Programmed Baroque 'N' Roll Composition Techniques for Video Game Music on the Nintendo Entertainment System
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Use of Progressive Rock in David Wise's Soundtrack for Donkey Kong
Use of Progressive Rock in David Wise’s Soundtrack for Donkey Kong Country and the Advancement of Video Game Music Brooke Spencer Professor Stephanie Lind MUSC501 3 March 2019 Introduction In 1994, Nintendo released the Super Nintendo game: Donkey Kong Country (DKC)– resulting in widespread popularity and new innovative use of music in gameplay. Through the utilization of prog-rock in David Wise’s soundtrack for DKC, Nintendo has expanded its range of musical styles, function, and status as a top contending videogame company. The use of prog-rock can be broken down in David Wise’s three pieces: “Treetop Rock”, “Fear Factory”, and “Aquatic Ambience”. Through elements of prog-rock seen in each of these pieces - harmonic prolongation, fragmentation, distortion, and use of the concept ‘meta- chord’ – we can see that DKC’s music was unlike anything Nintendo had been creating previously, and set expectations for music in videogames to come. History Starting in 1977-78, the video game industry began to rise in popularity through arcades. In the 1960s/1970s when first-generation home consoles were created, sound was not a possibility. It was only when Pong was released on the Atari home console in 1975 that sounds were used deliberately: the game had 3 different sounds coinciding with actions on screen: the ball hitting the wall, the paddle, and a sound for player failure. Most games included sound in future releases to increase profits after Pong’s success.1 By the end of the 70s, arcades were growing in popularity, with Nintendo a primary arcade console producer. -
DRAGON QUESTTM VIII to Be Released in Japan November 27, 2004
DRAGON QUESTTM VIII to Be Released in Japan November 27, 2004 September 20, 2004 – Los Angeles, CA – Square Enix Co., Ltd., a leading developer and publisher of interactive entertainment software including two of the world’s most popular franchises FINAL FANTASY® and DRAGON QUESTTM announced today that DRAGON QUESTTM VIII for the PlayStation®2, will be released November 27, 2004 in Japan. The DRAGON QUESTTM Series is one of the leading RPGs in Japan. The series was first released in 1986 and has sold 35.89 million units worldwide. DRAGON QUESTTM VIII, using cutting-edge graphics and a new game system, will be released for the PlayStation®2 as a completely new DRAGON QUESTTM, four years after the last DRAGON QUESTTM VII. In addition, the company will prepare a playable version for the 2004 Tokyo Game Show which will be held September 24-26, 2004. This will be the premiere of a DRAGON QUESTTM VIII playable. DRAGON QUESTTM VIII Features Cutting-edge graphics The world of DRAGON QUESTTM VIII is created with breakthrough 3D graphics. The world, which includes fields, towns and dungeons, will allow players to move around seamlessly. The graphics are of a high-quality animation, and players can feel as if they are walking around inside the world created by Character Designer, Akira Toriyama. The battle scenes and monsters make users feel as if they were actually facing them All of the monsters and characters are transformed with 3D graphics. Battle scenes provide a strong presence of characters and monsters due to its stunning visuals. Moreover, both new and familiar monsters have been recreated with uniquely detailed animation. -
Retro Gaming News
CONTENTS SPACE HARRIER 4 ZERO WING 30 WEWANA:PLAY APP 11 MEET THE TEAM 33 CONTACT SAM CRUISE 17 CHASE HQ 34 JASON MACKENZIE 20 MARBLE MADNESS 37 TRGN AWARD 25 MILLENNIUM 2.2 39 EMULATOR REVIEW 26 FRIDAY THE 13TH 42 MAIL BAG 29 FIST 2 48 The Retro Games News © Shinobisoft Publishing Founder Phil Wheatley Editorial: Welcome to another month of retro gaming goodness. Along with the usual classic game reviews such as Space Harrier, Contact Sam Cruise and Friday 13th, we also have a couple of unique interviews. The first of which is from a guy called Deepak Pathak who is one of the partners behind the WeWana:Play App which allows you to schedule gaming sessions with your friends. A second is with Jason ‘Kenz’ Mackenzie who is well known in the retro gaming community. We also have some new sections such as the Mail Bag and the TRGN Award. Please feel free to email your letters to the email above. Thanks as ever to everybody who contributed such as the writers, our proof reader and Logo artist. Happy Retro Gaming – Phil Wheatley © The Retro Games News Page 2 elisoftware.com © The Retro Games News Page 3 SPACE HARRIER Essentials Welcome to the fantasy zone. Get Ready! The first ever samples I heard on my Atari ST. Yet another fantastic what was the forefront hit from Sega, Space of 3D games. WOW! My friend and I Harrier came to the were in awe. arcades back in 1985. Other systems too Computers can now This game, along with were at the time talk at you as the low Sega's other popular beginning to develop quality distorted titles back then, Super 3D games Sega were sounds came at us. -
Newsletter 17/12 (Nr
ISSN 1610-2606 ISSN 1610-2606 newsletterDIGITAL EDITION Nr. 321 - 17/12November 2012 Michael J. Fox Christopher Lloyd LASER HOTLINE - Inh. Dipl.-Ing. (FH) Wolfram Hannemann, MBKS - Talstr. 11 - 70825 K o r n t a l Fon: 0711-832188 - Fax: 0711-8380518 - E-Mail: [email protected] - Web: www.laserhotline.de Newsletter 17/12 (Nr. 321) November 2012 editorial DIE WAND: Martina Gedeck und Julian Roman Pölsler Hallo Laserdisc- und DVD-Fans, versprochen so gibt es ab Seite 10 len wir eine Stippvisite in unserem liebe Filmfreunde! den persönlichen Rückblick unseres YouTube-Kanal, der zwei neue Pro- Film-Bloggers auf das diesjährige duktionen bereithält, deren Stars Herzlich willkommen zur neuesten Fantasy Filmfest. Ganz aktuell wie Sie bereits auf dieser Seite sehen Ausgabe unseres Newsletters, der immer auch der Film-Blog ab Seite können. Wie immer wünschen wir zugegebenermaßen mit etwas Ver- 3, der Sie mit vielen neuen Kino- viel Spaß beim Lesen und Schauen! spätung an den Start geht, dafür filmen bekannt machen wird. Und aber randvoll mit Infos steckt. Wie alles beginnt wie immer auf Seite 2. Ihr Laser Hotline Team Dort spricht Anna einmal mehr mit Hollywood und unterhält sich über das – Wetter! Und wem das alles noch nicht genug ist, dem empfeh- G GNADE: Jürgen VogelG GNADE: Matthias Glasner LASER HOTLINE Seite 2 Newsletter 17/12 (Nr. 321) November 2012 November Blues November. Der Winter ist offiziell da. Passend zur Jahreszeit und über seine Trauer, dass der Herbst vorbei ist, nicht gibt es nur ein Thema: das Wetter. Zu kalt, zu nass, zu wenig hinwegkommt, dem sei The Trouble with Harry empfohlen. -
TOP10 Domestic Works
TOP10 Domestic Works Work Title Lyricist Composer Music Publisher 1 Lemon KENSHI YONEZU KENSHI YONEZU NICHION INC 2 DRAGON QUEST OVERTURE ― KOICHI SUGIYAMA SUGIYAMA KOBO CO LTD YAMAHA MUSIC 3 ITO(Threads) MIYUKI NAKAJIMA MIYUKI NAKAJIMA ENTERTAINMENTHOLDINGS INC 4 THE CRUEL ANGEL'S THESIS NEKO OIKAWA HIDETOSHI SATO TV TOKYO MUSIC INC NIPPON TELEVISION MUSIC 5 UFO YU AKU SHUNICHI TOKURA CORPORATION 6 MARIGOLD AIMYON AIMYON ENS ENTERTAINMENT INC TONCHIN KANCHIN IKKYUU 7 MORIHISA YAMAMOTO SEIICHIRO UNO TV ASAHI MUSIC CO LTD SAN 8 TOKYO VICTORY KEISUKE KUWATA KEISUKE KUWATA NICHION INC 9 ORA TOKYO SA IGUDA IKUZO YOSHI IKUZO YOSHI DAIICHI MUSIC PUBLISHING 10 366 NICHI IZUMI NAKASONE IZUMI NAKASONE TV ASAHI MUSIC CO LTD THE JASRAC AWARDS 2020 TOP10 Foreign Income Works Work Title Lyricist Composer Music Publisher NARUTO SHIPPUDEN 1 ― YASUHARU TAKANASHI TV TOKYO MUSIC INC BACKGROUND MUSIC GEKIJOUBAN NARUTO SHIPPUDEN 2 ― YASUHARU TAKANASHI TV TOKYO MUSIC INC BACKGROUND MUSIC BATTLE WITHOUT HONOR OR 3 ― TOMOYASU HOTEI IRc2 CORPORATION HUMANITY ATTACK ON TITAN 4 ― HIROYUKI SAWANO PONY CANYON MUSIC PUBLISHING INC BACKGROUND MUSIC BAYBLADE BURST 5 ― YUSAKU TSUCHIYA TV TOKYO MUSIC INC BACKGROUND MUSIC 6 PEN-PINEAPPLE-APPLE-PEN PIKOTARO PIKOTARO AVEX MUSIC PUBLISHING INC 7 BLEACH BACKGROUND MUSIC ― SHIRO SAGISU TV TOKYO MUSIC INC HITOMI SHIRATORI 8 TEARS YOSHIKI JAPAN MUSIC AGENCY CO LTD YOSHIKI 9 MOOMIN BACKGROUND MUSIC ― SUMIO SHIRATORI TV TOKYO MUSIC INC 10 FAIRY TAIL BACKGROUND MUSIC ― YASUHARU TAKANASHI TV TOKYO MUSIC INC THE JASRAC AWARDS 2020 TOP10 Foreign Works Work Title Lyricist(Sub Author) Composer(arranger) Original Publisher Sub Publisher DONATELLA CIRELLI DONATELLA CIRELLI THE SAIFAM GROUP 1 U.S.A. -
Limitations in Early Video Game Music and Their Aesthetic Impact Think
Limitations in Early Video Game Music and Their Aesthetic Impact View the audio examples given throughout this paper in this accompanying Youtube Playlist: https://bit.ly/2IzqdmX Think back to the first time you picked up a video game controller. You may remember the graphics or art style of that game, a favorite character, or that one level that you were stuck on for hours on end. Along with these memories, it’s quite likely that you thought of the infectious melodies that accompanied your virtual adventures. Undoubtedly, video game music is one of the most memorable and essential parts of this medium that we hold so dear. It is important to note, however, that many of these soundtracks which we recall so fondly were made in the presence of technological challenges. The composers of video game music for the home consoles of the late 1980s and 90s overcame the limitations of these early systems by viewing what on the surface appeared to be constraints as challenges that would guide and enhance their creativity rather than control and restrict it. The choices made to combat or circumvent these technological limitations took place primarily in the areas of organization and timbre. It is in these areas that the limitations faced by early video game music composers have had a lasting influence on the aesthetic choices of contemporary video game composers, and as a result — the modern landscape of video game music. Before we can properly identify how technological limitations have influenced the development of video game music, it is necessary to establish the context in which these limitations were faced. -
Game Scoring: Towards a Broader Theory
Western University Scholarship@Western Electronic Thesis and Dissertation Repository 4-16-2015 12:00 AM Game Scoring: Towards a Broader Theory Mack Enns The University of Western Ontario Supervisor Jay Hodgson The University of Western Ontario Graduate Program in Popular Music and Culture A thesis submitted in partial fulfillment of the equirr ements for the degree in Master of Arts © Mack Enns 2015 Follow this and additional works at: https://ir.lib.uwo.ca/etd Part of the Musicology Commons Recommended Citation Enns, Mack, "Game Scoring: Towards a Broader Theory" (2015). Electronic Thesis and Dissertation Repository. 2852. https://ir.lib.uwo.ca/etd/2852 This Dissertation/Thesis is brought to you for free and open access by Scholarship@Western. It has been accepted for inclusion in Electronic Thesis and Dissertation Repository by an authorized administrator of Scholarship@Western. For more information, please contact [email protected]. GAME SCORING: TOWARDS A BROADER THEORY by Mack Enns Popular Music & Culture A thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts The School of Graduate and Postdoctoral Studies The University of Western Ontario London, Ontario, Canada © Mack Enns 2015 Abstract “Game scoring,” that is, the act of composing music for and through gaming, is distinct from other types of scoring. To begin with, unlike other scoring activities, game scoring depends on — in fact, it arguably is — software programming. The game scorer’s choices are thus first-and-foremost limited by available gaming technology, and the “programmability” of their musical ideas given that technology, at any given historical moment. -
Roland LAPC-1 SNK Neo Geo Pocket Color Ferien Auf Monkey Island
something wonderful has happened Nr. 1/Juni 2002 interviews mit usern von damals und heute Commodore 64 1982-2002 Seite 3 charles bernstein: Play It Again, Pac-Man Teil 1 Seite 15 das vergessene betriebssystem CP/M Plus am C128 ab Seite 12 windows doch nicht ganz nutzlos: Llamasoft-Remakes am PC Seite 6/7 die rueckkehr der metagalaktischen computer steht bevor Amiga One/Commodore One [email protected] www.lotek64.com Lotek64 Juni 2002 Seite 6/7 Lotek64 2 C0MMODORE-PREISLISTE 1987 Zum 5. März 1987 hat Commodore eine neue Preisliste herausgebracht. Die aufgeführten Preise sind Listenpreise und verstehen sich in Mark inklusive Mehrwertsteuer. PC l0 II ................................................................... 2995,00 PC 20 II .................................................................. 3995,00 PC 40/AT ............................................................... 6995,00 PC 40/AT 40MB .................................................... o. A. Bürosystem S ....................................................... 4995,00 Bürosystem DL..................................................... 6495,00 Bürosystem TTX ................................................ 13695,00 MPS 2000 .............................................................. 1695,00 MPS 2000 C........................................................... 1995,00 Einzelblatt2000 ...................................................... 980,40 Traktor 2000............................................................ 437,76 Liebe Loteks! MPS 2010 ............................................................. -
1547748067247.Pdf
The Legend of Neil Jump Ver. 0.2 !!/7+E9O+N4T1 The last thing Neil remembers he was drunk playing a game of Zelda when he whipped out his member and he masturbated to the fairy in the game because she was kinda hot then he asphyxiated himself with the Nintento game controller and that somehow transported him into the game~! Oh! But you’re not Neil. You’re some kind of multiverse traveling badass. Whether you’re stuck in a different game of Zelda, or in the one with Neil, you should know this isn’t the fantasy world you’re used to. It’s dangerous to go alone. At the same time, you probably don’t want to hang out with most of the people in this world. Anyway, take this: +1000 CP Background No matter which you choose, you’re going to start in the game. Each background gets ½ off their associated Perks and Treasures. Loser You’re a regular dude (or dudette). You can choose whether or not this comes with background memories of an uninspiring life. Good Elf Elves come in two varieties. Normal elves, and “white” or “forest Hyrulians”, if you want to be politically correct. The ebony-skinned city dwellers often claim to have many white elf friends, and admire the whites for their skill at dancing and sports. And would certainly have no problems with one seeking to rescue and marry their sister. Did you know there’s even integrated companies in Hyrule’s military now? Progressive! Truly, elf racism is over forever. -
Area Comunicazioni
Area Comunicazioni Rapporto di ricerca Lo scenario della produzione e distribuzione di web‐series Tassonomia dell’offerta, contenuti e linguaggi, la distribuzione e il ruolo dei broadcaster, i festival per Rai – Direzione Marketing Report definitivo 11 febbraio 2013 Via del Quirinale 26, 00187 Roma Tel. 06.4740746 Fax 06.4746549 www.i‐com.it info@i‐com.it 2 Lo scenario della produzione e distribuzione di web‐series Tassonomia dell’offerta, contenuti e linguaggi, la distribuzione e il ruolo dei broadcaster, i festival PROGETTO DI RICERCA PER RAI – DIREZIONE MARKETING ICOM – ISTITUTO PER LA COMPETITIVITA’ – AREA COMUNICAZIONE AUTORI: GIOVANNI GANGEMI, ANDREA MARZULLI, BRUNO ZAMBARDINO 3 SOMMARIO 0. Premessa: oggetto, obiettivi e metodologia della ricerca 0.1. Oggetto della ricerca 0.2. Scenario di riferimento 0.3. Contenuti generali della ricerca 0.4 Tassonomia delle web series 1. STATI UNITI 1.0. Premessa 1.1. Cenni sui principali trend del mercato 1.2. Generi e sottogeneri 1.3. Stagioni 1.4. Durata e pezzatura 1.5. Una panoramica su produzione e distribuzione 1.6. Il ruolo dei broadcaster e delle major 1.7. Alcuni dati sulle performance 1.8. Premi e festival 1.9. Le web series serie selezionate per il focus 2. REGNO UNITO 2.0. Premessa 2.1. Cenni sui principali trend del mercato 2.2. Generi e sottogeneri 2.3. Stagioni 2.4. Durata e pezzatura 2.5. Una panoramica su produzione e distribuzione 2.6. Il ruolo dei broadcaster 2.7. Alcuni dati sulle performance 2.8. Premi e festival 2.9. Le web series selezionate per il focus 3. -
SQUARE ENIX REVEALS NEXT DRAGON QUEST TITLE on the NINTENDO WII - DRAGON QUEST SWORDS: the Masked Queen and the Tower of Mirrors
SQUARE ENIX REVEALS NEXT DRAGON QUEST TITLE ON THE NINTENDO WII - DRAGON QUEST SWORDS: The Masked Queen and the Tower of Mirrors - LOS ANGELES, California (May 8, 2006) – Square Enix, Co., Ltd. (Tokyo, Japan, Square Enix), a leading developer and publisher of interactive entertainment software and services, announced the latest title in the DRAGON QUEST™ universe—and the first to make the jump to next-generation consoles. Unveiled at Square Enix’s E3 2006 press event, DRAGON QUEST SWORDSTM: The Masked Queen and the Tower of MirrorsTM will be released for the Nintendo WiiTM. “Since 1986, the DRAGON QUEST series has gained acceptance around the world and has been a staple of video gaming history,” said Yuu Miyake, Executive Producer, Square Enix. “We believe its appeal lies in simplicity that anyone can enjoy, and the excitement of becoming a hero in an epic adventure. With the Nintendo Wii, we believe that these aspects of the DRAGON QUEST experience can be taken to a whole new level of fun and interaction.” DRAGON QUEST SWORDS: The Masked Queen and the Tower of Mirrors is being developed with every aspect of the unique Wii hardware in mind. Additional details, including ship date and pricing, will be announced at a later date. Product Summary Logo: Creative Staff: Scenario and Game Design: Yuji Horii Character Design: Akira Toriyama Music: Koichi Sugiyama © ARMOR PROJECT/BIRD STUDIO/SQUARE ENIX All Rights Reserved. © KOICHI SUGIYAMA Square Enix Reveals Next DRAGON QUEST Title on the Nintendo Wii Page 2 of 2 About Square Enix Co., Ltd. Square Enix Co., Ltd. -
Timbaland Plagiarism Controversy
EN | FR Timbaland plagiarism controversy From Wikipedia, the free encyclopedia Timbaland's plagiarism controversy occurred in January 2007, when several news sources reported that Timbaland (Timothy Z. Mosley) was alleged to have plagiarized several elements (both motifs and samples) in the song "Do It" on the 2006 album Loose by Nelly Furtado without giving credit or compensation.[1][2][3] The song itself was released as the fifth North American single from Loose on July 24, 2007. Background The original track, entitled "Acidjazzed Evening", is a chiptune-style 4-channel Amiga module composed by Finnish demoscener Janne Suni (a.k.a. Tempest).[4] The song won first place in the Oldskool Music competition at Assembly 2000, a demoparty held in Helsinki, Finland in 2000.[5] According to Scene.org, the song was uploaded to their servers the same year, long before the release of the song by Furtado. The song was later remixed (with Suni's permission) by Norwegian Glenn Rune Gallefoss (a.k.a. GRG) for the Commodore 64 in SID format - this is the version which was later allegedly sampled for "Do It". It was added to the High Voltage SID Collection on December 21, 2002.[6] A video which claims to show proof of the theft was posted to YouTube on January 12, 2007.[7] Another video was posted to YouTube on January 14, 2007, claiming Timbaland also stole the tune a year earlier for the ringtone Block Party, one of several that were sold in the United States in 2005.[8] Authors' comments Janne Suni Janne Suni posted the following comment regarding the copyright status of "Acidjazzed Evening" on January 15, 2007: "...I have never given up the copyrights of Acidjazzed Evening.