Uploaded April 2023 | Updated September 2026, 2 weeks ago
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We've finally made it to the secret dungeon of Crossbone Isle... except I forgot to pickup the Cloak Ball D:
--------------------
➤ Analysis:
We begin with 3 voices; melody (panpipes), harmony (flute & clarinet), and bass (bass guitar), all supported by a drum rhythm. They outline a very simple F♯ minor tonality (F♯-A-C♯) which quickly shifts into A minor via a tertiary modulation (F♯ to A - a 3rd away - 0:06). From here, we descend to E minor (E-G-B) via a plagal cadence (chord IV to I; here A minor to E minor). This then shifts up another tertiary modulation into G minor (E to G; 0:12), followed quickly by another plagal cadence into D minor (G to D; 0:15)... and you get the picture!
Such a pattern of modulations creates a wonderfully mysterious tonality that is ever-changing and unpredictable, much like the nature of this dungeon with its 9 floors of differing puzzles to solve. For further development, I added a subtle string harmony that creeps in and out (0:15), alongside additional marimba and celesta doubling the melody (0:26).
As we progress into the next section (0:28), we land firmly into A minor (A-C-E). Here, a new countermelody of running semiquavers (16ths) is added, which I placed in the violins, but also doubled in dove-tailing woodwind instruments (to enhance the colour). A chord of open 5ths (A-E) is delivered by the low strings, followed by the brass. This creates a strong tonal anchor for the melodies above while giving it a slightly darker, heavier sound from their relatively low-pitched placement.
By 0:40, we return to the opening material, now with a new countermelody placed in the extreme registers of the marimba (a very rare range of the instrument!). But it is this very deep range that creates such a unique undulating colour to the otherwise unchanged opening ostinato. Pizzicato strings further enhance this, followed by tremolandi strings for a more shivering tone.
At 1:06, we get something very interesting: a 1-bar transition. This is remarkably rare in the OST outside of combat themes, but is used to great effect here to provide us with an unexpected shift into a new section. And since the material in this 1-bar phrase is heard earlier (0:28), Sakuraba is essentially pranking us with a false repetition, further adding to the surprise of the following section (1:07).
Here, an oboe takes on the melodic role, playing material similar to that of the 1-bar transition we just had, now modulated into F♯ minor via (you guessed it) a tertiary modulation. To complement this oboe melody, I wrote small countermelodies in the flute & violins (1:13), as well as a small definitive conclusion to the track (2:37).
--------------------
The score was created in Sibelius 7.5, and the audio was created in Cubase using sample libraries from EastWest, Sampleism and Vienna Symphonic.
★Game: Golden Sun
★Developer: Camelot Software Planning
★Publisher: Nintendo
★Composer(s): Motoi Sakuraba
★Software: Sibelius 7.5, Cubase Elements 7, Cubase 10, Adobe Premiere Elements 15, EastWest Sample Libraries, Sampleism, Vienna Symphonic Library
★Tags: Golden, Sun, Golden Sun, The Lost Age, Golden Sun: The Lost Age, Orchestra, Orchestral, Orchestration, Arrangement, Remix, Cover, Crossbone Isle
#GoldenSun
#Orchestra
#CrossboneIsle
🎵 Sheet Music & Parts ➤ [Removed by Nintendo JP]
💗 MIDI / XML / Sibelius ➤ bit.ly/TandABundle
🎹 Commissions ➤ jshaw.co.uk/commissions
🎮 More Arrangements ➤ jshaw.co.uk/TandA
👍 Facebook ➤ bit.ly/TandAFacebook
🐦 Twitter ➤ bit.ly/TandATwitter
🎵 Bandcamp ➤ bit.ly/TandABandcamp
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🎵 Apple Music / iTunes ➤ bit.ly/TandAApple
We've finally made it to the secret dungeon of Crossbone Isle... except I forgot to pickup the Cloak Ball D:
--------------------
➤ Analysis:
We begin with 3 voices; melody (panpipes), harmony (flute & clarinet), and bass (bass guitar), all supported by a drum rhythm. They outline a very simple F♯ minor tonality (F♯-A-C♯) which quickly shifts into A minor via a tertiary modulation (F♯ to A - a 3rd away - 0:06). From here, we descend to E minor (E-G-B) via a plagal cadence (chord IV to I; here A minor to E minor). This then shifts up another tertiary modulation into G minor (E to G; 0:12), followed quickly by another plagal cadence into D minor (G to D; 0:15)... and you get the picture!
Such a pattern of modulations creates a wonderfully mysterious tonality that is ever-changing and unpredictable, much like the nature of this dungeon with its 9 floors of differing puzzles to solve. For further development, I added a subtle string harmony that creeps in and out (0:15), alongside additional marimba and celesta doubling the melody (0:26).
As we progress into the next section (0:28), we land firmly into A minor (A-C-E). Here, a new countermelody of running semiquavers (16ths) is added, which I placed in the violins, but also doubled in dove-tailing woodwind instruments (to enhance the colour). A chord of open 5ths (A-E) is delivered by the low strings, followed by the brass. This creates a strong tonal anchor for the melodies above while giving it a slightly darker, heavier sound from their relatively low-pitched placement.
By 0:40, we return to the opening material, now with a new countermelody placed in the extreme registers of the marimba (a very rare range of the instrument!). But it is this very deep range that creates such a unique undulating colour to the otherwise unchanged opening ostinato. Pizzicato strings further enhance this, followed by tremolandi strings for a more shivering tone.
At 1:06, we get something very interesting: a 1-bar transition. This is remarkably rare in the OST outside of combat themes, but is used to great effect here to provide us with an unexpected shift into a new section. And since the material in this 1-bar phrase is heard earlier (0:28), Sakuraba is essentially pranking us with a false repetition, further adding to the surprise of the following section (1:07).
Here, an oboe takes on the melodic role, playing material similar to that of the 1-bar transition we just had, now modulated into F♯ minor via (you guessed it) a tertiary modulation. To complement this oboe melody, I wrote small countermelodies in the flute & violins (1:13), as well as a small definitive conclusion to the track (2:37).
--------------------
The score was created in Sibelius 7.5, and the audio was created in Cubase using sample libraries from EastWest, Sampleism and Vienna Symphonic.
★Game: Golden Sun
★Developer: Camelot Software Planning
★Publisher: Nintendo
★Composer(s): Motoi Sakuraba
★Software: Sibelius 7.5, Cubase Elements 7, Cubase 10, Adobe Premiere Elements 15, EastWest Sample Libraries, Sampleism, Vienna Symphonic Library
★Tags: Golden, Sun, Golden Sun, The Lost Age, Golden Sun: The Lost Age, Orchestra, Orchestral, Orchestration, Arrangement, Remix, Cover, Crossbone Isle
#GoldenSun
#Orchestra
#CrossboneIsle

![Apojii Islands | Orchestral Cover
🎵 Sheet Music & Parts ➤ [Removed by Nintendo JP]
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A few of you managed to guess it - it is indeed, the Apojii Islands from Golden Sun for this weeks arrangement!
Many thanks to Martin and Natalie for sending in some hand clapping which was mixed in with the other instruments!
➤ Analysis:
The Sakuraba original makes strong use of steel drums, which are of Trinidadian origins. Therefore, I decided to treat this arrangement as a Trinidadian festive work.
As such, I have utilized several traditional instruments from Trinidad, not solely through steel drums, but also with Tamboo Bamboo and the local drum, the Tassa. Of course, there is the option to substitute these for more traditional Western instruments instead.
As for the track itself, it is very simple, oscillating strictly between only 3 chords: C major, F major, and G major. For further interest, I added a sneaky little shift to A minor at 0:31, as well as some chordal inversions in the bass steel drum, which is an entirely original part in this arrangement.
Further, Ive added a substantial amount of percussive material (outside of the originals single percussive strike on each off-beat) to create a more communal and festive aesthetic (similar to Drums of Daila), as if an entire village are playing along to this jolly little theme.
As some side trivia, due to the fact this track revolves around mostly 3 chords, it reminded me of The Procession of Celestial Beings from the Studio Ghibli film, The Tales of Princess Kaguya, which had a similarly festive aesthetic, albeit for a tragic context.
The score was created in Sibelius 7.5, and the audio was created in Cubase using the brilliant EastWest sample libraries.
★Game: Golden Sun: The Lost Age
★Developer: Camelot Software Planning
★Publisher: Nintendo
★Composer(s): Motoi Sakuraba
★Software: Sibelius 7.5, Cubase Elements 7, Adobe Premiere Elements 15, EastWest Sample Libraries, Human Hands
★Tags: Golden Sun, Golden, Sun, The Lost Age, Golden Sun The Lost Age, TLA, GS, Golden Sun Orchestra, Golden Sun Cover, Golden Sun Remix, Golden Sun Arrangement, Apoji, Apojii, Island, Islands, Apojii Islands, Ethnic, Steel Pans
#GoldenSun
#Orchestra
#TheLostAge Apojii Islands | Orchestral Cover](https://i.ytimg.com/vi/EYCoWZ5OFvA/mqdefault.jpg)


![Magma Rock | Orchestral Cover
🎵 Sheet Music & Parts ➤ [Removed by Nintendo JP]
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Heres an orchestral arrangement Ive created of Sakurabas heated Magma Rock from Golden Sun.
➤ Analysis:
A very aggressive theme, Sakuraba uses a lot of dissonance here with semitonal clashes (D-sharp against D-natural at 0:04, and A-sharp against A-natural at 0:14).
Interestingly, he also uses elements of Arabic Maqam with the presence of the Hijaz Tetrachord (E - F - G# - A), commonly used in film music to denote the exotic oriental other (e.g. deserts). As such, I think the association of this chord with hot desert environments is quite suitable to a flaming volcano!
With regards to the arrangement, Ive added quite a fair amount of new material to the latter half of the track (0:28 onward) as it previously lacked melodic material at this point (simply oscillating between bare 5th chords, which Ive expanded on here by adding an additional 5th). To address this, Ive added a melody that follows a similar contour to Sakurabas original melody that opened the track (0:02).
Since volcanoes are usually very thick and dense with gases and magma, Ive used several muddy instruments to thicken the texture, such as tam-tams, bassoons, and a lot of brass.
The score was created in Sibelius 7.5, and the audio was created in Cubase using the brilliant EastWest sample libraries.
★Game: Golden Sun: The Lost Age
★Developer: Camelot Software Planning
★Publisher: Nintendo
★Composer(s): Motoi Sakuraba
★Software: Sibelius 7.5, Cubase Elements 7, Adobe Premiere Elements 15, EastWest Sample Libraries
★Tags: Golden Sun, Golden, Sun, The Lost Age, Golden Sun The Lost Age, TLA, GS, Golden Sun Orchestra, Golden Sun Cover, Golden Sun Remix, Golden Sun Arrangement, Magma Rock, Golden Sun Magma Rock
#GoldenSun
#Orchestra
#TheLostAge Magma Rock | Orchestral Cover](https://i.ytimg.com/vi/FE4Rj4ixx78/mqdefault.jpg)
![Trouble is Brewing (Extended) | Golden Sun Orchestral Cover
🎵 Sheet Music & Parts ➤ [Removed by Nintendo JP]
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Enjoy this extended version of TandAs orchestral cover of Trouble is Brewing from Golden Sun.
The score was created in Sibelius 7.5, and the audio was created in Cubase using sample libraries from EastWest and Vienna Symphonic.
★Game: Golden Sun
★Developer: Camelot Software Planning
★Publisher: Nintendo
★Composer(s): Motoi Sakuraba
★Software: Sibelius 7.5, Cubase Elements 7, Cubase 10, Adobe Premiere Elements 15, EastWest Sample Libraries, Vienna Symphonic Library, AmpleSound
★Tags: Golden, Sun, Golden Sun, The Lost Age, Golden Sun: The Lost Age, Orchestra, Orchestral, Orchestration, Arrangement, Remix, Cover, Trouble is Brewing
#GoldenSun
#Orchestra
#2023InANutshell Trouble is Brewing (Extended) | Golden Sun Orchestral Cover](https://i.ytimg.com/vi/FJPMM1acR2Y/mqdefault.jpg)
![Zeldas Lullaby | Synth Cover
🎵 Sheet Music & Parts ➤ [Removed by Nintendo JP]
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Zeldas lullaby from Hyrule Warriors Age of Calamity, as performed by Terrako, transcribed and re-created.
➤ Analysis:
Very mild spoilers below, so do finish the game first if you want to avoid.
The classic theme appears once again, following its many past iterations ( https://youtu.be/KLzQTect_80 )
But out of all the past versions, this one is perhaps the only one that actually functions as a lullaby - performed by Terrako to calm a disheartened Zelda.
Being a machine, the instrumentation is purely synthetic, using only 3 soft square waves from a synthesizer with the occasional legato glissando between notes and subtle vibrato.
The material is short and sweet: we start in the most simple of keys - C major (C-D-E-F-G-A-B) - with a slow flow between tonic (C) and dominant (G) chords, as well as some tasteful sprinkling of the secondary dominant / supertonic in 3rd inversion (0:10; C-D-F#-A) to add some Lydian brightness.
From here, the melody soars up a perfect 5th (0:14), this time coloured underneath by the supertonic (D) before falling back to the tonic (C) in 1st inversion (E-G-C). The phrase concludes with an ambiguous imperfect cadence in the dominant (G) to prepare for the repeat of the phrase.
Throughout this phrase, the voices are surprisingly scattered (except for the 1st voice, which remains tethered to Zeldas melody). This complements the child-like and playful personality of Terrako - a sort of making it up as I go along performance - but it could also suggest the fragmentation of the timelines and the disconnect from reality that Terrako experiences from existing in both the altered present and the catastrophic future.
Nevertheless, the opening 8-measure phrase repeats once more, with some subtly altered harmonies and concluding with the melody soaring high to a top G (0:34).
Then we get a new short section (0:38) that continues the 2nd half of the familiar Zeldas Lullaby motif. Harmonically, the track has a brief visit to the sub-dominant (F major; F-A-C), quickly falling back to the tonic in 1st inversion once more (E-G-C). As the phrase reaches its end, it halts on a dominant chord in 2nd inversion (D-G-B), but without the 3rd (B), creating a softer dominant sound as the track loops.
The score was created in Sibelius 7.5, and the audio was created in Cubase using the Massive synthesizer.
★Game: Hyrule Warriors: Age of Calamity
★Developer: Omega Force
★Publisher: Koei Tecmo, Nintendo
★Composer(s): Kumi Tanioka, Reo Uratani, Ryotaro Yagi, Haruki Yamada
★Software: Sibelius 7.5, Cubase Elements 7, Cubase 10, Adobe Premiere Elements 15, Massive
★Tags: Hyrule Warriors Age of Calamity, Orchestra, Orchestral, Orchestration, Arrangement, Remix, Cover, Terrako, Zeldas Lullaby, Ancient Tune
#HyruleWarriors
#AgeOfCalamity
#ZeldasLullaby Zeldas Lullaby | Synth Cover](https://i.ytimg.com/vi/FN6n9j6H3a0/mqdefault.jpg)



![Lunpa | Orchestral Cover
🎵 Sheet Music & Parts ➤ [Removed by Nintendo JP]
💗 MIDI / XML / Sibelius ➤ https://bit.ly/TandABundle
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By request, here is an arrangement of one of the earliest town themes from Golden Sun - Lunpa, perhaps more commonly titled Lunpa Fortress.
➤ Analysis:
For a happy little town theme, it is peculiarly scored in a 5/4 time signature to begin with. This little oddity for a town theme suggests something is wrong with the underlying foundation, which is perhaps quite suitable with its first appearance being with the corrupt town of Lunpa.
However, even with an asymmetrical meter, it still flows seamlessly, largely in part to its 3-3-2-2 metric grouping, but also because of a large history of classical music being scored in 5/4 over the past century which has normalized its irregularities.
Throughout, the string ensemble perform plucky pizzicatos, enhancing the upbeat aesthetic of a town theme. On top of this, an echoing oboe performs in A major (0:07), slotting its melody into the irregular 5/4 grouping with ease. This is followed quickly by flutes (0:18), which similarly deliver an unobtrusive 5/4 melody.
When the two join together (0:23), I added a wood block and contrabass to emphasize this joining, as the lower strings begin a gradual harmonic descent downwards. This continues through to 0:33, where the time signature cheekily shifts from 5/4 into a more stable 3/4. Although, it is not obvious at first due to the descending string passage of 0:33 which has a lack of metric emphasis as it steadily floats downward.
At 0:37, we have a modulation to G Mixolydian (G-A-B-C-D-E-F-G), with a strong emphasis on the tonic (I) and leading note (vii). This to me felt like an important section, so I emphasized it with a rural tambourine rhythm and additional appoggiaturas. To start, the flute also follows the oboe canonically, before going off on its own melody.
At 0:49, we have another descending harmonic passage, this time with flutes taking on the melody, and now modulated bluntly back into the tonic of A major. By 1:01, the strings mirror their descending passage of 0:33, but now ascending and far more rapidly into G major.
Here, akin to 0:37, we have another climactic section, now in G Lydian (G-A-B-C#-D-E-F#-G), characterized by the alternation of G and A major over a pedal G (in the lower strings). To emphasize this section, the tambourine returns, but now also with an additional glockenspiel to reinforce the brightness of that sharp Lydian 4th (C#).
The score was created in Sibelius 7.5, and the audio was created in Cubase using sample libraries from EastWest and Vienna Symphonic.
★Game: Golden Sun
★Developer: Camelot Software Planning
★Publisher: Nintendo
★Composer(s): Motoi Sakuraba
★Software: Sibelius 7.5, Cubase Elements 7, Cubase 10, Adobe Premiere Elements 15, EastWest Sample Libraries, Vienna Symphonic Library
★Tags: Golden Sun, Golden, Sun, The Lost Age, Golden Sun The Lost Age, TLA, GS, Golden Sun Orchestra, Golden Sun Cover, Golden Sun Remix, Golden Sun Arrangement, Lunpa, Town, City
#GoldenSun
#Orchestra
#TheLostAge Lunpa | Orchestral Cover](https://i.ytimg.com/vi/GnOB9Lmxz3E/mqdefault.jpg)