Hiroki Kikuta's Liner Notes from the Seiken Densetsu 2 OSV Music is not a message. In my own case, for example, music has become my personal means of expression of the emotions and impulses that pour forth from my heart, but I never think of it as a mere symbol. Generally, the range of sounds that are called "music" is expected to evoke a particular emotion in a certain situation; in circumstances where the defining mood must be swiftly established, such as a dramatic cutscene, "music" can be an extremely effective device for doing so. What I want to say is that music cannot degenerate into just a simple "symbol" corresponding to a particular given emotion or occurrence. Music cannot be a message. Music is not supposed to be a means of reporting the circumstances and situation at hand (in other words, a message). I'm aware that my viewpoint might be regarded as extreme, but, for me, music is _the_ _thing_. I do not think that those who take it upon themselves to use "sound" to bypass the wall of words and language and appeal directly to the heart should aspire to shape the final form of the music through their own inherent qualities and traits - be it their thoughts, their emotions, or matters that they can't grasp on a conscious level - through their personal causes or their attempts to strive to become a better person, or through any of the "little things that make one who they are". I do not want to tell you anything in creating music. I want to share with you beauty and the important things that lie in the human heart. When I'm creating a joyful song, I want that joy to feel genuine for me. When I create a song of sorrow, that despondence should truly break my heart. That is why I believe that what is true - what is not a lie - is the precious treasure that is the basis of all communication. When I started on this "Seiken Densetsu 2" project, I at first didn't think I'd be able to do this "game music" stuff. Expressing "myself" in music and expressing "the game Seiken Densetsu 2" in music, while sharing a few similiarities, were basically different. I realized that joining these two contrasting styles together into one concept would create "something" that wouldn't be either pop music or game music - and that became the starting point for my job. I was told beforehand that undertaking such a project on the Super Famicom would be risky with its hardware and software limitations, and, sure enough, I encountered many problems along the way. Maybe I really just tried everything and threw everything I had at this project, but I believe my defiant creative attitde was the saving grace that saw me through. Now, looking back, I am thankful that my efforts were not in vain. In closing, I'd like to acknowledge all those who have supported me until the final publication of this work. I send you my whole-hearted gratitude. Hiroki Kikuta Translation by R. Capowski at RACapowski@sceneryrecalled.com; scream at her if you notice any errors. Seiken Densetsu 2 and all related doodads are property of Squaresoft and Hiroki Kikuta, with whom I have nothing to do with. Please do not republish or repost this document without the translator's permission.