Final Fantasy Composer Nobuo Uematsu Reveals How the Series’ Iconic Victory Fanfare Accidentally Got Its Punchy Kick

The Final Fantasy series’ iconic victory fanfare has been a staple feature for the majority of the long-running RPG franchise since the very first entry in 1987. However, series composer Nobuo Uematsu recently revealed that a music programmer’s accidental discovery was what enabled him to give Final Fantasy’s battle themes and fanfare a truly punchy, driving drumbeat for the very first time.

At a recent sold-out event reported on by GameWatch, Uematsu talked in detail about Final Fantasy III’s score and its development. With a soundtrack that incorporated a wider variety of tunes including comical pieces, Uematsu credits Final Fantasy III as a turning point in which he established his approach to composing music for RPGs.

Uematsu emphasized that there was a stark difference in Final Fantasy III’s music quality compared to Final Fantasy I and Final Fantasy II, even though they were composed using the same equipment and for the same console (the Famicom / NES). Although most games only used four of the NES’s audio channels, Uematsu revealed that Final Fantasy III made heavy use of a particular drum sound on the fifth channel, which was discovered completely by accident during development.

Uematsu recalls that the game’s music programmer Hiroshi Nakamura came to him one day with a kick drum-like sound he had discovered. Uematsu was very excited to make use of this. Although the NES’s “white noise” channel could be used for hi-hat and snare drum-like percussion effects, this kick drum sound provided exactly what Uematsu had been looking for to add a more driving rhythm to battle themes.

However, Nakamura expressed misgivings, concerned that it may cause issues with the game. Uematsu explained: “The programmers back then were afraid of bugs and so they didn’t want to play that kick drum sound,” adding that he reassured them that he would stop using the kick drum sound if it caused problems.

Fortunately, no such issues occurred. Uematsu successfully used this drum sound to create a punchier version of the fanfare, as well as to add a driving drum beat to battle themes. He particularly highlighted how important Nakamura’s kick drum was to Final Fantasy III’s ‘This is the Last Battle,’ and proudly observed that the first four bars “still have a rich sound even today.”

Even 35 years on, Uematsu said that he still really wants to know exactly how Nakamura came across the drum sound, but apparently the music programmer no longer remembers. Uematsu joked that “he must have had his memory erased by aliens.”

The NES had only five audio channels. The “pulse wave” channels 1 and 2 were the main ones used for melodies, “triangle wave” channel 3 was often used for basslines, and channel 4 was for “white noise.” Channel 5 was for PCM samples (which could be used for comparatively higher quality sounds, such as voice samples). “I didn’t know about that fifth channel (at the time),” revealed Uematsu, adding that such samples took up a lot of memory so “hardly anyone used it.”

According to Uematsu, he asked a younger colleague for their opinion on how the sound was created. “I wasn’t an engineer back then so I don’t know the details, but I think they were definitely doing something with the PCM channel,” they supplied, surmising that if Final Fantasy III’s devs were able to produce the drum sound without using imported waveform data, they may have cleverly utilized the PCM channel’s on/off function. The act of switching the channel on and off might have been used to produce this sound without using up limited memory. However, this will remain a mystery until someone who actually worked on the game reveals exactly how it was done (if anyone remembers).

Uematsu credits Hiroshi Nakamura’s involvement in Final Fantasy III for helping him to shape his ideas into music and convincing him that incorporating varied types of music (such as comical pieces) made RPG soundtracks more interesting.

Photo by David Wolff – Patrick/Redferns via Getty Images.

Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications.

Borderlands 4 update aims to “improve stability for a wide range of PCs”, but comes without proper patch notes

Borderlands 4 developers Gearbox have chucked more wrenches at the shooter‘s PC performance over the weekend, following issues that’ve landed it mixed Steam review fortunes since launch last week. However, if you’re looking for patch notes, you’re gonna be a bit disappointed. Ah well, at least there are essay-length Randy Pitchford Twitter threads to scroll through if you’re partial to someone waffling about how the game runs.

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Deltarune Chapter 5 Release Date Likely Second Half of 2026, Toby Fox Says — ‘That’s Not a Surprise, Right?’

Deltarune Chapter 5 will release in the second half of 2026, developer Toby Fox has said on Undertale’s 10-year anniversary.

In mid-June — after a three-year wait between previous chapter releases of Deltarune — Fox promised a faster turnaround on the next episode of the saga, and revealed Chapter 5 was set for a 2026 release.

Now, in a new update to celebrate Undertale’s 10th birthday, Fox has admitted that after “factoring [in] the localization and testing,” he “doesn’t think that the game will be released in the first half of 2026.”

“That’s not a surprise, right?” Fox wrote. “From last time’s updates, you guys have access to exactly how long each step of the development took. Anyway, we don’t have any external factors surrounding the release date this time. We’ll release it when it’s done, and we will continue to update you guys on the progress of its completion. Thanks!”

Fox also took the opportunity to describe exactly where in the development cycle Deltarune Chapter 5 is, revealing that the “early parts” are complete, albeit needing a little polish. The last “40%-or-so” is in a “rough first pass state, and the last 10% is in a prototyping state.”

“Probably around 85% of cutscenes have been created up to a first draft state, however, of those at least 20% or so will require more polish,” Fox said, adding that regular enemies are mostly done, with at least one programmer already working on the regular enemy bullet patterns of Chapter 6. The “direction of the boss battles” has been decided, and boss attacks have already been planned and completed. The next step is to “arrange the attacks and make adjustments to them if necessary to fit the atmosphere of the battle.”

“With Chapter 3 & 4, there were some creative ‘hurdles’ which made developing parts of the game difficult. How to do the Boards of Chapter 3, how to design the events in Noelle’s house, etc.,” Fox added. “Once we got past those hurdles and expanded the team, everything went much more smoothly. Chapter 5 was not without hurdles! But… we already passed all of the obvious ones, so there’s little to get in our way now! We just need to keep making the game.” Only one “main deadline” has been outlined for the rest of 2025, and that’s to kick off translation by the end of the year.

The good news is that anyone new to Deltarune still has time to catch up. We thought what we’ve played thus far is ‘Amazing,’ awarding it 9/10, writing: “Even though the journey is only halfway to completion, Deltarune’s incredible story is already bursting with hilarious charm, unforgettable characters, and an iconic soundtrack that make it worth investing your time in.” A “sequel” of sorts to beloved indie RPG Undertale, it has released chapter by chapter starting in 2018, with Chapter 2 releasing in 2021 and the two most recent chapters dropping alongside the launch of the Nintendo Switch 2 earlier this year.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Guide: All amiibo List – Every Animal Crossing, Zelda, Smash Bros., Street Fighter, Metroid, Mario, Donkey Kong amiibo

Update: New Mario Galaxy, Kirby, Metroid amiibo added.

In case you didn’t know already, amiibo are NFC-ready toys which offer connectivity features with games on the Wii U, 3DS, Switch, and Switch 2 but also serve as highly-detailed and very desirable trinkets that look great on your shelf.

While other toys-to-life ranges have fallen by the wayside over the years, the amiibo range has grown and grown, with Nintendo still releasing new figures which are quickly snapped up by keen collectors.

Read the full article on nintendolife.com

The Best Deals Today: Madden NFL 26, AirPods Pro 3, Fatal Fury: City of the Wolves, and More

We’ve rounded up the best deals for Sunday, September 14, below, so don’t miss out on these limited-time offers.

Madden NFL 26 for $42.99

PlayStation 5 copies of Madden NFL 26 are available for $42.99 this weekend at Amazon. This latest entry brings new updates that make a noticeable difference, particularly when compared to entries of the last few years. In our 8/10 review, we wrote, “There’s always room for improvement, but it’s hard to overstate what a leap Madden NFL 26 feels like both on and off the field.”

Save 20% Off AirPods Pro 3

If you’re a student, you can save $50 on Apple AirPods Pro 3 before they’re even out! You have to verify your student status with an official ID or receipt using Target Circle, and then you’re free to score this amazing deal. AirPods Pro 3 bring a slight redesign, improved ANC, live translation, and much more. Get all the details on this deal here.

The Hundred Line – Last Defense Academy for $49.99

The Hundred Line – Last Defense Academy is one of the most underrated games of 2025. This massive game features a whopping 100 different endings to discover, each offering unique content and dialogue. Created by Kazutaka Kodaka and Kotaro Uchikoshi, The Hundred Line is a game any RPG fan will quickly fall in love with.

Fatal Fury: City of the Wolves – Deluxe Edition for $39.99

GameStop has the Fatal Fury: City of the Wolves – Deluxe Edition on sale for 50% off this weekend. This edition packs in the Special Edition base game, which includes the first year of DLC for free, a Steelbook containing the original soundtrack, an artbook, a double-sided poster, and two sticker sheets. If you haven’t dived into SNK’s latest fighting game, this is a great time to pick City of the Wolves up.

College Football 26 for $42.99

If you’re like me, you probably spent your entire Saturday watching college football. Today on Amazon, you can score EA Sports College Football 26 for $42.99, which saves you almost $30. This year’s entry packs in many new features that make the college football experience better than ever.

Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2 for $39.99

While the Demon Slayer The Hinokami Chronicles only covered the first season of the anime, The Hinokami Chronicles 2 adapts all the way up to the Infinity Castle arc. This is a really great way to refresh yourself on the anime, especially before watching the first Infinity Castle film in theaters.

Save on the Magic: The Gathering – Final Fantasy Commander Deck Bundle

This Magic: The Gathering – Final Fantasy Commander Deck Bundle packs in all 4 decks available, and you can save over $100 this weekend at Amazon. The Final Fantasy collaboration was the biggest in history for MTG, with sets sold out everywhere around launch. If you’ve held out on starting your MTG journey, this is the perfect set to jump in with.

Pre-Order Cyberpunk: Edgerunners on Blu-ray

Cyberpunk: Edgerunners is finally coming to Blu-ray, and now is your chance to take home this beloved anime. This Complete Blu-ray Box Set includes all ten episodes of the anime across three discs, a special booklet, a storyboard booklet, three animation cel sheets, and a two year anniversary poster. Currently, this set is set to ship out starting on October 23.

Save $10 Off Daemon X Machina: Titanic Scion

Daemon X Machina: Titanic Scion just released a few weeks back, and you can already save $10 off an Xbox Series X copy at Amazon. This highly anticipated mecha game is a sequel to 2019’s Daemon X Machina, providing quality mecha action and a load of customizable options.

Pre-Order Super Mario Galaxy + Super Mario Galaxy 2 on Switch

Friday’s Nintendo Direct featured the reveal of Super Mario Galaxy + Super Mario Galaxy 2, a collection that’s part of the 40th anniversary of Super Mario Bros. These games are set to receive enhancements to resolution, UI, and even new storybook content. If you haven’t ever played either game, the Nintendo Switch is going to be the ultimate platform to do so. The best part? This collection is out in just a few weeks, so be sure to get your pre-order in!

Yakuza 0: Director’s Cut for $37

The Nintendo Switch 2 edition of Yakuza 0 is available on sale for $37 this weekend. The Director’s Cut version adds new cutscenes among other features, and it supports 4K resolution at 60FPS.

LEGO Harry Potter Hogwarts Castle for $136.99

LEGO sets have continued to get more expensive over the years, especially those with more pieces. This 2,660 piece set was the very first set to model Hogwarts Castle and its grounds, making this the perfect gift for any Harry Potter fan.

Metal Gear Solid Delta: Snake Eater for $52.38

Metal Gear Solid Delta: Snake Eater is set to finally release this week after years of anticipation. The remake of Metal Gear Solid 3 is $52.38 at Fanatical right now, so PC players can save almost $18 off ahead of launch. In our 8/10 review, we wrote, “Between its old-school stealth-action gameplay and engaging spy-thriller story, Metal Gear Solid Delta: Snake Eater largely succeeds as a faithful, visually impressive remake of the 2004 classic.”

Miyamoto Explains How Super Mario Bros. World 1-1 Was Created

World 1-1. We’ve all run, jumped, and brick-bashed our way through that familiar first stage. It seems so simple and second-nature to us now, but in this modern age of iterative entertainment, it is almost impossible to convey the magnitude of the leap Super Mario Bros. represented compared to everything that came before it. That cabinet, that game, might as well have descended from outer space. Its art, music, smoothness, and most of all, its level design were light-years beyond.

World 1-1 introduced game design principles and a geometry of motion so perfectly calculated that it endures as one of the great works of the art form to this very day. But how was this miracle performed? Well, let us tell you, with the help of its creator, Shigeru Miyamoto.

The closest things to the opening level of the plumber’s first solo adventure up to that point were the stiff-but-serviceable screen-flipping Pitfall! and the gorgeous but terrible side-scrolling Pac-Land. Both were early essays on game design: Pitfall! presented a two-layered jungle with plenty of enemies and obstacles to jump over, but its flip-screen progression, huge non-linear map, strict time limit, and unintuitive treasure placement made it feel more like a puzzle to solve than a world to explore. Pac-Land was simply beautiful to behold and scrolled fairly cleanly in one direction, but the layout of the levels was haphazard and frustrating, and the controls felt maddening.

In comparison, Mario was like exploring a realized, unified, and diverse world. Every step revealed new threats and sights. Leap over enemies or land on them? What’s in those question blocks? There’s a Starman?! Wait, hidden lives? A secret underground treasure room with its own music?! Wait, there’s a FIRE FLOWER?! You can hold B to run or blast turtles with pyrotechnics?! What even is this game????? But in order for all of this madness to be built, it first needed solid foundations, and that’s where World 1-1 really comes into its own — teaching you the basics in the most elegant manner possible.

Super Mario Bros. isn’t nearly as big as it feels. In fact, World 1-1 measures only about 15 screens, including the underground room. It feels much bigger because over two or three screens, the tone of the terrain changes, from the intro section to leaping over pipes to platforming to pits. And yet within that tiny space, you have every power-up in the game, a hidden multi-coin block, a pair of traversable pipes, an invisible 1-UP, two enemy varieties, and a secret fireworks display.

But perhaps the biggest secret of 1-1 is that it’s a school. And the course is Mario 101. In a 2015 interview with Eurogamer, Shigeru Miyamoto and Takashi Tezuka talked about the extraordinary degree of thought that went into the design, beginning with World 1-1’s iconic opening: a tiny Mario facing an empty plane. Then the team considered how to teach the player several skills at once: how to avoid enemies, how to destroy enemies, how question blocks work, and how to tell an enemy Goomba from a helpful mushroom. All three are accomplished within the first steps of this opening level.

“If a suspicious enemy appears,” states Miyamoto, “the player will need to jump over it.” Running forward into the first Goomba just kills you, a lesson a player need only learn once before discovering they’re much safer in the air. Then moving forward, the player discovers some low bricks and question blocks.

“If we have a question block, they might just try to tap that as well,” continues Miyamoto. “If they see a coin, it will make them happy and they’ll want to try again.” Tapping the second block releases a mushroom that slides away, then bounces off a pipe to come hurtling at the character. The low ceiling makes it very hard to avoid, and the mushroom hits Mario, but instead of damaging him, it transforms him into Super Mario. In a matter of seconds, you’ve learned how both rewards and dangers work through the rest of Super Mario Bros.

“We kept simulating what the player would do”, Miyamoto explains. “So even within that one section, the player would understand the general concept of what Mario is supposed to be and what the game is about.” Even small details mattered. The opening screen’s first enemy was supposed to be a Koopa Troopa, but teaching the player the jump and kick movement necessary to overcome one worked less well at the beginning than they’d hoped. So they invented the simple-to-stomp Goomba (late in the game design process, according to Tetzuka) to help players understand the basics first.

Another valuable lesson, holding B to run before a long jump, is taught safely by two gaps later in 1-1. Pointing at this area, Miyamoto says, “Here we are preparing the player for the B-Dash”. He notes that the first gap is a pit with a filled-in bottom, a safe place to experiment and learn about long jumps without risking lives. This jump is followed immediately by a nearly-identical variant, a pit where, if the player falls, they will die, but by applying the skills they’ve just learned, they will easily survive. “By doing that, we wanted the player to naturally and gradually understand what they’re doing”, he continues. “The first course was designed for that purpose: so they can learn what the game is all about.”

Once the player realizes what they need to do, it becomes their game.

Miyamoto further explains that the tutorial nature of early stages usually comes only after the team has crafted more sophisticated levels, so the creators know what skills the players need to develop. “Usually when we have a really fun course, they tend to be the later levels”, Miyamoto confirms. “World 2-1, World 2-2, we create those first and then afterwards come back and create World 1-1. There’s a lot of testing whilst the game is being built. I don’t give them (players) any explanation and just watch them play and see how they do it, and most of the time I think they’ll play a certain way or enjoy a certain part, and they end up not doing that. I think ‘That’s not what I intended!’ So I have to go back and use that as feedback”.

The intricately crafted layout creates a satisfying illusion of choice and a constant curve of advancement. Miyamoto sums it up perfectly: “Once the player realizes what they need to do, it becomes their game.”

The level layout is tuned to match Mario’s famous momentum, allowing a skilled player to perform precise jumps, slides, and combinations. An experienced Mario jockey can run forward at the beginning 1-1, squash a Goomba while hitting the first mushroom block, sprint forward, hit a coin block, reverse direction, jump up, catch the mushroom before it hits the ground, and hit the other coin. The team wisely mapped run and fireball to the same button, creating a slight degree of real-world physical dexterity challenge to trading momentum for projectiles. Likewise, the need to hold B to run and press A to jump made long jumps just slightly and satisfyingly more difficult.

Then there’s the music. Unlike most software development teams, the Mario team’s composer, Koji Kondo, was embedded with the developers. The famous Mario theme was composed and edited over and over as the level layout changed to match the pace of the design, and from then on, those few bars of digitized score would never leave our brains again.

And all of this magic was achieved using only the most limited of tools back in 1985. To really understand why Super Mario Bros. works so well, you first need to understand how the NES renders graphics. The animated characters that move around the screen, such as Mario, are sprites, detailed and mobile clusters of pixels. The NES can only handle a few sprites onscreen at a time, so most of the rest of the world, including the ground, platforms, hills, and backgrounds, is made up of tiles and 8×8 blocks. Most of the objects you see in Super Mario Bros. are composed of these chunks. The question blocks, walls, and bricks are all made up of four combined 8×8 tiles, creating distinct 16×16 squares. It’s similar to the process used to build levels in Mario Maker, only more granular. These little tiles were the tools that Shigeru Miyamoto and team worked with to build a masterpiece.

Super Mario Bros is an early NES game, created before advanced memory map chips stretched its graphical capabilities. That meant that to achieve their vision, the Mario team had to push the hardware to the absolute limits of its capabilities. The entirety of Super Mario Bros.’ source code is 40K. That means the entire game, including graphics, fits on about thirteen closely-typed pages. Crammed into that space are 32 distinct worlds, eight boss battles, a second quest, myriad secrets, and a memorable cast of characters.

That restriction meant the design team had to make every bit count, and that led to all kinds of clever tricks to save space. Ever noticed the clouds and the bushes are just the same palette-swapped tiles? Or that the blocks in 1-2 are just recolored blocks from 1-1? Both tricks (and many others) were used to compress space and make room for more features.

Add together the level design, gorgeous visuals, perfect controls, and iconic music, and you have a game that transcends the tropes of older action games. Super Mario Bros. took levels and made them worlds. And Mario just went on from there. World 1-1 to 1-2. An underground kingdom. Then later, forests. Castles. Bridges. Under oceans. Worlds upon worlds.

But none would exist without that very first. Hell, it’s arguable that video games as they exist now wouldn’t be a thing if it weren’t for World 1-1. From the most meagre of pixelated tools, Miyamoto and the team at Nintendo crafted a miracle, and one that’s still as fun to play today as it was 40 years ago.

Jared Petty likes writing about how wonderful and silly video games are. You can find him at Bluesky as Bluesky as pettycommajared.

Nintendo Is “Acting To Protect The Industry” With Switch 2 Game Key Cards, Says Ex-Capcom Composer

“It becomes easier for other companies to follow suit”.

Since Switch 2 launched, one of the hottest topics has been Game Key Cards – physical items which unlock digital downloads.

Critics have said Game Key Cards are anti-consumer, and Japan’s National Library has since decreed that they cannot be considered eligible for preservation, which stands to reason, as the Game Key Card contains no actual game data.

Read the full article on nintendolife.com

One Piece: Pirate Warriors 4 – Switch 2 Edition Announced, Includes Free Upgrade For Switch Owners

Set sail on Switch 2 with “enhanced graphics” and more.

Fans of the long-running anime and manga series One Piece can look forward to One Piece: Pirate Warriors 4 – Nintendo Switch 2 Edition.

The Switch 2 version was announced during the latest Nintendo Direct broadcast, with a brief trailer revealing it will be made available in fall 2025.

Read the full article on nintendolife.com