Hataya hits on the right blend of hip-hop and electronic music with this track, with distorted vocals, bumping bass, and little piano flourishes that heighten the tension of the zone’s race against metal sonic. It‘s regularly remixed and included on lists of the best Sonic music. Whether you’ve played Sonic CD or not, you’re likely familiar with “Stardust Speedway Bad Future”. ![]() Listen to the start of the present track and you’ll hear the faintest sound of running water. Ogata’s “Tidal Tempest” takes a similar approach. This track is also good for some luscious accordion and a string section to compliment the brass and guitars. Like the children cheering in “Palmtree Panic,” these sound effects brighten the track in a way that was simply not possible on the Genesis. And while the horns quickly overtake the melody, the drumbeat amps players up, egging them on to run faster and make use of the time travel mechanic. The horns on the opening measure build into children’s cheers that welcome the hero Sonic. The opening zone, Palmtree Panic, is frenetic and frivolous. Stop for a split second and Sonic loses the power, forcing him to find another signpost and try again. To time travel and defeat Robotnik, Sonic has to pass a signpost and maintain his momentum until he is transported to either the past or future. Uninterrupted speed is quite possibly more important here than in any other Sonic game. An outgrowth of 1970s disco, house music notably adopts disco’s patented, four-on-the-floor beat.Īnd while the two were responsible for separate sections of the soundtrack, Hataya and Ogata converge on their reliance on complex drum patterns and energetic melodies to govern the pace of gameplay. Frankie Knuckles, the late turntablist, is among their oft-cited influential figures. Hataya and Ogata were inspired by the driving beats of ‘90s house music. Synths and drum machines abound on the Japanese soundtrack, reflecting the pings, whirs, and wizzes of the levels themselves. From level to level and timezone to timezone, composers Naofumi Hataya and Masafumi Ogata prioritized feel over authentic instrumentation. The Japanese soundtrack, however, embraces the sounds that came before Sonic CD. It’s a marvel of genre exploration, but it doesn’t always play into the trope of Sonic being a cutting-edge character. “Palmtree Panic,” for example, takes distinctly samba-like percussion and pairs it with Latin guitars to emphasize the tropical scenery.Įach track is fine on its own, but the US soundtrack, despite delaying the game’s release by two months, is a more accomplished list of singles than a cohesive gaming soundtrack. Their tracks were governed by the type of genre diversity that I usually praise in gaming soundtracks. In America, the music was composed by Spencer Nielsen and David Young. ![]() It’s important to acknowledge that this track is the intro for the Japanese OST, which is the focus of this review. ![]() The track is boastful and plays up the blue mammal as the obvious savior for the ensuing conflict. The game’s intro theme song, alternatively known as “Toot Toot, Sonic Warrior,” establishes Sonic as more than a furry woodland creature that happens to encounter killer mechs and a deranged scientist. Robotnik has in store.Īll of this happens as “Sonic, You Can Do Anything” plays. Not one to stray from a challenge, he races up the chains to thwart whatever plan Dr. Tumbling over crags and cliffs, Sonic sees Little Planet enchained. The FMV marked the most exposition for a Sonic story in the classic 2D series. The tech allowed for playback of higher quality files like the opening FMV, rivaled only by the Sonic The Hedgehog television series that debuted just five days before Sonic CD. It also boasted a Ricoh RF5C164 sound processor. The Sega CD was powered by a Motorola 68000 CPU, the same as the Genesis, but clocked at 12.5 megahertz compared to 7.6. Though Sonic CD’s soundtrack stole the show, its glossy new animated intro was quick to turn heads.
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