Marcos De Lima E Mello

Total Page:16

File Type:pdf, Size:1020Kb

Marcos De Lima E Mello UNIVERSIDADE FEDERAL DE MINAS GERAIS Programa de Pós-Graduação em Música Marcos de Lima e Mello TRILHA SONORA EM JOGOS DIGITAIS: uma análise histórica, funcional e suas relações com a música no cinema Belo Horizonte, MG 2018 Marcos de Lima e Mello TRILHA SONORA EM JOGOS DIGITAIS: uma análise histórica, funcional e suas relações com a música no cinema Dissertação apresentada ao Programa De Pós-Graduação em Música da Universidade Federal de Minas Gerais como requisito para a obtenção do título de Mestre em Música. Linha de pesquisa: Processos Analíticos e Criativos Orientador: Dr. João Pedro Paiva de Oliveira Belo Horizonte, MG 2018 AGRADECIMENTOS Aqui deixo registrado meu agradecimento a todas as pessoas e instituições que contribuíram, em alguma medida, para que este trabalho pudesse se tornar realidade: - Ao professor João Pedro pela paciência e por proporcionar sempre uma orientação clara e precisa durante o processo. Suas assistências direcionais foram essenciais para o rumo que a pesquisa tomou. - À Barbara Barbosa pela presença e enorme incentivo, no qual me deu força e capacidade para chegar até o fim. - Ao professor Rogério Vasconcelos por ter me direcionado com excelentes sugestões na qualificação do projeto. - Às autoras Karen Collins e Winifred Phillips pelas quais sem elas a conclusão desta pesquisa simplesmente não seria possível da maneira que se estabeleceu. Graças aos seus livros grande parte das questões levantadas nesta dissertação foram sanadas. - À Fundação de Amparo à Pesquisa de MG (FAPEMIG) por me dar a oportunidade de poder me dedicar inteiramente ao projeto. - À Escola de música da UFMG, em especial ao departamento de pós-graduação e ao funcionário Alan Antunes, que durante todo o processo esteve sempre presente me auxiliando e sanando todas as dúvidas. - À minha mãe Elaine de Mello que por décadas me incentivou a trilhar pelo universo da música para que eu sempre pudesse evoluir nesta área. - Ao professor Gibran Zorkot que deu todo seu esforço e dedicação para que eu pudesse seguir profissionalmente na carreira musical. - À compositora Saria Lemes por me apresentar ao universo do chiptune na prática. - À toda comunidade de compositores de trilhas sonoras para jogos digitais, que estão sempre buscando formas de evoluir seus trabalhos. - Ao Levy Oliveira por todo o apoio e aconselhamentos dados. - A Deus por abrir as portas para que eu pudesse alcançar meus objetivos. “O ingrediente crítico é arregaçar as mangas e fazer algo. É tão simples quanto isso. Um monte de pessoas tem ideias, mas existem poucas que decidem fazer algo em relação a elas agora. Não amanhã. Não na semana que vem. Mas hoje. O verdadeiro empreendedor é um realizador.” Nolan Bushnell – Fundador da Atari RESUMO Esta dissertação propõe-se investigar as principais características da trilha sonora de jogos digitais. Apresenta-se uma análise da sua evolução histórica, seus compositores mais influentes, assim como sua evolução funcional. São também detalhados alguns pontos importantes relativos à sua função no auxílio da interação, imersão e narrativa. Este conhecimento inicial serve como base de informação para a pesquisa conclusiva deste trabalho, que procura estabelecer uma comparação entre a trilha sonora de jogos digitais e a de cinema, apontando características comuns e especificidades de cada uma delas. Palavras-chave: Trilha sonora. Jogos digitais. Cinema. Função musical. Música interativa. Música imersiva. Técnicas composicionais. Análise. ABSTRACT This dissertation proposes to investigate the main characteristics of the soundtrack of digital games. It presents an analysis of its historical evolution, its most influential composers, as well as its functional evolution. Some important points concerning its role in the aid of interaction, immersion and narrative are also detailed. This initial information is the base for the subsequent research, which seeks to establish a comparison between the soundtrack of digital games and cinema, pointing out common characteristics, as well as their specificities. Keywords: Soundtrack. Video games. Movies. Musical function. Interactive music. Immersive music. Compositional techniques. Analyze. SUMÁRIO INTRODUÇÃO .......................................................................................................... 15 CAPÍTULO 1 – EVOLUÇÃO HISTÓRICA DA TRILHA SONORA NOS JOGOS DIGITAIS ................................................................................................................... 24 1.1 A influência da ópera na trilha sonora e seus primórdios no cinema ............................ 24 1.2 A evolução da trilha sonora nos consoles ...................................................................... 28 1.3 Compositores importantes na trilha sonora de jogos digitais ........................................ 47 CAPÍTULO 2 – EVOLUÇÃO FUNCIONAL DA TRILHA SONORA NOS JOGOS DIGITAIS ................................................................................................................... 52 2.1 Função da trilha sonora nos jogos digitais ...................................................................... 52 2.2 Música interativa ............................................................................................................ 57 2.2.1 Interação pela técnica composicional ...................................................................... 62 2.2.2 Interação funcional .................................................................................................. 65 2.2.3 Interação em outros parâmetros ............................................................................. 67 2.3 Imersão ........................................................................................................................... 71 2.3.1 Comprometimento ................................................................................................... 74 2.3.2 Absorção ................................................................................................................... 77 2.3.3 Imersão total ............................................................................................................ 79 2.4 Narrativa ......................................................................................................................... 81 CAPÍTULO 3 – COMPARAÇÕES ENTRE OS JOGOS DIGITAIS E O CINEMA ..... 84 3.1 Porquê estudar esta comparação ................................................................................... 84 3.2 Comparações históricas .................................................................................................. 84 3.3 Comparações funcionais ................................................................................................. 88 3.3.1 Reforço à dramaticidade / imersão ......................................................................... 89 3.3.2 Ambientar e contextualizar o cenário / narrativa .................................................... 90 3.3.3 Interatividade ........................................................................................................... 92 3.4 Comparações composicionais ......................................................................................... 94 3.4.1 Comparações nas técnicas composicionais ............................................................. 94 3.5 Comparações de instrumentação ................................................................................. 102 3.5.1 Comparações entre organizações instrumentais / timbrísticas ............................ 102 3.5.2 Comparações temáticas: ........................................................................................ 104 3.6 Junção dos jogos digitais com o cinema ....................................................................... 110 3.6.1 Junção de compositores ......................................................................................... 110 3.6.2 Jogos como filmes e filmes como jogos ................................................................. 111 3.7 Comparações extramusicais ......................................................................................... 112 CONCLUSÕES FINAIS .......................................................................................... 115 REFERÊNCIAS BIBLIOGRÁFICAS ....................................................................... 118 LISTA DE FIGURAS Figura 1 - Os primeiros álbuns contendo trilha sonora original ................................. 27 Figura 2 - Space Invader, captura de imagem do modelo arcade ............................. 29 Figura 3 - Rally X, captura de imagem do modelo arcade ........................................ 30 Figura 4 - Pong e Magnavox Odyssey - primeira geração de consoles .................... 30 Figura 5 - Atari 2600 (VCS) - principal console da segunda geração de consoles.... 31 Figura 6 - Arcade do jogo Donkey Kong produzido pela Nintendo ............................ 33 Figura 7 - NES e Master System ............................................................................... 33 Figura 8 - Super Nintendo e Sega Mega Drive.......................................................... 36 Figura 9 - Sega CD - expansão do Mega Drive para leitura de CD-ROM ................. 39 Figura 10 - Protótipo do SNES CD ............................................................................ 39 Figura 11 - Sony PlayStation, Nintendo 64, e Sega Saturn ....................................... 41 Figura 12 - Sega Dreamcast, Sony PlayStation 2, Nintendo Game Cube, e Microsoft Xbox .........................................................................................................................
Recommended publications
  • Playing on the Plane of Immanence (DIGAREC Series
    Serjoscha Wiemer Playing on the Plane of Immanence Notes on the Resonance between Body and Image in Music Video Games In recent years computer games have been discussed by a vari- ety of disciplines from various perspectives. A fundamental dif- ference with other media, which is a point of continuous consid- eration, is the specific relationship between the viewer and the image, the player and the game apparatus, which is a character- istic of video games as a dispositive. Terms such as immersion, participation, interactivity, or ergodic are an indication of the deep interest in this constellation. This paper explores the reso- nance between body and image in video games like REZ, SOUL CALIBUR and DANCE DANCE REVOLUTION from the perspec- tive of a temporal ontology of the image, taking particular ac- count of the structuring power of the interface and its subject positioning aspects. The constitutive relationship between human players and non-hu- man elements of the gaming situation has been described in the past in different ways, as a logical relation, for example, or as a spatial structure or configurational practice. But too little attention has been given to the temporal nature of this relationship. We are all familiar with the concept of real-time, which points heavily to the relevance of this topic. It is an important but, in my view, still insufficient tem- poral category for describing the broad range and fundamental func- tion of temporal structures that define the player-image relations in video games. This question of the temporality of video games is a key aspect that I will address with reference to the temporal constitution of the video image itself.
    [Show full text]
  • Dance Tournament Press Release 2018
    PRESS RELEASE-----PRESS RELEASE----- PRESS RELEASE-----PRESS RELEASE East Coast Stamina ITG2 Tournament at Harrisburg Mall’s Family Fun Center An “In The Groove 2” (ITG2) Dance Game Tournament will be held at the Family Fun Center located in the Harrisburg Mall on September 28th-30th of 2018. East Coast Stamina 7 is the latest in a series of annual ITG2 tournaments that have become known globally for having among the highest standards of competition across all dance games (including Dance Dance Revolution and Pump It Up). The Family Fun Center’s ITG2 Dance Tournament director, Ian Pyles, reports that participants from as far away as France and Australia managed to qualify and have confirmed their attendance. ITG2 is a dance simulation game produced by Andamiro and Roxor Games, Inc in 2005. The concept of the game is simple: step on the panels when the corresponding arrow on the screen reaches an indicator. Every successful step will raise your combo, while every missed step will lower your life bar. The object of the game is to 'pass' a song with the highest score possible, while ensuring that your life bar never runs empty. It is a simple concept at first, but quickly becomes very challenging and addicting. With each new song and step pattern becoming a new challenge, countless amounts of game play value exist. Players can insert a USB thumb drive into the machine to track their scores and progress on the game, see how many calories they’ve burned, and even load custom step patterns and songs from their drive.
    [Show full text]
  • In the Groove Pc Download Groove Music
    in the groove pc download Groove Music. Groove Music is Microsoft's music streaming service. It comes with a catalog with over 40 million songs and allows you to upload your own to OneDrive. 1 2 3 4 5 6 7 8 9 10. Nowadays we're fully aware of who the leaders of the music streaming industry are. Nobody can put up a fight against Spotify, and that's even with important tech companies like Apple trying their luck with Apple Music. Microsoft always wants to take a shot and that's why they've launched Groove Music , a Windows 10 application from which we can bring together in the same place and play all our music, as well as having access to a catalog with millions of songs online . Groove Music vs Spotify. At this point, you're probably asking yourself what can this music streaming service offer you that others can't. Well, compared to its greatest competitor, Microsoft's alternative offers as more songs (40 million compared to 30) and also comes along with an interesting feature such as the possibility to upload 50,000 songs to the cloud to listen to them online . A greate alternative to Spotify's desktop client for Windows. In terms of price, both solutions are almost identical, but Groove offers us 1 month for free and after that, we have to sign up for a paid subscription. We don't have the chance to make use of a free advert-based version, outside those first 30 days. It's artist-based radio stations are also a differential element.
    [Show full text]
  • Itg2 Pc Download Openitg / Notitg FAQ
    itg2 pc download OpenITG / NotITG FAQ. OpenITG is a modification of StepMania 3.95, inspired by the In The Groove series. It's an older (but still powerful, and not outdated!) version of StepMania. You can play a large catalog of (sometimes modded!) simfiles, use custom themes, and do almost everything that you can do in StepMania 5! You can find modded simfiles for OpenITG, for example, in TaroNuke's channel, WinDEU's channel, or PuuroKulho's channel. There are a complete database available here. A full zip file can be found here. You can download OpenITG here! What is NotITG? NotITG is a custom version of OpenITG made by TaroNuke, that allows you (and developers) to do more things. It has been created on March 2011, and is currently very active and updated with new features! There are many simfiles for that version, and there are always new ones! You can find a complete database of NotITG files there! The latest release of NotITG can be found there. Subscribe to TaroNuke's channel to make sure you're up-to-date! Are they similar to StepMania 5? No, No , No , No and No! Okay, they are all based on Stepmania, they are all rhythm games, they have the same gameplay, but ITG and SM5 runs differently! On ITG, scripts are based on XML files, while SM5 uses Lua files. ITG uses Lua 5.0, while SM5 uses Lua 5.1. Those terms may be unknown to you, but they mean that any modded simfile from SM5 won't work in ITG, and any theme or noteskin from ITG won't work in SM5 (or vice-versa)! So please, don't try a SM5 thing on ITG, or an ITG thing on SM5.
    [Show full text]
  • Dance Dance Revolution Quiz: Questions and Answers
    kupidonia.com Dance Dance Revolution Quiz: questions and answers Dance Dance Revolution Quiz: questions and answers - 1 / 4 kupidonia.com 1. When was Dance Dance Revolution A premiered? 2016 2005 2002 2. Which company produces Dance Dance Revolution? Konami Nintendo Roxor Games 3. In which year was Dance Dance Revolution introduced in Japan? 1998 1889 1982 4. When was Dance Dance Revolution released in North America and Europe? 1990 1983 1999 5. Who is not one of the publishers of Dance Dance Revolution? Nintendo Keen Dance Dance Revolution Quiz: questions and answers - 2 / 4 kupidonia.com DC Comics 6. Who was a Christain version of DDR titled "Dance Praise" made by? Nintendo Digital Praise Amuseworld 7. In which year was the first official club for DDR sport, "DDR Oslo" founded? 2000 2007 2004 8. Which of the following is not a similar game to Dance Dance Revolution? Contra In The Groove Pump it Up 9. When was Dance Dance Revolution SuperNOVA released? 2001 2006 2009 10. DDR X was released in: 2008 2006 2007 Dance Dance Revolution Quiz: questions and answers - 3 / 4 kupidonia.com Dance Dance Revolution Quiz: questions and answers Right answers 1. When was Dance Dance Revolution A premiered? 2016 2. Which company produces Dance Dance Revolution? Konami 3. In which year was Dance Dance Revolution introduced in Japan? 1998 4. When was Dance Dance Revolution released in North America and Europe? 1999 5. Who is not one of the publishers of Dance Dance Revolution? DC Comics 6. Who was a Christain version of DDR titled "Dance Praise" made by? Digital Praise 7.
    [Show full text]
  • Logic and Structure of the Computer Game
    DIGAREC Series 04 Logic and Structure of the Computer Game ed. by Stephan Günzel, Michael Liebe, and Dieter Mersch DIGAREC Series 04 Logic and Structure of the Computer Game ed. by Stephan Günzel, Michael Liebe, and Dieter Mersch with the editorial cooperation of Sebastian Möring DIGAREC Series 04 Potsdam University Press 2010 Bibliographic Information from the German National Library The German National Library has cataloged this publication in the German National Bibliography; detailed bibliographic data is available over the internet through: http://dnb.d-nb.de Potsdam University Press 2010 Am Neuen Palais 10, 14469 Potsdam phone: ++49 (0) 331 / 9 77 46 23 fax: ++49 (0) 331 / 9 77 34 74 web: http://info.ub.uni-potsdam.de/verlag.htm e-mail: [email protected] The DIGAREC Series is published by: Digital Games Research Center (www.digarec.org) Advisory Board: Prof. Dr. Oliver Castendyk (Media Law, Erich Pommer Institut Potsdam) Prof. Winfried Gerling (Department of Design, University of Applied Sciences Potsdam) Prof. Dr. Barbara Krahé (Department of Psychology, University of Potsdam) Prof. Dr. Dieter Mersch (Department for Arts and Media, University of Potsdam) Prof. Dr. Torsten Schaub (Department of Informatics, University of Potsdam) Prof. Ulrich Weinberg (School of Design Thinking, Hasso-Plattner-Institut Potsdam) This publication was made possible by funding from the Medienboard Berlin- Brandenburg, the Association for the Promotion of Computer Games Research “Gamology”, the German Research Foundation, and the Department for Arts
    [Show full text]
  • Family Fun Center at Harrisburg Mall Schedules East Coast Stamina Itg2 Dance Game Tournament for November 17 - 19
    FOR IMMEDIATE RELEASE CONTACT: Jay Riley (410) 369-1277 FAMILY FUN CENTER AT HARRISBURG MALL SCHEDULES EAST COAST STAMINA ITG2 DANCE GAME TOURNAMENT FOR NOVEMBER 17 - 19 HARRISBURG, PA (November 1, 2017) – The Family Fun Center, located on the second level of Harrisburg Mall near Bass Pro Shops, is hosting an In The Groove 2 (ITG2) Dance Game Tournament from Friday, November 17 through Sunday, November 19 starting at 12:30 pm each day. Sign-ups and qualifying songs will be held from 9:30 am until noon at the center, located on 3501 Paxton Road in Harrisburg. For additional information about the event, call 717-737-9422. Produced by Andamiro and Roxor Games in 2005, In The Grove 2 is a state-of-the-art interactive dance simulation game that promotes physical endurance fitness and is suitable for all ages, from youth through adults. Enthusiasts of the game are able to post their dance results online to a world-wide audience. The Harrisburg Mall Family Fun Center is owned by Julie Severino. The Family Center’s ITG2 Dance Tournament Director reports that participants from places including Finland and Australia will be attending the competition. East Coast Stamina 6 is the latest in a series of annual ITG2 tournaments that are recognized for having the highest standards of competition across all dance games including Dance Dance Revolution and Pump It Up. Harrisburg Mall is a one million square foot regional mall with more than 70 tenants, including anchor stores Macy’s and Macy’s Backstage, Bass Pro Shops, Destination XL, 2nd & Charles and Regal Cinema’s Great Escape Harrisburg Mall Stadium 14.
    [Show full text]
  • In the Groove 2 Pc Download in the Groove Full PC Game
    In the Groove 2 pc download In the Groove Full PC Game. In the Groove Download Free Full Game is the first game in the In the Groove franchise, published by RedOctane and developed by Roxor Games, and first released in video arcades around August 30, 2004. In the Groove utilizes similar mechanics to Konami's Dance Dance Revolution series. The core gameplay involves the player moving his or her feet to a set pattern, stepping in time to the general rhythm or beat of a song. Like DDR, there are 4 arrows. During normal gameplay, arrows scroll upwards from the bottom of the screen and pass over flashing stationary arrows (referred to as the «guide arrows» or «receptors»). When the scrolling arrows overlap the stationary ones, the player must step on the corresponding arrows on the dance platform. Longer arrows referred to as «holds» must be held down for their entire length for them to count. Successfully hitting the arrows in time with the music fills the life bar, while failure to do so drains it. If the life bar is fully depleted during gameplay, the player fails the song (unless the fail at end of song setting is on), usually resulting in a game over. Otherwise, the player is taken to the Results Screen, which rates the player's performance with a letter grade and a percentage score, among other statistics. The player may then be given a chance to play again, depending on the settings of the particular machine (the limit is usually 3-5 songs per game).
    [Show full text]
  • Designing Rhythm Game Simulators for Touchscreen Devices
    CIS400/401 Project Proposal - Designing Rhythm Game Simulators for Touchscreen Devices Dept. of CIS - Senior Design 2010-2011 Philip H. Peng Stephen H. Lane [email protected] [email protected] Univ. of Pennsylvania Univ. of Pennsylvania Philadelphia, PA Philadelphia, PA ABSTRACT with specialized hardware, such as custom arcade game ma- As tablets and other touchscreen devices become increasingly chines or video game console peripherals. For most gamers, common, consumers are expecting new interaction models however, going to an arcade or buying special controllers is that fit the new touch-driven input paradigm. Application an issue of inconvenience or inaccessibility. Touchscreens, interfaces need to be redesigned such that their methods of in- however, are becoming increasingly common and will soon teraction must feel "natural" to users as well as contribute to be the de facto input mechanism for personal electronics. By or enhance the apps usage itself. This is particularly impor- designing rhythm games for touchscreen devices, this genre tant for games and the currently under-represented rhythm of games will become more widely available to rhythm game game genre. If designed to take advantage of this shift in in- enthusiasts as well as casual gamers. put paradigm, rhythm games can turn touchscreen technology into an integral part of gameplay, leading to enhanced, more When creating rhythm games for touchscreen devices, the immersive user experience. focus is the impact of the touch-driven input paradigm when designing the game menu interfaces and the gameplay modes. There are two main challenges in designing rhythm games A touchscreen device is an electronic device that receive user for touchscreen devices.
    [Show full text]
  • Ddr2ddr Koncepce Projektu
    České vysoké učení technické v Praze Fakulta elektrotechnická ddr2DDR koncepce projektu Jakub Jirůtka [email protected] Praha 2010 Úvod Tento projekt je určený pro předmět Intermediální tvorba a technologie. Koncepce projektu vychází z hudební taneční hry Dance Dance Revolution (DDR). Jelikož k pochopení projektu je nutné o této hře něco vědět, následuje na úvod malé seznámení. Historie DDR DDR vyvinula japonská společnost Konami v roce 1998. Vytvořila první taneční simulátor, kterýžto se stal prakticky přes noc hitem. Netrvalo dlouho, než DDR opustilo hranice země vycházejícího slunce, dostalo se do USA a odtud se rychle rozšířilo do celého světa. Koncepce hry se ukázala jako velmi úspěšná a dala za vznik zcela novému hernímu žánru, tzv. Machine Dance. V dnešní době už existuje mnoho různých modifikací (In The Groove, Pump It Up, Ez2dancer a další), které se více či méně odlišují způsobem ovládání, ale základní princip hry mají prakticky stejný. V současnosti je nejvíce rozšířená modifikace In The Groove (zkráceně ITG) od texaské firmy Roxor Games, na které se hrají i mistrovství v Machine Dance. Hardware (arkáda) Původní DDR je arkáda, herní automat. To jsou takové velké stroje, do kterých lidé hází mince a za ně si můžou zastřílet na marťany, projet závodní dráhu na naklápěcí motorce nebo joysticky řídit tank na bitevním poli. DDR arkáda je však něco trochu jiného. Nenajdete na ni žádný joystick ani volant, místo toho velké [1] DDR X arkáda reprobedny, blikající světla, obrazovka a před ní dvě čtvercová „taneční“ pódia (dance pad). Tento taneční parket je rozdělen na devět polí, z nichž čtyři, umístěné do kříže, tvoří kontaktní spínače.
    [Show full text]
  • Designing Rhythm Game Simulators for Touchscreen Devices
    CIS400/401 Project Proposal - Designing Rhythm Game Simulators for Touchscreen Devices Dept. of CIS - Senior Design 2010-2011 Philip H. Peng Stephen H. Lane [email protected] [email protected] Univ. of Pennsylvania Univ. of Pennsylvania Philadelphia, PA Philadelphia, PA ABSTRACT with specialized hardware, such as custom arcade game ma- As tablets and other touchscreen devices become increasingly chines or video game console peripherals. For most gamers, common, consumers are expecting new interaction models however, going to an arcade or buying special controllers is that fit the new touch-driven input paradigm. Application an issue of inconvenience or inaccessibility. Touchscreens, interfaces need to be redesigned such that their methods of in- however, are becoming increasingly common and will soon teraction must feel "natural" to users as well as contribute to be the de facto input mechanism for personal electronics. By or enhance the apps usage itself. This is particularly impor- designing rhythm games for touchscreen devices, this genre tant for games and the currently under-represented rhythm of games will become more widely available to rhythm game game genre. If designed to take advantage of this shift in in- enthusiasts as well as casual gamers. put paradigm, rhythm games can turn touchscreen technology into an integral part of gameplay, leading to enhanced, more When creating rhythm games for touchscreen devices, the immersive user experience. focus is the impact of the touch-driven input paradigm when designing the game menu interfaces and the gameplay modes. There are two main challenges in designing rhythm games A touchscreen device is an electronic device that receive user for touchscreen devices.
    [Show full text]
  • Hacking Arcade Machines
    Don't Give Credit: Hacking Arcade Machines Who am I? ● Ronald Huizer ● Senior Security Researcher, Immunity, Inc. ● [email protected] ● I enjoy computer science, toying with hardware, go, a whole lot of japanese cartoons and computer games. Who am I? ● Ronald Huizer ● Senior Security Researcher, Immunity, Inc. ● [email protected] ● I enjoy computer science, toying with hardware, go, a whole lot of japanese cartoons and computer games. Who I am Who am I? ● Ronald Huizer ● Senior Security Researcher, Immunity, Inc. ● [email protected] ● I enjoy computer science, toying with hardware, go, a whole lot of japanese cartoons and computer games. Who I am Whom I'd like to be. Attacking Arcade Machines ● Why attack arcade machines? ● Fun and free plays. ● Not so much profit, unless you play a lot. ● Living one of my childhood dreams. ● Both the vulnerability and the talk are quite simple. ● This is meant to be fun and practical. Attack Surface (1) ● Almost all attacks will need physical access. ● We need to make a distinction ● Obvious attacks such as opening the machine, or attaching odd peripherals and rebooting it. ● Non-obvious attacks that resemble normal use. These are probably impossible on many older arcade machines. Attack Surface (2) ● The obvious attacks won't work, as we'll get kicked out of the arcade or worse. ● We want to be less conspicuous than this: Attack Surface (3) ● Modern arcade machines often allow for transferable profiles stored on portable devices. ● Magnetic cards ● Konami e-AMUSEMENT smart card ● USB dongles ● Probably more schemes, especially in Japan. ● This gives us more attack surface using either malicious hardware devices, or by malicious data on official devices.
    [Show full text]