The Soundtracks That Made Me Cry (And Why My Dad Called Them Beeps and Boops)


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I still remember the first time video game music made me cry. Not some cheesy pop ballad or dramatic movie score – it was the ending theme to Final Fantasy VI on my Genesis… wait, no, that’s not right. FF VI was SNES exclusive, which still bugs me thirty years later. Anyway, I was sixteen, it was like 3 AM on a school night, and I’d just finished this epic 70-hour journey. As those credits rolled and all the character themes wove together, tears just started streaming down my face. My dad walked by to use the bathroom, saw me crying at the TV, and just shook his head. “It’s just beeps and boops, Joe.”

Dad wasn’t completely wrong, you know? The technical limitations back then were insane. The NES sound chip could only handle five channels total – two pulse waves, one triangle, one noise channel, and one sample channel. That’s it. Composers had to create entire emotional soundscapes with what basically amounted to musical table scraps. It’d be like trying to paint the Sistine Chapel with five crayons and a broken ruler.

But those limitations? They created magic that might never have happened otherwise. Take Koji Kondo’s Super Mario Bros. theme – that 23-second loop does more heavy lifting than most full-length songs. It’s bouncy, it matches Mario’s movement perfectly, and it’s so catchy that my mom would hum it while doing dishes. “That damn plumber song is stuck in my head again,” she’d complain, proving its memetic power better than any marketing campaign ever could.

My personal journey through game music started simple. Tetris on Game Boy, playing under the covers with just moonlight for illumination because I didn’t have one of those clip-on lights. That Russian folk song – Korobeiniki, though I wouldn’t learn that until college – just burrowed into my brain. The falling blocks and that driving melody became neurologically linked. Even now, I hear those notes and my fingers start twitching like I’m rotating pieces.

Mega Man 2 was my awakening moment. Each Robot Master had a theme that perfectly captured their personality – Metal Man’s industrial beat, Bubble Man’s aquatic flow, Wood Man’s almost folky vibe. But Dr. Wily’s castle theme absolutely destroyed my eleven-year-old brain. This rock-influenced epic that conveyed both the final challenge and this bizarre sci-fi setting. I recorded it by holding my cassette recorder up to the TV speaker, creating this terrible-quality tape that I’d listen to during math class. My teacher Mrs. Henderson caught me air-drumming to apparently nothing and sent a note home to my parents about “concerning behavior.”

The jump from 8-bit to 16-bit was like getting glasses for the first time. Suddenly everything was clearer, richer, more detailed. The Super Nintendo’s sound chip – designed by Sony before they split and created PlayStation, which is a whole other tragedy – could handle eight channels with hardware reverb. For composers like Nobuo Uematsu, this was like Christmas morning every day.

Final Fantasy IV on SNES showed what was possible with that expanded palette. Character themes that actually evolved with the story, leitmotifs that recurred and transformed. When Rydia returned as an adult during that crucial battle, her theme came back with her, but arranged more maturely, more powerfully. It was musical storytelling without a single line of dialogue, and it hit harder than most movies I’d seen.

The weird thing was how little recognition these composers got outside gaming circles. Nobuo Uematsu, Yuzo Koshiro, Koichi Sugiyama – these guys were creating works that millions could recognize instantly, but mainstream music critics acted like they didn’t exist. I got into this embarrassing argument with my high school music teacher Mr. Peterson when he dismissed game music as “not real composition.” His Beatles obsession was showing, and my teenage inability to articulate why he was wrong just made me angrier. I stormed out of class and got detention, which was totally worth it for defending Chrono Trigger’s honor.

Speaking of which – Yuzo Koshiro’s Streets of Rage work deserves its own museum exhibit. The Genesis used FM synthesis instead of the SNES’s sample-based approach, which gave it this distinctive, sometimes harsh sound. Most composers fought against it, but Koshiro embraced it. He created these club-worthy tracks drawing from house, techno, Detroit electronic music. The fact that he coded his own audio tools to make it happen just makes it more impressive. I discovered these soundtracks years later at Reckless Records in Chicago, played them at college parties to confused but enthusiastic friends who’d never touched a Genesis.

There’s something universal about certain themes that transcends gaming. Play the first seven notes of Zelda’s overworld theme anywhere, and heads turn. Eyes meet in silent recognition. It’s like a secret handshake for an entire generation. During my study abroad in Japan – sophomore year, terrible decision financially but whatever – I bonded with my host brother despite major language barriers when I caught him humming Guile’s theme from Street Fighter II. I joined in, and suddenly we had this connection that worked better than our phrasebook conversations.

My soundtrack collection started innocently with a Final Fantasy VI import I bought in Toronto during a family vacation. Three discs for like forty bucks Canadian, which was basically a week’s grocery budget as a high school student working at Dairy Queen. But I considered it essential research. By college, mysterious packages from Japan were arriving monthly with customs declarations I couldn’t read. My roommate Dave thought I’d lost it: “You’re paying thirty dollars for music from games you’ve already beaten?” The concept that music could exist independently from gameplay was apparently mind-blowing.

The mid-90s shift to CD-based gaming removed most technical constraints. PlayStation RPGs could use streaming audio, voice acting, licensed music. Final Fantasy VII, VIII, IX all had these stunning orchestral-style pieces from Uematsu. But something got lost in translation, you know? Those creative workarounds that earlier limitations demanded had produced this unique aesthetic that became less necessary as technology advanced.

Still, that era gave us some incredibly emotional moments. Aerith’s Theme in FF VII hit like a truck during that shocking scene, somehow making those primitive polygonal models feel deeply human. Yasunori Mitsuda’s Chrono Cross soundtrack blended orchestral with world music influences to create something otherworldly. And Castlevania: Symphony of the Night – man, Michiru Yamane’s gothic rock score elevated what was already a masterpiece into something transcendent.

Symphony deserves special mention for how perfectly integrated its music was. Baroque harpsichord complementing the gothic architecture, electric guitar punctuating combat with appropriate energy. Each area had distinct musical themes that helped with navigation – the soundtrack was both beautiful and functionally useful. “Dance of Pales” still gives me chills, instantly transporting me back to that upside-down castle and countless hours exploring its secrets.

The community around game music became its own phenomenon. OCRemix – OverClocked Remix – introduced me to jazz interpretations of Zelda themes, metal versions of Final Fantasy battle music, ambient takes on Metroid’s atmospheric pieces. This validated what I’d always believed – these compositions had legitimate musical merit beyond their gaming contexts. I spent entire weekends downloading remixes on dial-up internet, much to my family’s frustration when they couldn’t use the phone.

The vinyl revival has embraced game soundtracks with particular enthusiasm. My collection now includes elaborate pressings of everything from Journey to Persona 5, which my wife Sarah tolerates with bemused acceptance. There’s something poetic about this analog resurrection of digital music, especially for older 8-bit and 16-bit tracks created through synthesis. The warm imperfections of vinyl somehow enhance these digital compositions in ways that streaming can’t match.

Uematsu’s evolution as a composer mirrors gaming’s technological advancement perfectly. From constrained 8-bit pieces to fully orchestrated epics, but always maintaining that gift for melody and emotional storytelling. Dancing Mad from FF VI – that 17-minute progressive rock-inspired final boss theme that used every capability of the SNES sound chip – remains maybe the most ambitious composition of the 16-bit era. I tried explaining its structure to my college music theory professor, Dr. Williams, who reluctantly admitted it sounded “compositionally interesting” after I forced him to listen to a MIDI rip on my laptop.

Game music filled emotional gaps that early graphics and text couldn’t handle. When hardware couldn’t render detailed expressions or realistic environments, music told players how to feel about blocky sprites and simple animations. Chrono Trigger’s “At the Bottom of Night” conveyed melancholy and reflection with depths those visuals alone never could achieve. The connection between game music and emotional memory runs incredibly deep – I can’t hear Persona 4’s main theme without feeling this complex mixture of nostalgia, friendship, and mild anxiety about unfinished social links.

High school was constantly punctuated by hummed game themes. I once got through Mr. Davidson’s boring history lecture by silently tapping Final Fantasy VI’s battle theme on my desk, only to notice another student across the room doing the same thing. We made eye contact, nodded in recognition, became friends through shared musical gaming language. Years later, Mike was a groomsman at my wedding, where we snuck Chrono Trigger’s main theme into the pre-ceremony playlist without Sarah noticing.

My parents’ conversion happened gradually. Mom first acknowledged game music’s legitimacy when she heard the orchestrated Final Fantasy concert series performing Aerith’s Theme. “That’s actually quite beautiful,” she admitted, maybe finally understanding why I’d been so defensive for years. Dad held out longer, until I played him Mitsuda’s “Corridors of Time” during a mountain road trip. The serene, contemplative piece matched the scenery perfectly, and I caught him adding it to his own playlist later – ultimate validation from the “beeps and boops” guy.

The 2000s brought fully orchestrated soundtracks like Shadow of the Colossus, with production quality matching film scores. The distinctive “video game sound” became less identifiable as technical limitations disappeared, though many composers deliberately maintained earlier elements as homage to gaming’s musical heritage. Modern indie games like Shovel Knight perfectly channel NES-era limitations, while Undertale mixes chiptune with contemporary techniques. These works understand that earlier “limitations” weren’t just technical hurdles but defining aesthetic features.

Video game music has achieved mainstream legitimacy gradually but steadily. Grammy categories, sold-out symphony concerts, academic curriculum inclusion. What was once dismissed as background noise is now recognized as legitimate musical expression with unique challenges and artistic merits. About time, honestly.

For those of us who lived through this evolution, game soundtracks form an emotional timeline of our lives. I can chart my teenage years through compositions – studying for finals with Donkey Kong Country’s ambient tracks, road trips scored by Final Fantasy collections, my first dance with Sarah to a piano arrangement of “To Far Away Times.” These weren’t just game soundtracks but life soundtracks, embedded with emotional context from when we first experienced them.

I recently found my original FF VI import while cleaning old boxes, case cracked from countless openings, disc showing circular wear patterns. Playing it on my increasingly vintage CD player, I was instantly transported across decades to that late-night moment when the ending theme first moved me to tears. The emotional impact hasn’t diminished at all.

Those composers worked with limited recognition under severe technical constraints, yet produced works influencing millions of players and establishing entirely new musical categories. They deserve recognition not just as game composers but as important innovators who found creative ways to communicate emotion through the most restrictive means possible.

For my generation – those who grew up from 8-bit through fully orchestrated scores – video game music isn’t just nostalgic entertainment but fundamental cultural vocabulary. These compositions taught us about leitmotifs before we knew the term, introduced us to musical styles worldwide, created emotional connections to digital experiences that often transcended the games themselves. They didn’t just define our gaming experiences – they helped define who we became as people.


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