7 Nintendo Songs You Think You Know, But You Don't

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This is not how this song was originally intended to sound. Composer Koji Kondo actually wrote a much longer piece of music for the game's ending, but due to memory constraints, it had to be cut down, until it was this 7 second long or so loop of music. But what happened to that original, longer song? Well it actually turned up in a game you might not expect. And so today, I'd like to talk about 7 of these songs - songs that you've heard before, but you've been missing the full story. Let's go. Hi there, welcome to Thomas Game Docs! Today we’re talking about 7 Nintendo songs that you only sort of know. And, first up is the much-loved Zelda game for GameCube and Wii, Twilight Princess. Now, many people have compared this game to Ocarina of Time - it’s pretty clear just looking at the game that Ocarina of Time provided the greatest inspiration to the developers. But, one aspect where it clearly and unsurprisingly differs from our Ocarina starring story is the overworld theme. I mean, it would be kind of ridiculous if they reused the same theme tune right. Well, prepare for ridicule. Because inside the files for the finalized version of the game found on store shelves lies a pretty surprising audio file. I’ll let it do the talking. Now, as you can hear, once the intro is done, it starts to differentiate itself a little more from the Ocarina of Time theme. But as for whether this next section is actually any good? Well, I'll let you make up your mind. Now, for years, Nintendo never acknowledged this earlier version of the overworld theme, but that all changed with the release of Twilight Princess HD for the Wii U. You see, alongside the game itself, Nintendo of Japan released a soundtrack CD for the game. Well 3, actually. And if we scroll all the way down this long long tracklist, we arrive at the final song on disc 2, titled “Hyrule Field Main Theme (Alternate Take)”. And if we give it a listen... Oh and this isn't the only time that this has happened with a Zelda game. If we travel way way back to 1986, Nintendo were hard at work on their not originally a Zelda sequel but then turned into a Zelda sequel, Zelda 2. Earlier that same year, the world had been graced with the original Legend of Zelda, along with its iconic overworld theme, courtesy of the great composer Koji Kondo himself! And so, jump forward a few months and composer Akito Nakatsuka had just been given the task of composing this sequel's music. And, why change perfection, right? Well, that's not entirely fair. The majority of the overworld theme that Nakatsuka composed is completely different from the original, but listen to how it starts. And not to be harsh, but I would say like Twilight Princess, this game adopts the introduction of another game's theme, and then follows it up with a vastly inferior main part. Right, next up is the iconic Main Theme from Luigi’s Mansion. It should be instantly recognisable. Now, this theme did some pretty unique things. As well as generally sounding spooky, it was, I would say, ahead of its time, in that it played with mixing diegetic and non-diegetic audio. What does that mean? Well, diegetic audio is sound that’s playing in the world of the game. So if a character plays a song on their CD player, or in this case, hums it to themself, then that’s diegetic. Non-diegetic audio is music that is only playing for the sake of the audience. Take that incredibly famous scene from the movie Psycho. Now when the lady in the shower is being attacked, she’s not thinking, “who invited that string orchestra in here”. The characters don’t hear the music, but we do. Anyway, Luigi’s Mansion combines both diegetic and nondiegetic audio in a really interesting way. Because luigi IS humming - you can kinda see it if you really zoom in - so that’s diegetic audio. But the backing track is only playing for our sake - that audio is non-diegetic. Having them play a sort of duet together is really unique. But this wasn’t always going to be the case. Because the game’s two composers, Shinobu Tanaka and the amazing lovely Kazumi Totaka who I adore, actually reworked the game’s music from the ground up near the end of development. So, what was the original version like? Well, I think it speaks for itself. So, as you can no doubt hear, this version was a synth-filled fiesta, and I would personally say that it’s quite a bit scarier, which matches the earlier prototype versions of the game that were shown off at conferences. I do think the current version of the theme makes a lot more sense for the final game, though. Luigi's Mansion, or at least the version eventually sold on store shelves, wasn't meant to give you bowser filled nightmares, it was just a little spook here and there. Anyway, this original version of the theme was used all the way up until E3 2001. But after E3, composers Totaka and Tanaka had a heart to heart. This current music just didn’t sound fun enough, somehow. And so, they embarked on a quest to completely rework the way the music worked. They decided to make use of some diegetic audio, as we talked about earlier, in the form of luigi humming the game’s main theme. Not only that, but the soundtrack was also adaptive. When the player enters a room they’ve already cleared of ghosts, Luigi calmly whistles the theme song. When he’s in a hallway that he hasn’t been cleared, he nervously mumbles the theme. When he enters a room full to the brim with ghosts, the ghosts themselves sing the game’s theme. And, when he leaves the mansion, a lone harp takes over. Now that is some clever use of audio, right there! But next up is Sunshine’s main theme. In the final version of this tropical game, we were blessed with the positively iconic Delfino Plaza theme. But again, it wasn’t always going to be this way. Let’s travel back to the year 2001. Nintendo’s new home console, the so-called GameCube, was set to launch mid September, alongside the Mario title which I don’t think anyone could have predicted - Luigi’s Mansion. And sure, this game looked cool. It was atmospheric, and unlike anything else from the series. But, it wasn’t Mario - fans were still waiting for the next big Mario game, the follow up to the critically acclaimed Mario 64. However, in August, Nintendo held their annual Spaceworld Conference, and this time they had something to announce. Something secret to announce. “I’d like to ask you a favour. Mario and Zelda are scheduled to be launched next Summer and Christmas, so the video I will show you is very very confidential, so please don’t take pictures and study them later. Is it ok? Can you promise?” Well, unfortunately for poor Miyamoto, IGN decided to ignore his request completely. Not only did they take pictures, but they also recorded the entire trailer and posted it online. Still, this does give us an interesting opportunity to not only see what the game was like back then, but also listen to it. Now, as Miyamoto stated, the game was very very early in development at this point, soI really doubt that this song was ever intended for use in the game. But, interestingly enough, it can still be found inside the game’s files. Which might not seem especially weird - they must’ve just left it from the trailer, right? - but remember, the music from the trailer would’ve been edited onto it afterwards with video editing software, not played directly from the game. Weird! Ok I’m allowed one self-indulgent song, right? This is from Ace Attorney, which isn’t published by Nintendo. But it has been exclusively released on Nintendo platforms until pretty recently, so it counts? Kind of... Anyway, with that little disclaimer out of the way, here’s the song we're talking about. First thoughts, this is a little painful to listen to. Like the chords and melody sound nice enough, but those instruments are the very definition of “grating”. And so, I feel like to give this song a fair chance, we should hear what it would sound like if it were given a slightly nicer-sounding instrumentation. Ahem. Now, I’m sure you’re wondering, what even is this song? Well, it's just sitting in the game’s files alongside all the other music from the game. This one was just happened to never be used. But, there’s probably a little more to the story here. Because in all likelihood, this was originally intended to be the game’s end credits music. Here’s the final theme from the Japan only Game Boy Advance version of Ace Attorney: Still a little grating, but it’s definitely much improved. But, if we fast forward 4 years to the release of Ace Attorney for the DS - that’s the version most people have played - then we’ll hear a beefed up but also much less painful version of the theme. Ah, isn’t that better. Now we can enjoy the game’s emotional ending without having to reach for our earplugs. Now, for our next song, we’ll be turning to one of Nintendo’s golden geese - Zelda. Specifically, the first ever Zelda game for the NES! I have talked about this before, but I think it’s worth retelling. So, cast your mind back to, say, mid 1985. Nintendo had released their Famicom console, also known as the NES, 2 years ago in 1983, and it had done ...OK. They had released some sports games, some ports of their arcade games, and people were generally happy with the system. The sales hadn’t been through the roof, but they were high enough that Nintendo wanted to keep going with this little system. However, the developers at the company were starting to feel like they had reached the limits with what they could achieve, from a technical point of view. The system wasn’t powerful enough, they thought, for many more exciting new games. And so, Nintendo came up with a sort of stopgap solution. This: the Famicom Disk System. It slotted onto the bottom of your Famicom console, and let you play games stored on floppy discs. That came with a number of technical advantages - greater storage, plus some extra sound channels. And so, as a final goodbye to the original system, Shigeru Miyamoto and his colleagues decided to develop a sort of send off, a culmination of everything which had come before, which ended up taking the form of Super Mario bros. Now, this game sort of scuppered Nintendo's plans for the Disk System. Everyone was now talking about this new “Super Mario”, and the Famicom’s sales were suddenly higher than anyone at Nintendo could’ve predicted. By that point though, work on the Disk System was well underway, so Nintendo decided to continue with their plans to release the peripheral in February of the next year. And, Miyamoto had undertaken the responsibility of developing a game to launch alongside this new device. The name of the game was to be “The Legend of Zelda: The Hyrule Fantasy”, and I think we all know how that turned out. But the game’s music has an especially interesting story behind it. As I’ve talked about in the past, composer Koji Kondo was given some incredibly, incredibly vague instructions for how the game’s music should sound. For the fairy fountain theme (which ended up being cut), he was simply told “Life Fountain - fanfare, sparkly”. For the dungeon music, he was simply told, “Short BGM”. And for the title screen music, he was simply told “title music”. That was it. And so, since Kondo was given practically free reign, he decided to use a pre-existing piece of music for the title screen. The classical piece “Bolero” by composer Ravel. Now, no recording of Kondo's arrangement exists, but here’s a quick mockup I threw together. And so, that was the first version of the title theme that you’ve never been able to hear before. But why was it changed? Well, right before the game’s disks were to be printed, the development team realised they had a major problem on their hands. You see, in Japan, a piece of music enters the public domain 50 years after the composer has died. And Kondo just assumed that Ravel had died at least 50 years ago - he seemed pretty old. But to assume is to make an ass out of you and me. And that Kondo did. Because it turned out that Ravel had died 49 years ago! If Nintendo was to delay the game by only a few months, then they would be in the clear. But Zelda was a launch title for the Famicom Disk System, and they definitely couldn’t push back the release of THAT. And so, Kondo took matters into his own hands, and pulled an all nighter during which he rearranged the game’s overworld theme into a more majestic, slow sounding song for the title theme. But this a tiny bit more to the story, actually. Because as I mentioned, one feature of the Famicom Disk System was the addition of an extra sound channel, and a special one at that. Composers could design their own waveforms, allowing them to recreate the sound of any instrument. ...kind of. The functionality was still pretty limited, but Kondo made full use of it in the game’s title theme. Listen closely - there's all sorts of sounds you would never normally hear in an NES game! If you compare that to the version we were given in English speaking countries, where the game was released as a regular old NES cartridge, you can instantly hear the difference. And now for the final example, and I think my favourite of them all, simply because it seems so obvious once you point it out. Picture this, you’re this plumber guy called Mario, and oh no, your significant other has been kidnapped by this evil beast called Bowser! You travel across foreign lands, journey through harsh environments, kill countless foes in your way. Until eventually, you manage to save the princess. And your reward for all of that? Cool, and then it goes... And then it goes… Yeah, you get the idea. It's an incredibly short piece of music! And so, I was thinking about this one evening, and I wondered, “is there a little more to the story here?” And it turns out, yes. Composer Koji Kondo originally wrote an AABA structured piece of music. So part A would go… And then part A would repeat... Then part B would go... And then finally, part A... See, that sounds so much more complete! It sounds like a proper, full piece of music. But, as I mentioned before, Super Mario Bros was the last game, or intended to be, the last game released on the regular old Famicom, or NES. Because of this, memory was really tight. There’s that super famous story of how the clouds, are exactly the same as the bushes, just with a different colour palette - that's how much they had to squeeze every last drop of memory out of the system. And so, late in development, it became necessary to free up a tiny bit more space. And I think you can see where this is going. Sadly, Kondo’s beautiful B section had to be completely cut from the game, leaving an AAAA structure instead, or as we know it this beautiful 5 second music loop. But, all was not lost. Because, when Nintendo decided to release a sequel to the game, released this time of the Famicom Disk System, composer Koji Kondo saw an opportunity. Let’s see what happens when you complete the game. Tada, ful theme! And check this out - it's got a flipping key change! What a vast improvement! So we hear this phrase, “limitation breeds creativity”, right? And it’s talking about how often having constraints, having limitations on what you’re able to do from a technical standpoint,leads to more original and creative ideas. And that is 100% true, that's proven itself to be very very true over the history of video games. But as we've seen today, I think it can be nice, from time to time, just to free up those limitations just a little. Thanks for watching to the end. If you found this interesting, then be sure to subscribe for more videos like this. Plus you can follow me on Twitter @thomasgdocs if you want more from me in your life, which I don't know if that's a good thing, but the option is there. Either way, see you next week. Bye!
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Channel: Thomas Game Docs
Views: 1,522,717
Rating: 4.8886871 out of 5
Keywords: Nintendo, Super Mario, The Legend of Zelda, Luigi's Mansion, Nintendo Music, Beautiful Nintendo Music, Cut Content, Super Mario Sunshine, Ace Attorney, Phoenix Wright, Koji Kondo
Id: sFS-cfPipj8
Channel Id: undefined
Length: 21min 38sec (1298 seconds)
Published: Wed Aug 14 2019
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