Thursday, November 16, 2006

Video Game Arcade Music from 1983-2004 (Part One)

There are many styles of music, but there is one, which is underrated and the least known. From Folk music, Classical to Electronica we have gone a long way in musical development. Although Electronica spawned many distinct styles since the 1960’s, a new kind of electronic music was emerging in the 80’s. As we look into the early 1980’s into the history and differences in 1993, this was the music found in video game arcade cabinets.

In 1983 a very addicting game came out for the arcades. This was called Gyruss, developed by Konami. The music was pretty interesting. It remade the parts of J.S. Bach’s Toccata and Fugue in D Minor with a hyped tempo and hard rock percussion. The percussions were, of course, not very sophisticated. The drums were of the same synthetic sounds as the main instruments that play throughout. We must note that the instruments are in fact the same elemental sounds but were harmonized by a main and a bass. Before 1983, scores for video games were rare and much of the length of the music was no more than 20 seconds, such as Activision’s famed Pitfall! in 1982; whereas Gyruss had a full length of 3 minutes broken up into three parts. I believe this is the earliest attempt of creating a full score for a videogame seriously. It was also the first arcade game to feature stereo sound.

Sega was becoming a leader in the arcade business during the mid-80’s. In technology they were advanced for its time. Sega’s 1985 Space Harrier is the best example of the high point of this period in technology and helped videogame music live long and prosper. There have been games that have used this technology, however it was not well developed. Atari’s Star Wars in 1983 is famous for inviting the player with Obi-Wan’s voice, “The Force will be with you. Always.” in a raspy, telephone-like voice, when you insert your coin. The breakthrough in sound when Sega developed Space Harrier was the capacity to play pre-recorded sounds, but in a much better quality. In the beginning of this game you hear a greeting voice, “Welcome to Fantasy Zone! Get Ready!” The implication of this feature to play pre-recorded audio was the key for realistic percussion sounds. After this was published a legacy of great games became involved within the circle of using pre-recorded sounds in their product. Taito’s Darius, Irem’s R-Type, Sega’s Outrun and Afterburner, and specifically Capcom’s Chase HQ, which used pre-recorded sounds extensively with many voices and sound effects, are such early examples from 1986 to 1988. Space Harrier set the standard recordings used for percussions and with a better, smooth quality of speech.

As the technology of making arcade music was being assimilated in becoming more realistic, instruments are now becoming more diverse. From 1989 to 1993, not all sounds were realistic however. Percussion audio has improved overtime and some of the main melodies for some tracks are being produced using pre-recorded audio. In 1993, Capcom’s Super Street Fighter 2 presented the first crystal clear sound system for the arcades called Qsound, developed by Qsound Labs. Qsound was a technology that enhanced the audio, giving it 3D effects with a crisp CD quality. Most notable in this game is a specific stage in Brazil. The song had a very folk approach of Brazilian style with a modern twist. For the percussion and melody it was completely pre-recorded along with synthesized strings and guitar sounds. Throughout the game, players travel to many other countries as they move on to the next level. Because of this, you can hear many different styles having the kind of tone when one would listen to a specific culture. It was a great enhancement from previous titles in quality and it is here that we see that styles in videogames are becoming much more sophisticated.

The following of video game music history are shown. We have observed that in 1982, in contrast with 1993, are obviously the technological advances. Pre-recorded audio is used extensively for a variety of situations such as voice, percussion, and even melody. The future of this technology is that video games will be utterly revolutionized and break off into many branches of style with complete pre-recordings. Scores will now have no less than 30 minutes of soundtrack. And the sophistication of synthetic sounds will be used often. Furthermore, there is an authenticity in newer games since 1993. In old games the plot or content of the game corresponds to the music. On the other hand, newer games since 1993 have an identity since music styles are becoming ever more varied. The beauty of video game music is not only its technological advancement, but of its limitations as well. When one hears the music from a certain era and when knowing that it was given limitations, there is always a possibility to produce an aesthetically new sound, gaining admiration for its effort.

You can listen to the highlight songs.

Gyruss

Space Harrier- Main

Super Street Fighter 2- Blanka's Stage in Brazil

Monday, November 13, 2006

John Williams' Superman

Superman: The Movie was released in the USA in 1978 featuring the late Christopher Reeve as our protagonist. Although most claim that the movie itself was a decent production, the score gained much popularity due to its prestigious and authentic way of presenting the great, epic, and romantic hero. John Williams, the brilliant composer, is well-known for creating memorable film scores such as Jaws, Starwars, and E.T.: The Extra Terrestrial.

As I was listening to the score, I realized Williams had such a particular way in expressing certain themes throughout the film. A mysterious track, namely "The Planet Krypton", evoke a kind of an abyss deep in the universe where a least known civilization inhabit, yet he still retains the thematical birthmark of our great hero Superman. He describes this birthmark in subtle touches of strong but very minimal notes, very much like an imagined prelude to Superman's main theme.

"A Trip to Earth" is one of the most curious of all the tracks in the film. It begins with a mimick of a winged insect twisting and turning randomly in flight. As it develops, there is an introduction of trumpets which sweep the seconds in long and swerving notes as Kal-el is being transported in his spaceship. It is possible that the swerving nature of the track was to express the child travelling across unknown spaces in the galaxy where anything can happen. If one would put themselves lying down on a bed with wheels and being rolled around the building, I suppose it would be a dizzying experience after all.

The love song "Love Theme from Superman" is filled with lush and happiness. If you listen closely there are some sounds where you can parallel that to a little bird drying itself at a fountain. There are many beautiful sections of harmony, which is a great feeling when one feels when they are in love. Notably, there is a segment where the high notes are contrasting the lower note violins. I suspect this contrast was to represent the relationship between the feminine and the masculine in musical terms. It was a perfect combination to include this while having Superman's flight sequence. It was a great representation of harmony of love within the freedom of flight, where we often feel weightlessness as we delve into new dimensions of happiness.

Superman's mystical home on Earth and for tranquility is called "Fortress of Solitude." It is touched with bells representing the blinding glitter emitting from the crystals. As Kal-el walks about throughout his home, the track expresses the knowledge kept of his past as it is discovered in the present. Kal-el for the first time in his life, has found how it would be back at Krypton at last. It is here at the very end of the track, at the very last seconds, that we finally hear Superman's theme since the opening. In this sequence, this marks the crucial point when Kal-el understood what his destiny lies for him as Superman.

I hope you have found my observations interesting. I wish I could write more but there are too many tracks to write about, haha, but nevertheless I hope you will like the tracks. You may listen to the score listed below if you like.

Theme from Superman
The Planet Krypton
Destruction of Krypton
The Trip to Earth
Growing Up
Love Theme from Superman
Leaving Home
The Fortress of Solitude
Flying Sequence + Can You Read My Mind /Margot Kidder
Super Rescues
Lex Luthor's Lair
Superfeats
The March of the Villains
Chasing Rockets
Turning Back the World
End Title

Friday, November 10, 2006

Chrome Children

Peanut Butter Wolf’s

"Chrome Mix"



pretty much i dig this mix. PBW mixed half of the songs from Chrome Children with random tracks. it's 21 minutes long but the listen is well worth it. Chrome Children features music from Madvillain, J Dilla, Madlib, and others. after touring Japan and Europe the Chrome Children (PBW, Madlib, J. Rocc, Percee P.) Tour is close to its end. a few more shows and it's back to los angeles to finish it off at El Rey Theater on the 17th.


here's the track listing:

Quasimoto - Greenery from "Further Adventures of Lord Quas"
Guilty Simpson - Clap Your Hands from "Chrome Children"
Madvillain - Meat Grinder (Madlib Remix) unreleasedPercee P - Rappers Flee unreleased
Madlib - Take it Back from "Chrome Children"
Georgia Anne Muldrow - Melanin from "Olesi: Fragments of an Earth"
Georgia Anne Muldrow - Because from "Olesi: Fragments of an Earth"
Jaylib - No $ No Toke (aka Blaze Up) from "Chrome Children"
Koushik - None in Mind from "Chrome Children"
Aloe Blacc - Long Time Coming from "Shine Through"
MED - All I Know from "Chrome Children"
Roc C - Dont Stop from "All Questions Answered"
Oh No - Oh Zone from "Chrome Children"
Quasimoto - Hydrant Game (Jaylib Rmx) unreleased
Diamond D - An Untitled Percee P Joint unreleased
Jaylib - The Ruckus unreleasedDudley Perkins - That's the Way it's Gonna Be from "Expressions"