Dream House&lt;/i&gt; for the C64. The use of the Peter Gunn theme  in &lt;i&gt;Spy Hunter&lt;/i&gt;, also for the C64, was pretty classic as well. But it was really the Sega Master System that got me hooked — I loved the music from &lt;i&gt;Alex Kidd&lt;/i&gt;, &lt;i&gt;Shinobi&lt;/i&gt; and &lt;i&gt;Space Harrier&lt;/i&gt; so much that I recorded the output of the console to tape and, sadly, did my own lame seven-year-old&amp;#39;s version of DJing between tracks. To the best of my knowledge, those tapes are long gone, which I&amp;#39;m more than okay with from a human-dignity perspective, but they nevertheless represented my first steps into actually interacting with VGM. &lt;br /&gt;
    &lt;b&gt;&lt;br /&gt;
  Larry Oji: &lt;/b&gt; My earliest days of gaming were with the NES with a tiny bit of Master System. The SNES and Sega Genesis came a little later, so all of those systems planted the seeds. I didn&amp;#39;t own too many titles, but I loved a lot of the soundtracks I heard. &lt;i&gt;Super Mario Bros. 3&lt;/i&gt; was the epitome of an excellent game and Koji Kondo&amp;#39;s music from it was no exception. The first &lt;i&gt;Donkey Kong Country&lt;/i&gt; on the SNES was amazing to me as well, and I loved the &lt;i&gt;Streets of Rage&lt;/i&gt; and &lt;i&gt;Sonic the Hedgehog&lt;/i&gt; series on the Genesis side. I can&amp;#39;t forget &lt;i&gt;Street Fighter II&lt;/i&gt; either. That was first in a long line of &lt;i&gt;Street Fighter&lt;/i&gt; games that stuck with me, even when I didn&amp;#39;t realize how immersed in game music I&amp;#39;d be down the line. It goes without saying, but the best games truly have a synergy going on between the gameplay and soundtrack that provides the total package. &lt;br /&gt;
&lt;br /&gt;
    &lt;b&gt;What do you love about game music?  &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Larry Oji: &lt;/b&gt; The music from the games I grew up with had some of the best melodies and hooks imaginable. And the tunes had such range in terms of genres. As a kid, I obviously didn&amp;#39;t think about it on a scholarly level, but I subconsciously latched onto the depth that videogame music possessed. Think about the range when you compare the soundtracks of &lt;i&gt;Super Mario Bros.&lt;/i&gt; to &lt;i&gt;Double Dragon&lt;/i&gt; to &lt;i&gt;Road Rash&lt;/i&gt;. The 16-bit era, especially the SNES, was a big step up in realizing game music&amp;#39;s potential, thanks to the wider array of sounds and more complex textures. The best composers really didn&amp;#39;t put those extra resources to waste. The thing I love most is that game music is a medium and not a genre; game music can, and often does, involve any and all genres, so you get a flavor for all sorts of styles if you keep your ears and mind open. The fact that many game themes are malleable and can be reinterpreted makes me love game music that much more. Every time I hear an OC ReMixer take a theme and transform it into something fresh that I wouldn&amp;#39;t expect, it validates being a fan of the medium. &lt;br /&gt;
    &lt;br /&gt;
    &lt;b&gt;djpretzel: &lt;/b&gt;...what he said. It&amp;#39;s worth mentioning that I&amp;#39;m a big fan of soundtracks in general — film, television, anime, etc. — and that contextual music that&amp;#39;s part of a larger work always has a certain appeal for me. With almost all other mediums, though, it&amp;#39;s a linear, non-interactive experience, so you only hear certain themes once or twice. With game music, because it&amp;#39;s interactive, and because you can end up hearing the same piece ad infinitum, I think there&amp;#39;s a much stronger mental association between the music and what it represents. A classic example for me would be the first town theme from &lt;i&gt;Lunar&lt;/i&gt; for the Sega CD — every time I hear it, I can envision the town layout in great detail and feel like I&amp;#39;m there. You can get that type of strong association with film scores and even non-soundtrack material, sure, but I find it happens more often with VGM. This of course requires that you&amp;#39;ve actually played the game the music is from, though, which isn&amp;#39;t necessary &lt;i&gt;at all&lt;/i&gt; just to enjoy the music at face value!
&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/14/61fps-q-amp-a-david-lloyd-and-larry-oji-of-oc-remix-on-the-super-street-fighter-ii-turbo-hd-remix-soundtrack-part-2.aspx"&gt;&lt;i&gt;
Click here for Part 2!&lt;/i&gt;&lt;/a&gt;&lt;/b&gt; &lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=117327" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/peter+smith/default.aspx">peter smith</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/battletoads/default.aspx">battletoads</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/capcom/default.aspx">capcom</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/taito/default.aspx">taito</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/double+dragon/default.aspx">double dragon</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+street+fighter+II+turbo+hd+remix/default.aspx">super street fighter II turbo hd remix</category><category 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domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/blood+on+the+asphalt/default.aspx">blood on the asphalt</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/djpretzel/default.aspx">djpretzel</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/yasuhira+watanabe/default.aspx">yasuhira watanabe</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/spy+hunter/default.aspx">spy hunter</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/spider-man+and+the+x-men_3A00_+arcade_2700_s+revenge/default.aspx">spider-man and the x-men: arcade's revenge</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/oc+remix/default.aspx">oc remix</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/smurfs/default.aspx">smurfs</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/larry+oji/default.aspx">larry oji</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/kazunaka+yamane/default.aspx">kazunaka yamane</category></item><item><title>OST: Chrono Cross</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/07/02/ost-chrono-cross.aspx</link><pubDate>Wed, 02 Jul 2008 15:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:106124</guid><dc:creator>John Constantine</dc:creator><slash:comments>1</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=106124</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/07/02/ost-chrono-cross.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/07/01-07/Chrono%20Cross.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/07/01-07/Chrono%20Cross.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt;

Many weeks back, when 61 Frames Per Second was still being molded into what you’re reading now, the OST feature was conceived (at least by me) as nothing more than a venue for talking about &lt;a href="http://en.wikipedia.org/wiki/Yasunori_Mitsuda"&gt;Yasunori Mitsuda&lt;/a&gt;. Music was the source of my first real emotional engagement with videogames; the frenetic excitement of early Mega Man soundtracks and the somber coda of &lt;i&gt;Mega Man 2&lt;/i&gt;’s ending, the desperate minor key of stage 5 in &lt;i&gt;Bionic Commando&lt;/i&gt;. These melodies sparked my imagination, created a foothold for my experience with these works beyond the visceral rush of successfully playing them. But it was Mitsuda’s work in &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Chrono_Trigger"&gt;Chrono Trigger&lt;/a&gt;&lt;/i&gt; that made me, for the first time, physically put down the controller just to listen. It was &amp;quot;Guardia Castle&amp;quot;, a booming march whose synthesized horns implied fading grandeur more than patriotism. I sat on the floor of my bedroom, eyes closed, and let the song loop for close to twenty minutes. 
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Mitsuda gravitates towards the same styles in his game soundtracks, specifically jazz fusion (&lt;i&gt;Chrono Trigger&lt;/i&gt;), punctuated baroque symphony orchestration (&lt;i&gt;Chrono Trigger&lt;/i&gt;, &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Xenosaga_Episode_I:_Der_Wille_zur_Macht"&gt;Xenosaga&lt;/a&gt;&lt;/i&gt;), and celtic (&lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Xenogears"&gt;Xenogears&lt;/a&gt;&lt;/i&gt;, &lt;a href="http://en.wikipedia.org/wiki/Tsugunai"&gt;&lt;i&gt;Tsugunai&lt;/i&gt;&lt;/a&gt;). But my personal favorite Mitsuda work, the soundtrack to &lt;i&gt;Trigger&lt;/i&gt;’s divisive sequel &lt;i&gt;Chrono Cross&lt;/i&gt;, is his most adventurous and strange. &lt;i&gt;Chrono Cross&lt;/i&gt;’ soundtrack is a sonic mélange of every style Mitsuda composed in previously, alongside folk rock (“Radical Dreamers”) and Caribbean modes (“Fields of Time *Home World*”) that perfectly suit the game’s archipelago setting. As opposed to his previous work, whose compositions were typically based in jazz combo or symphony orchestra arrangements, the majority of songs in &lt;i&gt;Cross &lt;/i&gt;are based in solo acoustic guitars (“Beginning of a Dream”), and acoustic guitar melodies layered with exotic instrumentation (“Guldove *Home World*”). Mitsuda didn’t completely turn away from the new age, “gamey” style of compositions found in his work on &lt;i&gt;Trigger &lt;/i&gt;and &lt;i&gt;Xenogears&lt;/i&gt;, but they are rarer and more elaborate in &lt;i&gt;Cross &lt;/i&gt;(see the ominous, industrial “Chronopolis” or the tribal “Death Volcano”). As much of a stylistic departure as his work on &lt;i&gt;Chrono Cross&lt;/i&gt; is, Mitsuda visits the same themes that typified his work in Chrono Trigger, songs that evoke a melancholic tenderness even at their most triumphant. 
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You can check out the full soundtrack at Galbadia Hotel right &lt;a href="http://gh.ffshrine.org/soundtracks/63"&gt;here&lt;/a&gt;.
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Previous OSTs:&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/04/ost-soul-blazer.aspx"&gt;Soul 
Blazer&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/28/ost-everyday-shooter.aspx"&gt;Everyday Shooter&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/21/ost-rule-of-rose.aspx"&gt;Rule of 
Rose&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/14/ost-treasure-of-the-rudras.aspx"&gt;Treasure of the Rudras&lt;/a&gt;&lt;/b&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=106124" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ost/default.aspx">ost</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/chrono+trigger/default.aspx">chrono trigger</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/xenosaga/default.aspx">xenosaga</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/chrono+cross/default.aspx">chrono cross</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/xenogears/default.aspx">xenogears</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/yasunori+mitsuda/default.aspx">yasunori mitsuda</category></item></channel></rss>