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A lot of people seem
to create soundtracks that are very much in the background. But as you
mentioned, there are soundtracks where you recall where you were and what you
were doing at the time that you played that game. Most people don't make
distinct themes anymore.
You can remember Super Mario, you can remember Castlevania, you can remember Zelda, but for the last 15 years you can't
remember anything. But, in your music, I can hear repetition, like the Silver Case theme is used, and reused
with variation, to the point where I can remember the theme right now. How do
you go about creating that feeling; that some day people will be say "Oh,
I remember that time..."
MT: The technique I used in [early Grasshopper game] The Silver Case is called the leitmotif
technique. It's through this that I try to achieve that sense of nostalgia. The
same technique is often used in operas, where a specific melody is used for a
specific character. So the soundtrack selection is based on and coupled with
the character in action. For example, you have two characters with separate
motifs for each, if the both characters appear at once, you would blend the two
melodies. Using this technique in addition to Silver Case's main motif
and theme, the tunes are rearranged over and over for each important point in
the game.
I think that's a much
better technique. The traditional themes that we remember, like Final Fantasy battle themes, for
instance - that's largely because we heard them hundreds of times. But this is
actually threaded through, so you're not just hearing the same song over and
over again.
Jesse Harlin, the
audio columnist for Game Developer magazine, wrote an article about techniques
for making distinct themes. One of the techniques he described is taking a
certain style of music and putting it in a genre where you wouldn't expect. He
says the themes you remember are things like, where you take an action game
like Mario, and you put a waltz in
it. Or the a cappella theme in Katamari
Damacy.
MT: Yeah, I think the shock factor and initial impact of the
mismatch link directly to memory, so it's probably easier to remember a
cappella used in Katamari Damacy than
the same a cappella applied to an emotional scene.
To hear a cappella in a
situation that fits a cappella makes less of an impact than hearing it in Katamari Damacy - a situation that seems
like a mismatch at first, that's probably why people remember.

ASCII Entertainment/Grasshopper Manufacture's The Silver Case
What other techniques
do you use to try to make music distinctive?
MT: No More Heroes
is structured to have smaller squad battles and boss battles. There's a
specific melody that is used for the smaller squad battles throughout the game
which is also used in the game trailer. The entire game, from the opening to
the ending, is constituted by this one melody. [Takada hums it.] That single
melody is rearranged in a variety of ways, with varying complexity.
In the small squad battles, because lots of identical
characters or enemies with the same look come out at once, by playing the main
theme, you make a stronger impression of the No More Heroes game itself on the players. On the other hand,
because characters in boss battles stand alone and have a greater presence, I
try to omit the melody and include music with less impact.
I noticed that when
you were thinking about your music, you did this [gestures as though playing
keyboard] -- can you actually play the keyboard without the keyboard?
MT: Oh, you mean like this? I don't intentionally play air
keyboard, but I do it for sure. Yeah, I do practice like this when I'm taking
the train and stuff.
In Samurai Champloo, the music and the
sound determines the combo chain that you can do, and so in a case like this,
how do you create the music to work with the game?
MT: Hmm... when I wrote the music for Samurai Champloo, the game's combo change system idea wasn't
solidified yet. So the music was created first and then the game was shaped
around and adjusted to match it. That was the production pattern, yeah. The
music was created first, then it was applied to the game system, then we went
back to making fine adjustments.
And do you feel that
was a successful implementation?
MT: Yeah, it wasn't a flop so... (laughs). The programmers
of Samurai Champloo had good sense.
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