Inferno

The musical equivalent of two walls closing in to crush you. The serpentine track written for the Koopa castle is the pinnacle of claustrophobia, taking the dissonance of the Underground theme to its extreme in this diminutive cue that keeps going and going stressing you out throughout the castle run; exactly what it s supposed to be doing. This is not meant for listening, it does not need to be good, it just needs to work and enhance the gameplay, contrasting with the other three main level tracks to create a balanced soundtrack consisting of two consonant and two dissonant gameplay cues that would go on to become a template for all gaming, just expanded upon but never having the opportunity of being more iconic. Yet, this one understandably has seen less use in the series due to its heavy dissonant and not at all pleasant nature.
Musical Analysis
This one is pure tension, using the bass channel to make the melody while the pulse waves are meant to play infernal ultra fast arpeggios that are dislocated with each other to create something that feels gothic, dissonant and dizzying. Here we have a version of the arpeggio slowed down so you can hear the exact pattern.
This might be the most effective loop since it feels as if it was just an ostinato endlessly playing without any cadence whatsoever. It is the shortest level cue, contrasting with the long Overworld theme which has to be that way due to being there in most levels. This one only plays at the end of each 4-set level but still strives to get you slowly insane as these castle levels end up becoming harder and harder. King Koopa also awaits at the end on a bridge and in the original 8-bit game there was not a boss battle theme, it was just this; Super Mario All-Stars brings a specific boss battle theme for the encounters.
It is only at the last castle where the underwater theme shares space with this one.
The melody is made mostly of chromatic notes and the biggest jump is unsurprisingly the tritone note. Also contrasting with the Ground Theme, which is all about syncopation, this one has its melody fall on the downbeats like a stomping giant turtle. Meanwhile, the upper voice arpeggio is off beat.
Curiously, it seems Kondo did not take a liking to make the castle themes this short since on Super Mario World the castles actually have the longest cue.
The notes of the original arpeggios are so difficult to discern that arranger Soyo Oka, who was in charge of updating this track for the SNES, did not even bother to make it an exact match as you can see and hear that the second bar of the cue uses a different chromatic pattern than the original, giving it a slightly different feel but nevertheless difficult to catch at those speeds. Who knows if this was an artistic choice or she simply didn’t get the right notes. Although somehow she still managed to include the usually cute music box samples which are turning out to be the main instrument of the Super Nintendo era Mario games; here they sound more Halloween like. She is also able to double the bass melody thanks to having additional channels to work with. Still, she does not modify the track that much by adding more textures to it.

Help to keep the rites going around here by supporting the shrine:
- Inside The Score – Final Fantasy VI – Dancing Mad
Stairway to hell This one goes out for the masochists who want to spend their evening watching an entire opus that some other masochist painstakingly spent his time making with the primitive sound chip of the SNES (WARNING: the Visuaizer Music Tracks channel, Video Game Music Shrine and Google LLC… Read More »Inside The Score – Final Fantasy VI – Dancing Mad - Inside The Score – Final Fantasy VI – Kefka’s Theme
Uncomfortable laughter After spending some time with the playfully sinister circus music of the Banjo-Kazooie series, finally we arrive at a character who is the personification of that idea and actually lives up to the sinister moniker, seeing as how this nihilistic psychopath who looks like a comic-relief jester is… Read More »Inside The Score – Final Fantasy VI – Kefka’s Theme - Inside The Score – Banjo-Tooie – Cauldron Keep
Ominous stakes The sense of dread around the imposing tower’s lair of the villain sitting atop the highest peak of the Isle ‘o’ Hags is captured by this depressing track that receives the frantic chord change treatment of Grant Kirkhope but within a minor key context; if the C major… Read More »Inside The Score – Banjo-Tooie – Cauldron Keep - Inside The Score – Banjo-Tooie – Jolly Roger’s Lagoon
Seamen port Finally, the developers fulfilled their promise and managed to complete the legendary lost game known as Project Dream…sorta. There is a reason that game was called that since over at Rare some of its lead members always had a thing for pirate adventures, being featured on the 8-bit… Read More »Inside The Score – Banjo-Tooie – Jolly Roger’s Lagoon - Inside The Score – Banjo-Tooie – Hailfire Peaks (Lava Side)
Duality of bear The duality of man, or rather of bear and bird. Because a series based around the contrasting personalities of its main characters sooner or later had to tackle such a level; the true twin peaks. Because why waste two levels with the generic lava and ice biomes… Read More »Inside The Score – Banjo-Tooie – Hailfire Peaks (Lava Side) - Inside The Score – Banjo-Tooie – Witchyworld
Cursed clowns We are entering a Banjo-Kazooie spree. It seems that the respective safety authorities have been bribed since now we get to enter the famous park operated by the witch Gruntilda, who truly appears to be a tycoon outside her fairy tail home at Spiral Mountain. This is the… Read More »Inside The Score – Banjo-Tooie – Witchyworld








