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That
was something that was really refreshing about Outrun 2 and Outrun 2006
when they came out, because it was just very... you couldn't really do this,
but it's fun, and you're collecting hearts in your car.
RJ: That's right! (laughter) And trying to
please your girlfriend. The funny thing about it is that I was playing it with
my girlfriend two weeks ago in London -- Outrun
2 SP Special Tour, I think is the edition.
There were two guys playing it,
and they were trying to drive it really seriously and take the corners, not
realizing anything about powersliding. So we just got in and rocked it, you
know, 45 degree powersliding around every corner, because you can't do that in
real life. It's just such a brilliant gameplay mechanic, and it's one of my
favorite games. I play it all the time.
And
the music was very well-integrated for that as well, just because it was
very...the right kind of over-the-top.
RJ: Yeah. What I didn't realize about that,
when I was doing the remixes for Outrun 2,
the original Outrun... I played that
when I was 12 or 13 years old. It really rang true for me. That was the first
thing I really remember well. It was actually composed so the music would
change where an average player would do the branching at the end.
I mean, it wasn't interactive, but they
timed the music so that when you went down the end of one course and you
branched into the next course, the music would go into a different chorus or
something like that. I didn't actually know that until I was remixing it,
because all the tracks are actually about eight minutes long. So even in those
days, it was being thought about.
Interactive
music: it's been around forever!
RJ: Yep! Exactly. It's old school.
Sega's Outrun
Did
you get to do any vocal tracks for Sega
Superstars Tennis?
RJ: No, not for this one. (laughter) Which
is probably good for the fans. I was reading something the other day on some U.S.
website, and they were saying something about the worst Sonic games of all time, and I think Sonic R was number one. They said, "What the hell is this
music?" It doesn't bother me, because Yuji Naka likes it, and the fans
like it.
Yeah,
actually, I completely disagree on both counts. The music is ridiculous, with
the lyrics and stuff...
RJ: I agree! (laughter)
But
I can remember them all. That's something. A friend of mine here who's
freelancing today... he and I can recite the whole songs.
RJ: There's a couple of interesting
anecdotes about that. Yuji Naka wanted that kind of thing, so who am I going to
argue with? He's like God to me. And I really understood what he wanted, and
also because of all the J-pop culture anyway, that's really what was happening
in game music at the time.
I think after I'd written the first test track,
which was the Super Sonic Racing track, he loved it so much. He's put it on
like five compilation albums, and it's in Super
Smash Bros. Brawl as well, I found out last week. And that's something I
wrote ten years ago.
The second funny story is that I met my
girlfriend as a result of Sonic R,
because she's a huge fan. She's a game designer, and she was a huge fan, and
someone who knew me called me up and said, "Hey, she's great." She's
a huge Space Channel 5 fan, too.
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One of the best examples of an interactive soundtrack that still retains a good theme is Mercenaries. Yeah, it's very John Williamsesque, but the theme has so many different versions, wehther a wistful, sad one, or a booming, stirring version during the big firefights, it was one of the more moving soundtracks for me in recent memory. That said, Mass Effect's Vangelis style one was excellent. I didn't know Jacques worked on it.