Video Game Music History PDF

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CleverBananaTree8909

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Beal University

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video game music music history game consoles sound design

Summary

This PDF provides a comprehensive overview of the rich and evolving history of video game music. It charts the technological advancements, explores the characteristics of music on different consoles, and highlights key composers and their influences, ranging from the earliest video games to the current generation.

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The Earliest Video Games ​ First video games were in the 1950s and 1960s and were computer-based ○​ OXO (1952) and Tennis for Two (1958) ​ Early games and consoles had no sound Tennis for Two (1958) vs Pong (Atari, 1972) ​ These games are very similar ​ Only difference is that...

The Earliest Video Games ​ First video games were in the 1950s and 1960s and were computer-based ○​ OXO (1952) and Tennis for Two (1958) ​ Early games and consoles had no sound Tennis for Two (1958) vs Pong (Atari, 1972) ​ These games are very similar ​ Only difference is that Pong had more sound Video Games and Arcade Culture (1970s) ​ 1973 - 1977 was the start of the video game industry (centered on arcades) ​ Games usually only used sound effects ​ Everything was on one chip ○​ Space for music was minimal ​ Sounds and music attracts more customers ○​ Attraction mode Second Generation Consoles ​ Consoles like the Atari 2600 ​ 2 channels in sound chip ​ Shift to gaming in homes ​ Too many consoles and not enough games ○​ Decrease in sales (1977 - 1978) ​ Space Invaders (1978) revived the video game industry ○​ First game to have constant soundtrack during gameplay ○​ Simple and monophonic → only 4 notes ○​ Earliest uses of adaptive music The Late 1970s: Programmable Sound Generators (PSGs) ​ “First dedicated sound chips” ​ Allowed for polyphonic (same time) music but commonly used for better sound effects ○​ Mostly still monophonic and functional ​ Pac-Man ○​ First game to include cut-scenes → PSGs allowed this ○​ More variety of sound ​ Rally-X ○​ PSGs allowed repetitive sounds at different notes Arcade vs Home Consoles ​ Sound chips differed between consoles → varied audio quality ​ Dissonant (clash together) sounds because tunings were different Video Game Industry Crash (1983) ​ Too many games with similar concepts ○​ Space Invaders (1978) and Galaga (1981) ​ Rising interest in personal computers (like Apple II) since they can also do other things ​ Parental concerns about children spending too much time gaming ​ Atari discarded lots of game cartridges after the crash Rise of Personal Computers and The Commodore 64 ​ Apple II and Commodore 64 designed for home use and gaming The Commodore 64: ​ Used sound interface device (SD) as the sound chip ○​ Variety of notes/sounds ○​ Number of notes you can actually use was still limited ○​ Still subjects to technological constraint ​ Moondust (1983) ○​ No repeating music → created in real time ○​ Generative music (responds to users actions) The Nintendo Entertainment System (NES): 8-bit ​ 5 channels in sound chip ○​ 2 pulse (square) wave channels ​ Variety of notes ​ Smoother sounds → like sliding sound effects ○​ 1 triangle wave channel ​ Not as many notes available ​ Mostly baseline under the square ○​ 1 noise channel ​ White noise ​ Commonly used for percussion ○​ 1 delta modulation channel (DMC) ​ Audio sampling ​ Can only use 3 channels simultaneously ○​ Sound chip memory space is still limited ​ No sound envelopes in the NES Characteristics of The Nintendo Entertainment System (NES): 8-bit Music ​ Fast rhythms and/or arpeggiating notes ○​ Composers used lots of fast rhythms to make the music sound more full ​ Little variation in timbre or dynamics ​ Emphasis on waveform channels (square and triangle) ​ Limited use of samples The Nintendo GameBoy ​ 8-bit handheld console ​ Brought gaming back into the public sphere ​ Came with Tetris (1985) The Super Nintendo Entertainment System (SNES): 16-bit ​ New sound chip → S-SMP with greater audio capabilities than the NES ​ 8 channels + a noise channel ​ Control over sound envelopes Characteristics of The Super Nintendo Entertainment System (SNES): 16-bit ​ Longer and more complex pieces of music ​ Realistic timbres ​ Thicker and fuller textures ​ Less reliance on interplay of rhythms to create interest ​ More emphasis on orchestrated sound The Sega Genesis: 16-bit ​ Two sound chips ○​ Chip one: 3 square wave channels ○​ Chip two: 1 channel for samples and 6 frequency modulation (FM) synthesis channels ​ Overall better audio quality ​ Programming challenges: reuse of instruments and sounds between games Features of Music for the Sega Genesis: 16-bit ​ Mainly derived from prog rock ​ Short riffs over longer melodies ​ The use of ground bass (repeating bass line) ​ Lots of fast rhythms ​ Emphasis on keyboard, bass guitar, drums, and percussion Advances in Computer Audio: MIDI ​ Allowed “controllers” and computers to communicate with one another ​ Limitations include: ○​ Only 128 instruments available ○​ Music sounded different depending on which computer it was played on CD-ROM Technology ​ Created significant advances in game music ○​ Use of real instruments ○​ Music was pre-recorded and streamed → better audio quality ○​ Composers had a better sense of how their music would sound ​ Technological limitations: ○​ Redbook Audio Standard → 80 minutes of storage Surround Sound (3D Audio) ​ Situates sound and music in a 3D environment ​ Increases player immersion ​ Important for first person shooter games The Sega Saturn: 32-bit ​ Uses a CD-ROM drive ​ Allowed for 32 channels of CD-quality audio ​ Internet connectivity for online gaming ○​ Beginning of multiplayer games and RPGs ​ Audio quality diminished by lack of memory space ​ Full Motion Videos (FMVs) were first introduced in 32-bit consoles ​ Music of 32-bit consoles were tailored to the games it accompanied (can’t tell whether a piece was written for a Sega Saturn or PlayStation game) The Sony PlayStation: 32-bit ​ Used CD-ROMs and (often) Redbook Audio for music ​ Also had MIDI capabilities ​ Better sound quality but decreased interactivity in game music ○​ Hard awkward cuts between tracks (transitions) The Nintendo 64: 64-bit ​ Used game cartridges → less storage capacity for music ​ Music used general MIDI ○​ Not recorded with live instruments ​ Less cinematic because there were fewer FMVs ​ Musical features are largely similar to SNES games Sixth Generation Consoles ​ Uses DVD Disc technology ​ Improved graphics, smoother gameplay, and better audio quality ​ Music uses MIDI or live recordings (or both) ​ Driven by aesthetics and budget; not technological limitations The Sega Dreamcast: Sixth Generation ​ Sega’s last console due to piracy issues ​ Built-in modem for online gaming ​ Used mini-CD discs and Sega’s own CD-ROM ​ Storage capacity issues → only 1gb of data The Nintendo GameCube: Sixth Generation ​ Nintendo’s first move away from game cartridges ​ Used GameCube Game Discs ○​ Difficult to pirate games ○​ Couldn’t play CDs or DVDs ○​ Less storage space → reduced graphics quality The Sony Playstation 2 and Microsoft Xbox (Sixth Gen) ​ Used DVD-ROMs ​ Surround sound capabilities ​ Different types of games for each console ○​ PS2 → action and RPGs ○​ Xbox → racing, FPS, and third person shooters Rhythm-Action Games ​ Originated in the 1970s ​ Many included gaming peripherals that were plugged into consoles ​ Brought gaming into the public sphere in the early 2000s ○​ Guitar Hero and Rock Band Seventh Generation Consoles ​ Include Wii, PlayStation3, and Xbox 360 ​ Better graphics and sound quality ​ More storage ​ Continue to be multifaceted → consumers can do much more than play games Microsoft’s Xbox 360: Seventh Generation ​ Had an HD-DVD player and used DVDs for games ​ Dolby Digital 5.1 surround sound and HD graphics ​ Xbox Live was expanded ​ Xbox Kinect → motion sensor with camera → increased interactivity Sony’s PlayStation 3: Seventh Generation ​ Dolby Digital surround sound and HD graphics ​ Used Blu-Ray discs ​ Could connect to PSN and PSP ​ Specialized in action games and RPGs The Nintendo Wii ​ Did not use HD graphics ​ Dolby Surround Pro-Logic created impression of surround sound ​ Wii remote Eighth Generation Consoles ​ Consoles include Xbox One, Playstation 4, and Wii U ​ PS4 and Xbox One → Blu-Ray discs ​ Wii U → Nintendo-made optical discs ​ HD graphics and surround sound ​ Increased online capabilities and multifunctionality Online Gaming ​ Casual games ○​ Flash and HTML (neopets.com) ​ Massively Multiplayer Online Games (MMOs) ○​ Originated in the late 1960s and 1970s → PLATO computer system ○​ Became immensely popular with World of Warcraft Mobile Gaming ​ Originated in 1997 with Snake (no sound) ​ Early 2000s: music is still subject to technological constraints ​ Casual games also have different requirements for music compared to full fledged games Retro Gaming ​ Driven by nostalgia for early games ​ Two forms: ○​ Re-release of older games for modern consoles ○​ New games with self-consciously retro aesthetic Remasters and Remakes ​ Makes older games more accessible to newer audiences ​ Allows original players to enjoy updated versions of the games on newer consoles ​ Music may have: ○​ Improved sound quality ○​ Rearranged ○​ New music may be added Ninth Generation Consoles ​ PlayStation 5, Xbox Series X/S and Nintendo Switch ​ Improved processing speed and graphics ○​ 4k or HD ​ Cutting edge surround sound (PS5 and Xbox) ○​ Switch → Pulse Code Modulation, not Dolby History of Virtual Reality (VR) ​ First VR headset → The Sword of Damocles (1968) ​ Sega’s 1993 VR headset was never made available for purchase ​ Oculus Rift (2016) → first modern VR headset ​ Current headsets have integrated screens and headphones Music for Virtual Reality Games ​ Unique musical requirements and concerns ○​ Immersion → very important ​ Binaural sound processing ○​ Sound quality may vary across headsets ○​ Players head movements can change the direction and volume of music ​ Audio prioritization People Hirokazu “Hip” Tanaka ​ Joined Nintendo as a sound designer in 1980 ​ Influences include: ○​ Brian Wilson ○​ Prince ○​ Rock bands (like My Bloody Valentine) ​ Passionate about reggae and dub music’ Koji Kondo ​ Joined Nintendo in 1984 as a composer (first one) ​ Influences include: ○​ Emerson Lake & Palmer ○​ Herbie Hancock ○​ Chick Corea Nobuo Uematsu ​ Joined Square in 1986 ​ Self-taught composer and musician ​ Notoriously eclectic compositional style ​ Influences include: ○​ Elton John ○​ The Beatles ○​ Pyotr Ilyich Tchaikovsky ○​ Progressive Rock Bands Koichi Sugiyama ​ Classically-trained musician ​ First video game composer to have his music recorded by a live orchestra ​ Influences include: ○​ Baroque ○​ Classical Composers ​ J.S. Bach ​ Hadyn ​ Mozart Motoi Sakuraba ​ Joined Wolf Team as a composer ​ Composed music for video games, anime, and TV shows ​ Influenced by prog rock Yasunori Mitsuda ​ Started to write music for his own video games in high school ​ Had an internship at Wolf Team during college ​ Joined Square later ​ Influences include: ○​ Celtic music ○​ Composers ​ Ravel ​ Debussy ​ Tchaikovsky Hiroki Kikuta ​ Self taught composer ​ Worked as a manga artist and anime composer before joining Square ​ Very eclectic compositional style ​ Influences include: ○​ Pink Floyd Michiru Yamane ​ Studied music composition in college ​ Joined the Konami Kukeiha Club (sound team) ​ Influences include: ○​ Prog rock ○​ Jazz ○​ Several Western art music composers (especially J.S. Bach) Grant Kirkhope ​ Scottish film and video game composer ​ Joined Rare Development Studio ​ Music often emphasizes fast tempos and rhythms ​ Uses different instruments to represent characters and/or settings Jeremy Soule ​ Written music for video games, movies, and TV shows ​ Started working at Square and later created a music company with his brother called Soul Media ​ Influences include: ○​ Debussy ○​ Mozart ○​ Wagner Masayoshi Soken ​ Plays piano and guitar ​ Joined Konami as a sound designer, then started working at Square ​ Performs and records with his rock group (The Primals) Bear McCreary ​ Written music for films, video games, and TV shows ​ Influences include: ○​ John Williams ○​ Danny Elfman ○​ Ennio Morricone ○​ Hans Zimmer Listening Music “Title Theme” from Metroid (8-bit) - Hirokazu “Hip” Tanaka ​ Low drone blurs the boundary between sound effect and music ​ Sparse texture at the beginning → represents outer space ​ Typical NES texture ○​ Melody + Accompaniment + Percussion ​ Sometimes uses 2 channels with different melody lines “Overworld Theme” from Super Mario Bros. (8-bit) - Koji Kondo ​ First video game to feature constant background music written by a professional composer ​ Generally uses typical NES texture ○​ Noise Channel: backbeat like in pop songs ​ Main melody is doubled sometimes → thicker sound “Castle Theme” from Dragon Quest (8-bit) - Koichi Sugiyama ​ Reflects Sugiyama’s Baroque and Classical influences ​ Only uses two channels (like Bach’s two-part counterpoint) ​ Emphasis on short rhythms ○​ Similar to the harpsichord “Fighting of the Spirit” from Tales of Phantasia (16-bit) - Motoi Sakuraba ​ Dense and synthesized texture ​ Prog rock influence ​ Pitch blends in melody emulate the electric guitar ​ Syncopated rhythms create forward momentum “Fear of the Heavens” (Main Theme) from Secret of Mana (16-bit) - Hiroki Kikuta ​ Opens with a “whale sound” to immerse players ​ Lush orchestration ​ Expressive woodwind melody with subtle dynamics → sound envelope control ​ Musical changes align with what is happening on screen “Labyrinth Zone” from Sonic the Hedgehog (16-bit) - Masato Nakamura ​ Classic Sega Genesis sound ​ Prog rock instrumentals and brass ​ Catchy synthesized melodic riff ​ Repeated bass pattern (ostinato) ​ Quick rhythms (especially in percussion) “Opening Theme” from Panzer Dragoon (32-bit) - Yoshitaka Azuma ​ Rail shooter game ​ Theme plays during the game’s opening movie ○​ FMV = Full Motion Video ○​ Almost through-composed “One-Winged Angel” from Final Fantasy VII (32-bit) - Nobuo Uematsu ​ Orchestra + choir ​ Longer loop and thicker texture than “Fighting of the Spirit” ​ Uses MIDI, not Redbook Audio ​ Builds tension through dissonance and “shrieking” violins “Finale Toccata” from Castlevania: Symphony of the Night (32-bit) - Michiru Yamane ​ Plays in the reverse/inverted castle ​ Reflects Yamane’s interest in the music of J.S. Bach ○​ Similar to the Toccata and Fugue in D minor ​ Dark and funeral like → organ and choir “Da Banana Bunch” (The DK Rap) from Donkey Kong 64 (64-bit) - Grant Kirkhope ​ Theme song → plays during the opening movie ○​ Introduces the five playable characters ​ Inspired by the hip hop group called Run-DMC ​ Each verse features a different instrument “Dragon Roost Island” from The Legend of Zelda: The Wind Waker (Sixth Gen) - Koji Kondo ​ Peaceful panpipe melody with energetic accompaniment ​ Conveys island setting through mediterranean instruments ​ Spanish influence: castanets, mandolin, panpipes “Halo” (Main Theme) from Halo: Combat Evolved (Sixth Gen - DVD Optical Discs) ​ Beginning evokes Gregorian chant from the Middle Ages ○​ Unison male voices; mostly stepwise motion ​ Strings and percussion to build a very dense texture ○​ Fast driving rhythms ○​ Lots of large ascending leaps → heroic epic quality “The Ocean on his Shoulders” (Main Theme) from BioShock (Seventh Gen) ​ Combines 20th century modernist music with a haunting violin melody ​ Opening → very dissonant; bordering on atonal ○​ No certain tone which makes it unsettling ​ Middle → strings + violin solo; a lament ​ Lament overtaken by eerie string glissandos and tremolos; sudden noises “Acre Underworld” from Assassin’s Creed (Seventh Gen) ​ Combines balinese gamelan-esque percussion, orchestral instruments, and synthesized sound/noises ​ Sung and whispered latin chant → christian affiliation of acre ​ Dissonance and synthesized sounds → ominous atmosphere “Seashore War” from Donkey Kong Country: Tropical Freeze (Eighth Gen) ​ Guitar melody and marimba ostinatos convey island setting ​ “Icy” synthesized sounds and glockenspiel ​ Backbeat → gentle forward momentum “V Has Come To” from Metal Gear Solid V: The Phantom Pain (Eighth Gen) ​ Highly cinematic → builds to very thick texture; triumphant strings and horny melody ​ Example of sound sculpting ○​ Very controlled and nuanced dynamics (volume) ○​ Heavy reverb → rich heroic sound ○​ Electronically-processed sounds → mildly ominous “Ruins” from World of Warcraft (Online Gaming) ​ Cinematic quality → orchestra and choir ​ Mainly ambient music ○​ Generally avoids clear melodies ​ Conveys the mystery of the game’s ruins ○​ Short ostinatos in the string and harp ○​ String drones create some tension “Main Theme” from Angry Birds (Mobile Games) ​ Fun and energetic → short, catchy melodies with quirky irregular rhythms ​ Leapy tuba accompaniment adds a sense of humour ​ Middle section emulates bird chirps ​ Opening returns at the end but more comical “Main Theme” from Shovel Knight (Remasters and Retro Games) ​ Emulates 8-bit music and graphics ​ Music shares many features with NES soundtracks ○​ Quick rhythms and arpeggiating accompaniment ○​ Noise channel for percussion ​ Still has some different control over dynamics (thicker texture) “No Escape” from Hades ​ Inspired by heavy metal music ​ Includes traditional mediterranean instruments ○​ Eg. greek bouzouki ​ Features the four-note “Hades” motive ​ Loss of repetition of material → unwavering? “A Son’s Path” from God of War: Ragnarok ​ Theme for Kratos’ teenage son Atreus ​ Uses elements from his parents themes ○​ Eg. Kratos’ three note motive in reverse ​ Incorporates Norwegian and Swedish instruments → hardanger fiddle and nyckelharpa ​ Driving rhythms → youthful vigor Class Music

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