Brinstar (Metroid)
Music by Hirokazu Tanaka — Metroid (Famicom Disk System / NES)
Why does the first music you hear in Metroid refuse to comfort you?
In 1986, Hirokazu Tanaka had a problem other game composers did not think was a problem. He was writing music for Metroid, a game about exploring an alien planet alone, and he believed that game music should not sound like game music. He had already composed for Balloon Fight, Ice Climber, and Devil World — cheerful, rhythmic pieces that fit the arcade tradition. But Metroid was different. The player controlled Samus Aran, landing on a hostile world called Zebes with no map, no guidance, and no companions. Tanaka decided that the music should not guide the player either. It should make the player feel the same isolation Samus felt.
The Brinstar theme plays when you first enter the planet's underground caverns. It is upbeat, rhythmic, almost a march — but something is missing. There is no melody. The piece is built from short, repeating phrases that rise and fall without resolution. Tanaka has said that he eliminated melodies from Metroid's gameplay because he wanted only a winner to experience catharsis at the maximum level. The melody appears only after you defeat Mother Brain and escape the planet. Until then, you walk forward to a pulse, not a tune. The distinction is subtle but absolute. A melody tells you where you are going. A pulse only tells you to keep moving.
Tanaka was working within the constraints of the NES 2A03 sound chip — three square-wave channels, one triangle wave, and one noise channel. He has described himself as "the master of the 2A03" and has said that the magic of music can be found in technical limitations. For Metroid, he decided not to separate music from sound effects. The dripping water, the rising bubbles, the footsteps of enemies — these were not layered over the music. They were part of it. The Brinstar theme does not play beneath the game. It plays inside it. You do not hear background music. You hear the planet breathing.
Tanaka was inspired by the film Alien — not Jerry Goldsmith's score, but the sense of urgency and uneasiness that dominates the movie. He wanted players to feel as if they were encountering a living creature, not playing a video game. The Famicom Disk System version had an extra sound channel, so Tanaka used it to add subtle textures that the NES version could not reproduce. When the game was ported to North America in 1987, some of those textures were removed. The music became slightly thinner. But the feeling remained. Forty years later, people who have never played Metroid still describe the Brinstar theme as 'lonely' or 'tense' — not because the music is sad, but because it refuses to reassure you. The question is not why Tanaka made a game that feels this way. The question is why so few others have tried.
An original piece inspired by Tanaka's Metroid score, which deliberately withholds melody. There is no tune here — only four things: an ascending PU1 fragment left suspended, a PU2 held on the augmented fourth (the most unstable interval), a triangle bass like the planet's pulse, and the noise of water drops and bubbles. The phrase rises from D4 to E♭4 and never returns. Lonely not because it is sad, but because it never tries to comfort you — the lesson Tanaka taught: music does not have to console.
Hirokazu Tanaka composed the Brinstar theme for Metroid in 1986, designing it with one radical constraint: no melody. He wanted players to feel the same isolation as Samus Aran, exploring an alien planet alone. The music is rhythmic and pulsing, but it refuses to comfort you. Tanaka has said he eliminated melodies from gameplay so that only those who defeated Mother Brain would experience catharsis. The NES 2A03 sound chip gave him three square waves, one triangle, and one noise channel. He used them to blur the line between music and sound effects — dripping water and rising bubbles became part of the composition itself. Inspired by the film Alien, Tanaka wanted the music to feel like encountering a living creature. Forty years later, the Brinstar theme still sounds lonely, not because it is sad, but because it refuses to guide you.
Sources
- Hirokazu Tanaka — Wikipedia (accessed 2026-06-21)
- Hirokazu Tanaka | Wikitroid | Fandom (accessed 2026-06-21)
- Brinstar (Metroid) | Wikitroid | Fandom (accessed 2026-06-21)
- Interview: Hirokazu Tanaka | Shinesparkers (accessed 2026-06-21)
- The Sounds in the Machine: Hirokazu Tanaka's Cybernetic Soundscape for Metroid (accessed 2026-06-21)
- Metroid (video game) — Wikipedia (accessed 2026-06-21)