Raw Notes From MAGFest 2019
The following are my raw notes from MAGFest 2019 during Tateishi's Q&A panel.
Q: What was your creative process?
A: Composed songs on real instruments, then converted to the NES. At the time, I thought the NES audio was crappy, but now I appreciate it.
Q: Why didn't you get a song on Mega Man 10?
A: He no longer composes music. He is now in a different line of work.
Q: Who would you want to cover your music?
A: Saw Bit Brigade play live! And thought it was amazing, but would love and encourages everyone to cover his music.
Q: What is your favorite song you composed?
A: Specifically for mm2, the ending theme because it returns to the title. Otherwise, he doesn't remember well enough.
Q: Did Manami give you input, or did you give any to other Capcom composers?
A: Sat next to Manami Matsumae at Capcom, she would give feedback. Wanted to compose soundtrack for mm3, but wasn't assigned.
Q: Did you get inspiration from rock music?
A: Was in a band before Capcom. Inspired by Yellow Magic Orchestra and Mezzoforte.
Q: How do you feel about the genre-shift of Mega man soundtracks to techno?
A: I think they're just a sign of the times, not set in stone to be rock.
Q: Are you playing any games?
A: Don't play many games anymore, but used to be really into Star Craft, and loved the music.
Q: Any royalties from your work?
A: *Laughs* Japanese companies usually don't pay royalties. But he gets a lot of love from the fans. Still friends with coworkers from Capcom.
Q: Which hardware did you like the most and least to work on?
A: At the time, the NES was the worst, and arcade the best because of audio fidelity, however, my opinion has changed, and now I think the NES has the best sound.
Q: How did you get a feel for your songs?
A: The director gave keywords like hot for Heatman and hurry up for Quickman. I matched the keywords to the song. I still can't comprehend how popular MM2 music has become. Ippo Yamada has told him how popular his music is, and coming to MAGFest has opened his eyes to how important his music has become.
Q: Any song with personal importance?
A: Good memory is Dr. Wily Stage 1, it really set the direction for Mega Man II soundtrack. Most early songs were not approved by the director. Wily stage 1 was the first song approved, and the director told him to make more music like it.
Q: Any opinion on the song "Super Fighting Robot" from the Mega Man TV show?
A: Its very different, but I do like it.
Q: If you could compose a soundtrack for a game of your choice, which game would it be?
A: Nothing at the moment, but, if I could go back in time, I would have liked to compose the music for Street Fighter 2.
Q: What was it like supervising Metal Gear Solid's audio?
A: Tappi Iwase was composer from Konami. Worked together in the studio and helped get the best quality.
Q: Where did the aliases come from?
A: Ogeretsu kun from Mega Man II means worthless terrible person. The name was given by senpai she said you can't have cool nicknames at Capcom. When he went to Konami, he had the nickname ...sasugon?... a word of praise. The opposite!
Q: Other than Mega Man II, what was your biggest achievement?
A: Tokimeki Memorial Series. Because I got to work on the soundtracks and the anime. And I'm proud of what I made. Wife is a voice actress in that series.
Q: Any advice for composers?
A: Keep making music. The talent is fundamentally different than doing it as a job.
Q: Did you keep any of your rejected songs or want them to be used in other games?
A: The songs were discarded and will not be released. They were more cute sounding. The songs in Cocoron (FC) are similar to the discarded songs in cuteness.
Q: What is your current business, and why did you leave music?
A: Started in a band pre-Capcom, but when I joined Konami, they already had many capable band musicians, my current work is about organizing concerts and voice actors.
Q: Which Mega Man II robot stage music was your favorite to produce?
A: Crashman. Its the closest to cute and I had the most fun making it. Everyone in Mega Man II was a fan of Mega Man, including myself. Team wanted to make the sequel on their own. It was a work of love. I enjoyed that game, but I didn't like working on licensed games.
Q: When Mega Man II was created, what was the software tracker like?
A: I made music then arranged it to notation for a programmer to enter into the game.
Q: What do you like most about MAGFest?
A: I loved to see everyone have fun, especially the live performance of Bit Brigade, and just speaking with you all has been one of the best times in my life.
Q: Is there any advice you would give to composers or engineers to better work together?
A: Best way to communicate is to talk in a way that everyone can understand. Don't use jargon.
Q: Any tracks from other games that influenced you?
A: No other games that inspired, but I loved the music of Famicom Wars.
Q: Who inspired you to become a composer?
A: Other than the first 2, Japanese fusion bands, especially T-Square.
Q: What did you do to prevent such short songs from being repetitious?
A: Not make it too complicated.
Q: What was different between working at Capcom compared to Konami? What has it taught you?
A: Biggest difference, Capcom was tight-knit, everyone was friends. At Konami it was different, it was more competitive and strict. I prefer a job that feels like working with your family.
Q: We bring a lot of culture from Japan. Would you like to see more Americans come to Japan to play cover music there?
A: Japan does have very strict rules, but if Americans continue to keep it popular, maybe Japan will begin to take notice and allow it.
Q: Any Japanese artists you listen to now that you recommend?
A: ?Yonu Zukensi?
Q: Has being here inspired you to go back to composing?
A: I have been away for such a long time, to get back into it would be quite an undertaking. But being at MAGFest has made me want to buy a keyboard again.