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    FromBitstoHits:VideoGamesMusicChangesitsTune KarenCollins

    citeas:

    Collins,Karen2005.FromBitstoHits:VideoGamesMusicChangesitsTune

    Film

    International#12,

    January

    2005.

    pp.

    419.

    WhenIwasakid,mybrotherandIwouldplayNintendountilwewerebothdoubledoverwithwhatwedcalled

    Nintendothumb.Ilaterlearnedthetechnicaltermforthisproblemwascarpaltunnelsyndrome,butitdidnt

    matterIwashooked.Hookedonthelittlecartoonishcharactersthatfeltsolifeliketomeatthetime,hookedon

    gamesthatledmethroughtime,throughhistory,throughworldsknownandunknown,andmostimportantly,

    hookedonlaughingatmybrotherasIjoinedinwiththequickdescendingglissandobleepingofthemachine,

    signifyingthecharactersdeath,andmyturntoplay.

    Thoseof

    us

    who

    grew

    up

    in

    front

    of

    several

    generations

    of

    games

    consoles

    take

    for

    granted

    that

    games

    music

    has

    comealongwayfromtheblipsandbleepsoftheearlymachines.Afterall,eventheconservativeNational

    AcademyofRecordingArtsandScienceshasnowallowedforGrammyawardsforinteractivegamesmusic.iThere

    arealsoBAFTAandMTVawardsnowforgamessoundtracks.Infact,manyfilmcomposersandpopularmusic

    groupsarebecomingincreasinglyinvolvedintheproductionofgamesmusic,andsoundtrackstovideogamesare

    findingaconsiderableaudienceamongstmusicfans,asmoreandmoregamessoundtracksbecomereleasedas

    musicCDs. HowardShore,composerofthefilmsTheLordoftheRingsandTheSilenceoftheLambshasrecently

    completedthescoreforWebzensSUN,andMichaelNyman,famousforhisPeterGreenawayfilmscores,hasalso

    producedmusicforgames,suchasSegasEnemyZero.Despitetheadvancesingamestechnology,manyacademics

    havebeenslowtorecognizethegrowingimportanceofgamesmusic.

    Assoundtechnologyimprovedthroughthelastthreedecades,sodiditsroleingames.Musicquicklywentfrom

    beingacatchy

    gimmick

    designed

    to

    sucker

    quarters

    from

    unsuspecting

    passers

    by

    in

    arcades,

    to

    being

    an

    integral

    partofthegamingexperience.Gamesmusicsharesmostofthefunctionsoffilmmusicithelpsestablishsettings,

    emphasizesmovement,andservesnarrativefunctions(continuity,unity,cuing,foreshadowing,etc.).iiInaddition

    tothesefunctions,gamesaudio,duetoitsinteractiveelements,hasadditionalfunctions,suchashelpingtolocate

    theplayerinthegame,drawingtheplayerinemotionally,symbolizingspecificeventsoritemstolettheplayer

    knowwhentheyvedonesomethinggoodorbad,andmostimportantly,cueingplayerstotakeanaction,suchas

    warningtheplayerthatabadguyisjustaroundthecorner.Therehaveevenbeengamesinwhichmusicplaysa

    pivotalroleintheplotandplayersmustpayattentiontomusicalcuesinordertoprogress.Anygamertodaycan

    tellyouthatmostgamesaredifficulttoplaywithoutsoundon.

    Anewfunctiontodayofgamesmusicismarketingeithertosellthesoundtrackstothegames,ortoattractmusic

    fanstoaparticulargame.Popularmusicisoftenincludedingamestoday,asisevidencedbyIsland/DefJams

    recentpartnership

    with

    Electronic

    Arts,

    the

    largest

    game

    manufacturer.iii

    The

    recent

    game

    Tony

    Hawk's

    Underground:T.H.U.G2,forinstance,hasaneclecticrangeoftracks,fromoldschoolpunkliketheRamonesand

    theSexPistols,tojustplainoldschoollikeFrankSinatraandJohnnyCash,aswellascontemporaryhiphopartists

    likeAesopRock.Themusicindustryisevendiscoveringvideogamesasanewchannelformarketingbands,as

    artistslikeAndrewWK,GoodCharlotte,andTrustCompanyhavesuccessfullygainedexposurethroughthe

    medium.iv Onesurveysuggests55percentofteenagegamerslearnofnewmusicthroughgamesnow,andasong

    inapopulargameislikelytobeheard600milliontimes.v Gamessoundtracksareevenmakingtheirwayintothe

    charts,asElectronicArtsNBALive2003recentlybecamethefirsttoachieveplatinumsales(onemillionunits).

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    TheaimsofthispaperaretooutlineandexplainwhatIwillrefertoasthethreemainstagesofgamesaudio

    development.Thefirstisthemusicofthe8bitmachines,thatpivotaltimeofblipsandbleepsthatmanystillcallto

    mindwhendiscussinggamesmusic.Thesecondstageisthemusicoftheinbetweenyears,whendevelopments

    intechnologyexpandedintoMIDIandwavetablesynthesis,andsubsequentlymoresophisticatedmusicingames

    begantodevelop.ThefinalstagebeginswiththeinclusionofRedbook(CD)audioandtakesustotodaywhen

    therearefewlimitationsintechnologyandgamesscoringhasbecomealucrativebusiness.

    Part

    One:

    The

    8

    Bit

    Revolution

    Theearliestvideogamesthosegoingbacktowhatisallegedlythefirst,WilliamHigginbothamsTennisforTwo

    gameof1958,andSteveRussellsSpacewarof1962hadnosound. Likewise,theearliesthomeconsolessuchas

    theMagnavoxOdysseywerealsosilent.ItwasntuntilAtarisPong(1972),anearlyelectronictabletennisgame,

    thatavideogameincludedsound,makingthebeepingpongsoundwhentheballhitthepaddle.AsStephenKent

    reports,thepongsoundwasreportedbydesignerAlAlcornasanaccident:

    Thetruthis,Iwasrunningoutofpartsontheboard.Nolan[Bushnell]wantedtheroarofacrowdofthousandsthe

    approvingroarofcheeringpeoplewhenyoumadeapoint.TedDabneytoldmetomakeabooandahisswhenyou

    lostapoint,becauseforeverywinnertheresaloser.IsaidScrewit,Idontknowhowtomakeanyoneofthose

    sounds.

    I

    dont

    have

    enough

    parts

    anyhow.

    Since

    I

    had

    the

    wire

    wrapped

    on

    the

    scope,

    I

    poked

    around

    the

    sync

    generatortofindanappropriatefrequencyoratone.Sothosesoundsweredoneinhalfaday.Theywerethesounds

    thatwerealreadyinthemachine(Kent,2001:4142).

    Taito/MidwaysSpaceInvadersof1978wasthefirstmajorarcadegamesuccess,andalsothefirstgametoinclude

    acontinuousbackgroundsoundtrack:foursimplechromaticdescendingbassnoteswhichrepeatedinaloop.Along

    withthemusic,thegameincludedsixsoundeffects:amissileshot,explosions,astrikeonasaucer,aflyingsaucer

    sound,invaderhits,andthebonusmissilebase.MostremarkableaboutSpaceInvadersisthefactthat,despite

    beingthefirsttoincludeabackgroundtrack,italsorecognizedtheneedforthesoundtracktobeinteractivethat

    is,themusicstempowasaffectedbytheplayersprogressinthegame.Inthiscase,thefourtonesbecamethe

    marchingofalienfeetthatspedupasthegameprogressed.

    Mostvideogamesmusicatthetimeoftheearlyarcadehitsincludedoneortwochanneltuneseitherasquicktitle

    themesortwotothreesecondingameloops,althoughanotherimportantinventioningamesaudiocame

    quicklythecutscene,anintermission,orbreakinagameduringwhichplayerssitbackandwatch,usedasa

    rewardforattainingaparticularlevel.TohruIwatanisPacman,thefirstgametoincorporateacutscene(1980),

    enjoyeditsmostmusicaltimesduringthesescenes,sincerunningaudioandplayerinteractionatthesametime

    wastypicallytootaxingontheoldprocessors,butwithouttheplayerinteraction,soundcouldbeboosted.Pacman

    alsobroughtaboutamassrealizationofthecatchinessofsoundingamesitsinfamouswacawacaingame

    soundandopening2channeltitlethemebecamethesourceofseveralgimmicksongsinthe80s,suchasWeirdAl

    YankovicsPacman,andBucknerandGarciasPacmanFeverthelatterofwhichquicklyledtoanalbumof

    othergamestunes,including"GoinBerserk","DoTheDonkeyKong","OdetoaCentipede","Froggy'sLament"and

    "Defender". Videogamesmusicmayhavebeenviewedasagimmick,butitwasheretostay.

    Thebeginningsofinteractiveaudioonlyprovidethevaguestofcluesastowhatwastocome.Soundwasslowto

    develop,andifonerecognizesthepoorgraphicsqualityofthoseearlygamescomparedwiththoseoftoday,its

    notamajorleapoftheimaginationtorealizethesoundoftheoldgameswasequallypoor,ifnotworse.PCsin

    particularwereconsideredbusinessmachines,andaudiowasnotseentohavemanybusinessapplications,and

    wasthereforenotapriorityforcomputerdevelopers.Nevertheless,thereweremanyprogressiveideasintroduced

    totheaudioof8bitmachinegames,and8bitgamesdevelopedauniqueaestheticthatisstillenjoyedbygamers

    andmusicfanstoday.Infact,awholegenreofelectronicmusicknownasbitcore,bithop,bliphopor

    micromusichasbeenspawnedbycomposerswhostilluse8bitmachinestoday.vi

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    Themajorityof8bitmachines(andearlyarcadeandpinballmachines)usedwhatisknownasProgrammable

    SoundGenerators,orPSGsound.EarlyPSGsusedanaloguesynthesis,orsubtractivesynthesis,whichstartswitha

    waveformcreatedbyanoscillator,andusesafiltertoattenuateorsubtractspecificfrequenciesandthenpasses

    thisthroughanamplifiertocontroltheenvelopeandamplitudeofthefinalresultingsound.Thesespecifications

    wereusuallycodedinassemblylanguage,andearlysoundprogrammersneededtounderstandtheprogramming

    languagetoengagethechip.Thismeantthatmostearlycomposerswereinfactprogrammersworkingonother

    aspectsof

    agame,

    or

    at

    best,

    in

    house

    programmer

    musicians

    who

    had

    to

    work

    closely

    with

    programmers

    working

    onotheraspectsofthegame.PSGsofferedlittlecontroloverthetimbreofasound,usuallylimitingsoundsto

    singlewaveformswithoutmuchabilitytomanipulatethatwaveform.ManyofthesePSGsweregenericchips

    createdbyTexasInstrumentsorGeneralInstruments,butsomeearlyhomecomputercompanies,suchasAtariand

    Commodore,designedtheirownsoundchipstoimprovesoundquality.

    InternationalBusinessMachines(IBM)introducedtheirPersonalComputer(PC)in1981.ThefirstIBMPCsand

    clonescontainedonlyatinyspeakerthatcouldproducesimpletones(typicallysquarewaves)ofvaryingfrequency

    butofafixedvolume,designedtoindicateerrorsorothermessages,sometimesreferredtoasabipperora

    beepertheywere,asthenamesuggested,businessmachines,andgameswereviewedfairlyirrelevanttothe

    market. By1983,seeingthesuccessofcompaniessuchasCommodoreandApple,IBMrealizedthattheirbusiness

    couldbeexpandedintoawidermarketbymakingthePCmoreaccessibletotheneedsofthehomeuser.Withthis

    inmind,

    the

    IBM

    PCjr

    was

    launched

    in

    1984.

    To

    better

    compete

    with

    the

    other

    home

    PCs

    being

    marketed

    at

    the

    time,severalchangesweremadetotheoriginalPC.Enhancedgraphicsandsoundillustratedtheimportanceof

    videogamesinthehomecomputermarket. AlthoughthePCjrhadseveralfailingswhichhelditbackfromgreat

    success,vii

    theseproblemswereimproveduponbyitspopularclone,RadioShacksTandy1000.TheTandy1000

    retainedtheenhanced3voicesoundofthePCjr,makingitpopularwithgamersandgamedevelopersintheearly

    1980s.

    IBM,inanefforttomarketthePCjr,hiredtheUScompanySierratoproduceaPCjrgamethatwouldshowoffthese

    newlyenhancedcoloursandsoundcapabilities.Sierrahadpreviouslycreatedgraphicandtextadventuresforthe

    PC,suchasUlyssesandtheGoldenFleece,MysteryHouse,andTheDarkCrystal.SierrasanswertoIBMs

    assignmentwasKingsQuest,thefirst3Dgraphicadventuregame.ButSierrawentonestepfurther,creatingan

    AdventureGameInterpreter,orAGI,whichwouldbecomethestandardforprogrammingSierraspopulargraphic

    adventureseries

    such

    as

    Space

    Quest,

    Police

    Quest,and

    the

    Leisure

    Suit

    Larryseries.

    The

    AGI

    format

    was

    designed

    forandmodeledaroundthePCjrssoundchip,usingallavailablesoundchannels.ThePCjr,TandyandMacintosh

    versionsofthegamessongswerecomposedoffourparts;themelody,twoaccompanimentparts,andonenoise

    (generallyforsoundeffects).ThegamescouldalsobeplayedontheIBMPC,althoughthePCssinglechannelcould

    onlyplaythemelodyportion(firstchannel)ofthesongs.

    MostearlygamesforthePCwerecodedinBASICA,otherwiseknownasAdvancedBASIC(BeginnersAllPurpose

    SymbolicInstructionCode),theofficialBASICofIBM.BASICasalanguageforgameprogrammingwassomewhat

    limitedontheoldmachines,whichhadtroublemanagingsoundatthesametimeasexecutingothertasks.The

    processorscouldonlymaintainstaticsound,or,insomecases,apatchydynamicsound,andtheseparate

    channelsforthosefewPCsthathadthem,wouldoccasionallyexperiencedelayduetotheslowexecutionofthe

    commands.viii

    Atbest,then,gameshadatitletheme,athemeatkeyevents(suchasdeathofamajorcharacter),

    sometimestied

    in

    with

    cut

    scenes,

    and

    agame

    over

    sequence.

    Background

    music

    for

    the

    early

    home

    PCs

    was

    rare.

    AswiththePC,thirdpartysoundexpansionboardswerebuiltfortheMacintoshAppleIImodels,themostpopular

    ofwhichusedGeneralInstrumentsAY38192PSGchip,whichprovidedthreetonechannelsandonenoise

    generator.SweetMicroSystemsMockingboardwasthebestsellingofthesesoundboardstousetheAY38912,

    andwasavailableinfourdifferentpackages,addingspeechsynthesisandupto6channelsofsound.Withoutmany

    gamessupportingthemusic,however,mostoftheaddonboardswereusedbyhomemusiciansratherthan

    gamers.

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    ItwasCommodorewhichfullyrecognizedtheimportanceofgamingtothehomecomputermarket. In1982,after

    thesuccessofitsVIC20model,Commodorereleasedits64Kmodel,whichwouldgoontobecomethebestselling

    computerofalltime,havingsoldanestimated22millionunits.TheC64wasoriginallyconceivedofasagame

    computer,andthegraphicsandsoundremainevidenceofthis.Thesoundchip(calledSID,orSoundInterface

    Device)wasathreevoiceplusnoisegeneratorchip,createdbyRobertYannes,whohadhelpedengineertheVIC

    20,andwouldlatergoontocreatetheDigitalOscillatorChipfortheAppleIIGS,andthentofoundEnsoniq

    keyboards.Unlike

    other

    PC

    chips

    at

    the

    time,

    each

    tone

    on

    the

    chip

    could

    be

    selected

    from

    arange

    of

    waveforms

    sawtooth,triangle,pulse,andnoise. Eachtonecouldalsobesubjectedtoavarietyofeffectsandprogrammable

    filtersincludingringmodulation.AnindependentADSRamplitudeenvelopemodulatorenabledtheSIDtomore

    accuratelyimitateotherinstrumentsthanpreviouschips. Thenoisechannelcouldalsooperateasasimplepulse

    wavemodulation4bitsampler.

    Frogger,releasedin1981inthearcadesand1983fortheIBMPCandC64,revealsthegreatdifferencesbetween

    themachinesofthetimes.ThePC(andtheAtariVCS1982version)couldonlyhandleashorttwochanneltitletune

    andlevelintrosong,therestofthegameremaininglimitedtosoundeffects.TheCommodore64ontheother

    handcouldadaptthesongfromthearcadeversion,whichhadacontinuousbackgroundmedley,includingYankee

    DoodleandCamptownRaces. Infact,CommodoresadvancedSIDchipallowedformuchgreaterreplicationof

    recognizablesongs,andtheadaptationofsongsfromthebetterequippedarcadeversionsapracticeknownas

    portingwascommon

    on

    the

    C64.

    Other

    tracks

    were

    adapted

    from

    popular

    songs:

    1986s

    International

    Karate,forinstance,wasinspiredbyRyuichiSakamotosscoreforthe1983warfilmMerryChristmasMr.Lawrence,and

    MontyontheRun,usinganewpitchbendcodeinventedbycomposerRobHubbard,wasinspiredbyTheDevil's

    Gallop(CharlesWilliams),thetitlethemeforthe1940sAmericandetectiveradioshow"DickBarton". Aswellas

    theseimitationsofknowntunes,andtheuseofthecopyrightfreemedleysseeninFrogger,songswerealsoinrare

    caseslicensedspecificallyforgames.Forinstance,GriggandJansencoveredtheKingsmens LouieLouiefor

    CaliforniaGames.

    Likehomecomputers,theearly8bitconsoleshadsinglePSGs,mostlywiththreeplusonechannelsofaudio,and,

    likePCs,theaudiochannelshadtobedownmixedtoonemonooutput.Programmersfor8bitconsolesraninto

    manyofthesamedifficultiesasPCgameprogrammers.Therewaslittleroomingamesformusic,soagain,atbest,

    atitlesongorshortvictorysongmayhavebeenused.TheIntellivisionforinstancehadacartridgespaceof4K,and

    audiowas

    given

    perhaps

    ten

    percent

    of

    this

    space.

    ix

    Atari

    VCS

    games

    were

    lucky

    to

    have

    any

    music

    at

    all.

    TheAtariVCS(VideoComputerSystem,alsoknownasthe2600)sawlimitedsuccesswhenitwasfirstreleasedin

    1976.In1980,however,AtarilicensedthearcadehitSpaceInvaders,whichbecameabestsellerandhelpedto

    spuronthesalesoftheVCS. Eventually,over25millionVCSsystemsweresold,andover120millioncartridges.x

    ThesoundchipintheVCSwasknownastheTIA(TelevisionInterfaceAdapter),andalsohandledgraphics.The

    audioportionhadtwochannels,eachwitha4bitvolumecontrol,a4bitwaveformcontrolselectoranda5bit

    frequencydivider(capableofdividingafrequencyof30KHzby32values).This5bitfrequencycontrollerwas

    incrediblylimited,andusedapolynomialcounter,atypeofbinarycounterthatusesapseudorandomwayof

    counting,ratherthanthenormalbinaryincremental/decremental.Achosenfrequencywasdivideddownfromthe

    systemclock,meaningmanypitcheswerenotintunewithothers,makingitdifficulttoprogrammelodies.Even

    titlethemeswereuncommon,andifanythingafewnoteswhichsoundedcompletelyrandommightbethrownin

    asatitle

    song.

    ThelackofprogrammabilitymeantthattheAtariVCS,whenitdidhavemusic,hadmoreoriginalsongs,asporting

    songsfromwellknownmusicwasdifficult,althoughattemptsweremade.ThegameUpndowninparticular

    showsthedistincteffecttheAtaristuningshadonthecompositionofsongs,asitturnsabluesyF#minorgroovein

    thearcadeversiontoanalmostdementedsoundingversioninCminor.

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    Figure1.UpNDown ArcadeVersion(Sega1983)

    Figure2.UpNDownAtariVCSVersion(Sega1983)

    MattelsanswertotheAtariVCSwastheIntellivision,moreadvancedinsoundandgraphics. Alsoimportantwas

    itsmodulardesign,allowingforextensionssuchastheEntertainmentComputerSystem,amusickeyboardand

    secondsoundchip,allowingforsixsimultaneouschannels.TheoriginalIntellivisionusedaGeneralInstruments

    PSGsoundchip,theAY38914.PartofaseriesofGIchipspopularwithgamemakers(thechipswereusedinthe

    ZXSpectrum,AmstradCPC,BBCMicro,AtariST,SegaMasterSystemandmanyarcademachines),the8914had

    threetonegeneratorchannelsandonenoise.Eachchannelallowedforindividualcontroloffrequency,volumeand

    envelope.PitchwasstillcontrolledbythefrequencydivisionmethodlikeontheVCS,buttheGIchipusedatwelve

    bitregistertosetthedivisor,allowingfor4096possibilitiesinsteadofonly32intheVCS.Thismeantthe

    Intellivisioncouldmorecreatemorerecognisablerenditionsofknownsongs,suchasBillGoodrichsuseofFlight

    oftheBumblebee(RimskyKorsakov)onthegameBuzzBombers.xi

    Undoubtedlythemostpopularofall8bitmachineswastheNintendoEntertainmentSystem,orNES.TheNES,

    releasedinNorthAmericain1985,usedabuiltinfivechannelPSGwithonewaveformforeachchanneltwo

    pulsewaves,atrianglewave,anoise,andasamplechannel. Thepulseandtrianglechannelshadan11bit

    frequencycontrol,capableofabouteightoctaves.Thepulsechannelshadfourdutycycleoptionsanda4bit

    amplitudeenvelopefunction,andoneofthechannelshadafrequencysweepfunctionthatcouldcreate

    portamentolikeeffects,andwasoftenusedforUFOorlasergunsoundeffects. Thepulsewavescouldalsobe

    detuned,andvibratoeffectscouldbesimulated.Thetrianglewavechannelwassetoneoctavelowerthanthatof

    thepulsewaves,hadafourbitfrequencycontrol,buthadnovolumeorenvelopecontrol.Thefifthchannelwasa

    PCMchannelsampler,alsoknownastheDeltaModulationchannel(DMC).

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    TheNESwasshippedwiththegameSuperMarioBrothers,agamewhichwouldspurcomposerKojiKondointothe

    spotlightinJapan.AlthoughmanyNorthAmericansprobablycouldntrecognizeKondosname,mostofthem

    wouldprobablyrecognizethetune.xii

    KondoquicklymasteredthelimitationsoftheNESsoundchip,managingto

    filloutitsthreetonechannelswithacleveruseofpercussion,catchymelodies,andsmoothloopingcapabilities

    thatusedslightvariationstokeepthesongfromgettingasmonotonousasearliergames. MostNESsongs

    consistedofamelody,thickenedoutwithasecondchannel,abassline,andpercussion,andthelimitationsmeant

    mostsongsweremelodybased,butsomecomposersexploredotherpossibilities,includingHirokazu"Hip"

    Tanakas

    now

    well

    known

    score

    for

    the

    Metroid

    game,

    which

    intentionally

    avoided

    melody

    based

    songs,

    instead

    optingforascoreperhapsclosertothatofsciencefictionfilmmusic,wheresoundeffectsandsongblurtogether

    tocreateanatmosphere,andthemusicdisappearsintothebackground.

    Figure

    3

    Metroid

    title

    theme

    (Hirokazu

    Tanaka)

    (Nintendo

    1986)

    NESsoundandmusicwasgenerallyallottedabouttenpercent(440Kb)ofthetotalgamesize,xiii

    althoughsome

    gamesusedincartridgesoundchipstoaddextrachannels.Forinstance,theKonamiVRC6andVRC7chip,usedin

    CastlevaniaandLagrangePoint,generatedsoundusingFMsynthesis.FrequencyModulation(FM)synthesishad

    beendevelopedbyJohnChowningatStanfordUniversityintheearly1970s,andeventuallylicensedandimproved

    uponbyYamaha,whowouldusethemethodfortheircomputersoundchips,aswellastheDXseriesofkeyboards.

    FMusesamodulatingwavesignaltochangethepitchofanotherwave(knownasthecarrier). EachFMsound

    needsatleasttwosignalgenerators(oscillators),oneofwhichisthecarrierwaveandoneofwhichisthe

    modulatingwave. FMsoundchipsfoundtheirwayintomanyoftheearlyarcadegamesofthelate1970sandearly

    1980s,andintomostmid80ssoundcards.ComparedwiththePSGchips,theywerefarmoreflexible,offeringa

    muchwiderrangeoftimbresandsounds,withalimitedamountofmemoryrequired.Theywere,however,too

    expensive

    for

    the

    earliest

    home

    consoles,

    although

    they

    found

    their

    way

    into

    many

    early

    arcade

    games.

    RecognizingthatgamersandmusicianswanteddecentqualitysoundfromtheirPCswithouthavingtogooutand

    buynewcomputers,addonthirdpartyFMsoundcardsbegantodevelopinthemid1980s.Itsworthnotingthat

    soundcardsweredesignedwiththegamerinmind:theygenerallyhadajoystickgameportwhichcoulddoubleas

    aMIDIportwithanadapter.Aswell,linesin/outforspeakers,headphones,homestereosandmicrophoneswere

    oftenincluded.ThefirstpopularPCsoundcardwasproducedbythesmallCanadiancompanyAdLibMultimediain

    1986.AdLibbasedtheircardonaYamahaFMchip,YM3812,whichwasalaterversionofthepopularYM3526

    usedinmanyarcadegames.IthadnineFMchannels,orsixtonechannelsandfiveforpercussion.TheuseofFM

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    synthesistechniquesmeantthatgamedeveloperscouldnowuseawiderrangeofinstrumentsandsounds. To

    boostsales,theAdLibcardwaspackagedwithsoftwarecapableofplayingbackMIDIfiles(JukeBox),aMIDI

    sequencerprogramequippedwith145presetvoices(VisualComposer),andanFMsynthesisprogramtodesign

    soundsorinstruments(InstrumentMaker).xiv

    KeyboardmanufacturerRolandhadalsobegunmakingsoundcardsforPCsbythelate1980s.Remarkableforits

    time,theMT32had32voices,with256presetyetprogrammableinstrumentsreadyforMIDIuse. Whatreally

    madeit

    unique,

    however,

    was

    that

    it

    used

    wavetable

    synthesis.

    Wavetable

    synthesis

    uses

    pre

    set

    digital

    samples

    of

    instruments,usuallycombinedwithbasicwaveformsofanaloguesynths.Rolandwasgivenaseriousboostwhen

    theSierrasoftwarecompanysignedadealwiththecompanyalongwithAdLib.Aswellasbecomingaresellerof

    theproducts,SierrawouldadoptbothRolandsMT32soundcardandtheAdLibasstandardsfortheir

    compositions,beginningwithKingsQuestIV.xv

    Sierrawouldonceagainshowoffthecapabilitiesofthehardware

    components,bybringingonboardGrammyandEmmynominatedcomposerWilliamGoldstein,and,laterJan

    Hammer,amongothers,tocomposeforthegames.

    ItwasaroundthistimethatMIDI,aprotocoldefinedin1982toallowmusicaldevices(synthesizers,keyboards,

    sequencers,mixingdesks,computers)tobecompatibleinastandardizedformat,revolutionizedthepossibilitiesfor

    gamescomposing.Onlycommands,ratherthanactualsounds,aretransmitted,meaningfilesizewasverysmall

    absolutelycrucialforgames.AMIDIcommandmight,forinstance,tellasynthesizerwhentostartandstopplaying

    anote,

    at

    what

    volume

    and

    what

    pitch,

    and

    what

    voice,

    or

    sound,

    to

    use.

    Initially,

    some

    of

    this

    information

    would

    varygreatlydependingonthedevicesused,butin1991aGeneralMIDIstandardwasagreedupon.Thisstandard

    laidoutatemplatefor128instrumentsandsoundeffects,sothatthesamenumbersetting wouldbethesameon

    anyMIDIdevice:soacommandsayingplaynumber39wouldalwaysplayaslapbass.

    Mostimportantlytogamesmusic,MIDIallowedfornewinnovationsininteractivity.Onesuchdevelopmentwas

    LucasArtssiMUSE(InteractiveMusicandSoundEffects),in1991.iMUSEwasoriginallydevelopedforLucasArts

    StarWarsgameforNintendo,butfounduseinpopularLucasArtsgameslikeMonkeyIsland2,andIndianaJones

    andtheFateofAtlantis. TheiMusesystemsequencedMIDIinawaythatallowedcomposerstoorganizemusical

    cuesinsuchawaythatitcouldjumpaboutwithinagiventrack,tointeractwithwhatwashappeninginthegame.

    Itcould,forinstance,changevolume,tempo,oraddorremoveinstrumentsorsoundeffectsinresponsetoagiven

    actioninagameinotherwords,itcouldcreatetrueinteractivegamesmusic.

    CompetingwithMIDIintheearlystagewasthetrackerformat,alsoknownasmoduleformat,orMOD.Tracker

    programsworkedmuchlikemodernMIDIsequencers.Atrackerprogramwouldstoredataonthenotes,volume

    setting,effectsandinstrument(likeMIDI),howevertheywouldalsorecorddigitalsamplesoftheinstrumentsin

    theactualfile,limitedonlybythesizeoffile(the880Kbfloppydisk).MODfileshadtheadvantageoverMIDI,then,

    inthatmusicorothersoundeventswouldsoundasthecomposerintended,andawealthofpossiblesoundswas

    suddenlyopenedupforthecomposertouse. MODfileswerealsoeasiertoprogramfornonmusicianslike many

    gamecomposersandmadeiteasytosequencerepetitiveloopsalsoimportantforgamecomposers.xvi

    The

    MODformatneverreallycaughtonbecauseofitssizerequirementsandthelimitationsofgamescartridges,and

    thefactthatthesoundqualityofthehardwarewasgenerallynotasgoodasMIDIcomponents.Althoughthere

    wereafewgamecompaniesthatusedtrackerformat(EpicMegagames,forinstance),themajorityusedthe

    bettersupportedMIDI.

    PartTwo:The16BitEvolution

    Thefirst16bitconsolewasreleasedbythemultinationalcommunicationscorporationNECinJapanin1987as

    thePCEngine.ThePCEngine,orTurboGrafx16asitbecameknownintheWest,wasnottrue16bit,butratherhad

    two8bitprocessors.Nevertheless,itdidhavea16bitgraphicschip,and6channelstereosoundwith5bit

    sampling,andwaspopularinJapanwhenitwasreleased.WhenitcametimeforaNorthAmericanrelease,

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    however,theTurboGrafx16didnotfaresowell.PartofthereasonforthiswasthefactthatNintendohadmany

    gamedevelopingcompaniesunderstrictexclusivecontracts,restrictingthemfromdevelopingforothersystems.

    TheTurboGrafxCDmodelprovidedgamersattimeswithoptionsoflisteningtothesystems6channelsound

    generatororprerecordedCDaudioatselecttimesinthegames.

    Thefirstreal16bitconsolewasthe1989releasebySega,theMegadrive(theNorthAmericannamewasthe

    Genesis).TheMegadriveproducedmanygamesportedfromsuccessfulSegaarcadegameslikeSpaceHarrier,After

    Burnerand

    Ghouls

    N

    Ghosts.The

    system

    originally

    came

    packaged

    with

    the

    arcade

    hit

    Altered

    Beast,but

    soon

    took

    onNintendosMariowiththeirSonictheHedgehogcharacter.TheMegadrivealsohadsuperiorsoundoverthe

    NES:ithadonePSG3+1chiptohandleeffectsandtheoccasionalmusicpart(aTexasInstrumentschip,thesame

    usedintheColecovision),aswellasaYamahaFMsynthesizerchip,whichhadsixchannelsofdigitisedstereo

    sound,andonePCM8bitsamplechannelwhichwascapableofasamplerateof22KHz(thesamechipusedinthe

    YamahaDX27andDX100keyboards).Castlevaniashowsofftherapidimprovementinsoundqualityonthe

    Megadrive.

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    Figure4CastlevaniaBloodines(MichiruYamane),Konami1994.SegaMegadrive

    WiththeMegadriveleaguesaheadoftheNESincapabilities,Nintendorealizedthattheywouldhavetobuilda16

    bitsystemtocompete.By1991,theyhaddevelopedtheirSuperFamicom,orSuperNintendoEntertainment

    System(SNES).TheSNESsoundmoduleconsistedofseveralcomponents,themostimportantofwhichwasthe

    SonySPC700,whichactedasacoprocessorwithitsownmemory.TheSPC700wasan8bitCPUrunningat2

    MHz,with

    an

    attached

    16

    bit

    Sony

    digital

    signal

    processor,

    essentially

    awavetable

    synthesizer

    which

    supported

    eightstereochannelsatprogrammablefrequencyandvolume,andeffectssuchasreverb,filters,panning,and

    envelopegenerators,andwithapresetstockofMIDIinstruments.Inaddition,therewastypicallyasignificant

    amount(24Mbit)cartridgememorythatcouldbeusedforsound. Foreaseofprogramming,softwarewas

    developedtoconvertPC/MacMIDIfilesintofilesexecutablebytheSPC700,andthereforemusicianscouldspend

    moretimecomposingthesongs.

    TheThirdStageandtheStartofCDAudio

    Althoughbytheearly1990smostcomputershadFMsoundcardssupportingMIDI,manyofthesesoundcards

    werecheap,andtheFMsynthesismadetheMIDImusicsounddisappointing.WhenCDROMScameout,MIDIin

    gamingwasprettymuchabandoned,andwithitthenotionofinteractivemusic.PopularearlyCDROMtitleslike

    7th

    Guest

    cameout

    with

    high

    resolution

    graphics

    and

    higher

    quality

    music.

    The

    CD

    ROM

    technology

    ensured

    that

    therewasmoreroomformusicingamespreviouslymostgameshadshippedon3.5floppydisks,and,perhaps

    moreimportantlytothegamecomposers,sincetheaudiowasnotreliantonasoundcardssynthesis,composers

    couldknowhowthemusicwouldsoundonmostsystems.

    SegareleasedtheirCDROMbased32bitSaturnin1994.Theaudioalonehadtwoaudioprocessors,runningon

    theMotorola68000thesameprocessorthathadbeenusedastheMegadrivesCPUknownastheSaturnCustom

    SoundProcessor(SCSP),manufacturedbyYamaha.TheSCSPconsistedofa32channelPCMsoundgenerator,

    capableof44.1KHzsampleratesanda16bitdigitaltoanalogueconverter. Thesoundboardalsohada32voice

    MIDIYamahaFMsynthesizer,whoseoutputcouldbemixedinstereousinga16channeldigitalmixerandtimer.

    TheonlydrawbacktoSaturnssoundsystemwasthelimitedamountofRAMaccordedtosound.Becauseaudio

    sampleshadtobedownloadedraw(decompressed)intotheaudiomemorybufferof512K,thismeanttherewasa

    limitedamount

    of

    space

    for

    simultaneous

    sounds,

    and

    so

    the

    sample

    rate

    was

    often

    reduced

    to

    conserve

    memory.

    TheSaturnsawmostpopularityinJapan,asdidthePanasonicFZ13DOandtheAtariJaguar,bothsystemswhich

    havepassedintoobscurity.TheonlyrealrelevancetothispaperistheJaguarsreleaseofTempest2000,oneofthe

    firstgamestohaveaseparatesoundtrackforsale,andtheinclusionofknownpopularartistssuchasWhite

    ZombiessoundtrackforWayoftheWarrioronthe3DO.OneofthereasonsfortheultimatefailureoftheSaturn

    andotherstocatchonwasthecompetitionwiththeSonyPlaystation,asystemwhichwascheaperandeasierto

    programfor,andthereforesawthesupportofmoregamesdesigners.

    TheSonyPlaystationbeganitslifeasaCDROMaddoncomponentforNintendosSNESsystem.Nintendohad

    joinedforceswithSonytobettercompeteinthevideogamesmarket,butthetwocompaniescouldnotagreeon

    thesystem.Sonydecidedtopushaheadwithitsown32bitsystem,thePlaystation.ThePlayStationwas

    enormouslysuccessful,sellingover85millionunits,mostlikelyduetoitsaffordabilityandmassivelibraryof

    availablegames.

    The

    Playstations

    motherboard

    featured

    several

    graphics

    chips

    to

    handle

    3D

    graphics

    and

    texture

    mapping,anddedicatedaudiomemoryandsoundchip.The2xspeedCDROMdrivecouldalsoplayaudioCDs,in

    fact,thereweresomegameswhereitwaspossibletopausethegame,andstickinanychosenaudioCDtolisten

    toTwistedMetal4,forinstance,afightingactiongame. Thesoundchipwascapableof24channelsof16bit

    digitizedsoundatCDqualitysamplingrate,andallowedforrealtimeeffectslikeADSRchanges,looping,reverb

    andpitchmodulation.LiketheSegaSaturn,thePlaystationofferedMIDIsupportforeaseofprogrammingthe

    audio,butunliketheSaturn,samplesdidnothavetobecompressed,andthetypical4:1compressionratethatwas

    usedmeantthatsoundqualitycouldbegreatlyimprovedontheSaturn.

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    AftersplittingofffromSony,Nintendobypassedthe32bitmachinesaltogether,goingstraighttoa64bitreleasein

    1996,theNintendo64(N64).TheN64wellsurpassedthePlaystationincapabilities.Themainprocessorcontrolled

    theaudio,producing16bitstereosoundataslightlyhighersampleratethanCDquality48MHz.Somegames

    supportedsurroundsound,andthiswasenhancedwiththethirdpartyaddonreleaseofRumbleFx3DSound

    Amplifier.ItusedADPCMcompression,withthepossibilityofusing13simultaneouswaveformsinrealtimeonthe

    hardware,andevenmoreusingthecartridge.Filtersandeffectslikechorus,panningandreverbcouldalsobe

    implementedin

    the

    internal

    CPU,

    or

    in

    the

    software.

    ChangeshavecomerapidlysincetheN64time.TheSegaDreamcastwasthefirst128bitconsole,andusedspecial

    GDROMs(GigaByteDiscROMs)capableofholding1.28GB.UnliketheNintendo64,samplesdidnothavetobe

    decompressed,improvingaudiocapabilities.Thededicatedaudioprocessorshadtheirownmemory,meaning

    soundqualitywasnotcompromisedbyotheraspectsofthegame.True3Daudiowassupported,inCDquality64

    channelsound,witheffectssuchasdelay,reverbandsurroundsound. TheDreamcastreportedlysoldoversix

    millionunitsuntilitwasdiscontinuedin2002. Similarlyrapidtocomeandgoonthemarket,theNintendoGame

    CubeMiniDVDdiscsheldabout1.3Gigabytes,aboutthesameasaDreamcastdisc,andhadanaudiocapability

    comparabletothatofthePlaystation2.

    ThefollowuptotheimmenselypopularPlaystationensuredthatfansoftheoriginalwouldbesuitablyimpressed

    withthe

    new

    machine.

    With

    the

    ability

    to

    play

    DVD

    movies,

    and

    the

    option

    of

    add

    ons

    for

    modem

    and

    hard

    drive,

    thePlaystation2wasleaguesaheadofcompetitionwhenitcameout.ItsgameswerestoredonDVDscapableof

    holding5.7Gigabytes,andfullysupportedthemultichannelDVDsoundstandardsAC3,DTSandDolbyDigital,

    offeringuptoeightseparatespeakerchannels.ThesoundProcessingUnitiscapableof16bitaudiowitha

    maximumsamplerateof48KHzbetterthanCDaudio,andhas48channels.Ofcourse,theothermajorcontender

    nowintheconsoleindustryisMicrosoftsXBOX,builtaroundaPentiumIIIprocessorwithan8GBharddrivefor

    music,graphics,andsavedgameinformation.TheXBoxfeaturesitsownaudioprocessor,supportingDirectX8.0,

    2562Dvoicesand64voicesusing3Dpositionalaudio.

    ThedownsideoftheCDROMtechnologyingameshasbeenthatmostCDscouldholdamaximumof72minutesof

    music,andwithagameincludedthismeantmuchlessrealtimeformusic.Assuch,variouscompression

    technologiesweredeveloped,themostimportantofwhichwasMPEGlevel3,knownmorecommonlyasMP3.

    MP3meant

    that

    much

    less

    data

    would

    be

    required

    to

    store

    audio,

    and

    game

    companies

    quickly

    began

    incorporatingMPEGcompressionintotheirgamesmusic.WithlargeDVDRomgames,themusiccannowfill

    severalaudioCDs,suchasFinalFantasyIX,whichwasreleasedasafourCDset.

    RisetoHonor,therecentPlaystation2kungfugamestarringJetLi,offersusagoodexampleofthecurrentstateof

    interactiveaudio.Thegameevenoffersusersachoiceofwhetherornottheywanttohearthedialoguein

    CantonesewhensituatedinHongKong,thoughothersequencesareinEnglish.SoundismixedinDolbyDigital

    Surround,andthegamemakesuseof3Daudiopositioningbestduringfightsequences,wheretheplayercanhear

    theopponentsapproach,shout,kick,shoot,andthrowfromalldifferentangles.Themusicinteractswiththegame,

    suchaswhentheplayerentersstealthmode,anditbecomesmoreambientandsubdued,allowingtheplayerto

    focusonthemoredifficultmovesinthisstage.Percussionistheprimaryfocusinthemusic,speedingupand

    slowingdownastheplayerrunsandfightsopponents,andintegratingwiththesoundeffectssopunchesandbeats

    synchronizeand

    work

    with

    the

    players

    movements.

    TheCurrentStateofDigitalInteractiveGamesAudio

    Asmentionedatthebeginningofthispaper,gamesmusicisfinallygainingrespect.Severalorchestralgames

    concertshavebeenperformedrecently,suchastheEuropeanSymphonicGameMusicConcertperformedbythe

    CzechNationalOrchestra,andasoldoutperformanceofthemusicfromNobuoUematsusscoretotheFinal

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    FantasyseriesbytheLosAngelesPhilharmonic.AlthoughsuchconcertshavebeenpopularinJapanformanyyears,

    ithasonlybeeninthelastcoupleofyearsthatsucheventshavetakenplaceintheWest,andithasalsobecome

    quitecommonforgamessoundtrackstonowbereleasedascommercialmusicCDs.But,ascomposerswarnus,we

    scholarsmustrecognizethedifferencesbetweengamesaudioandfilmorconcertmusic.AndrewBoyd,composer

    forTheTwoTowersgame,remindsus:

    Inagame,acomposer(ormusiceditor,forthatmatter)usuallyhasnocontroloverhowasceneunfolds;

    theplayer

    controls

    that.

    There

    is

    avery

    basic

    disconnect

    between

    music

    and

    the

    game,

    each

    of

    which

    happenovertimebutaccordingtoverydifferentinternallogic.Sincethegoalmostofthetimeistogive

    theappearancethatnomatterwhattheplayerdoes,themusicisappropriatelysupportingtheactionto

    makeitsoundasifthemusicwascomposedexactlyforthesituationathand,nomatterwhatthe

    situationisgameshavebegunadopting"adaptive"musicsystems.Thiskindofsystemallowsthegame's

    musictobemanipulatedbythegameitselfatruntime,accordingtoasetofrulesestablishedbythe

    composer/editor.Thebigissueismanagingthetradeoffbetweenmomenttomomentrelevanceinthe

    soundtrackandsomesenseofmusicalintegrity.Itispossibletoconstantlyswitchpiecesofmusicbased

    ontheaction,butthenthemusicwillloseanysenseofcoherence,flow,andintegrity.Ontheotherhand,

    justlettingapieceofmusicplaywithoutregardtotheactionmightendupwithveryinappropriatemusic

    atsomepoints.xvii

    Alongwiththeadvancesinhardware,severalPCsoftwaresolutionshavebeenproducedwhichhaveenhanced

    gamesound.BeginningwithWindows95,theMicrosoftWindowsplatformcamewithDirectX,aseriesof

    multimediaapplicationprogramminginterfaces,thatimprovedthespeedwithwhichsoundandgraphicscards

    couldcommunicate. DirectXallowsgameprogrammerstoaccessspecializedhardwarefeatureswithouthavingto

    writehardwarespecificcode.xviii

    Inotherwords,theDirectXinterfacebridgessoftwareandhardware,allowingfor

    higherquality3Dgraphics,andbettercontrolofsoundmixingandoutput. OnepartofDirectX,DirectMusic,wasa

    particularadvanceforgamesmusic.DirectMusicoverhaulstheoldMIDIprotocolsbyofferingtheindustryratified

    DLS(DownloadableSoundLevels1)specificationssupportforhardwareaccelerationandMIDI:overonethousand

    channels,withbettertimingmechanisms,realtimecontrol.xix

    Putsimply,DirectMusicoffersanupgradetothe

    interactivepossibilities,andopensupMIDItothepossibilityofwavetablelikesynthesisandsampling,while

    allowingMIDItobeatriggeringmechanismfortiming.xx

    Wavefiles(samples),orsoundfonts,couldbeimported

    intoacollectionandmanipulatedinthesamewaythatMIDIcontrollersmanipulatesynthesizedsources,allowing

    formuch

    improved

    interactive

    music.xxi

    Theinteractivepotentialofgamesmusichasreallyonlyjustbeguntobeexplored.Earliergamessuchasthe

    MegaDrivesToejamandEarlwhichbegananexplorationofthepossibilitiesofhavingmusicplayanimportantrole

    inthegamehavebeenbuiltuponoverthelastdecade.Inthiscase,atvariousstagesinthegameplayersareasked

    tolearnhowtogetfunkybymimickingvariouspercussivegrooves,inaSimonSaysstylechallenge.Itwasnt

    longbeforeothergamespoppedupwhichaskeduserstobecomeinvolvedinproducing,mimicking,ordancingto

    musicaspartofthegamePlaystationsPaRappatheRapper,Nintendo64sLegendofZelda:OcarinaofTime,

    morerecentlytheGamecubesDonkeyKonga,Playstation2sBustaGroove,andofcourse,thewholeDanceDance

    Revolutionseriesofdancinggames. AnevenmoreintriguingideawasthebizarregameVibRibbon,releasedin

    Japanin2000forthePlaystation,whichallowedtheusertoputinhisorherownmusicCDs,whichwouldthen

    influencethegamesgenerationofmapsinvariouslevels.ThegamescanstheusersCDandmakestwoobstacle

    coursesfor

    each

    song

    (one

    easy

    and

    one

    difficult),

    so

    the

    game

    is

    as

    varied

    as

    the

    music

    the

    player

    chooses.

    So

    now,evennonmusicalgamesarenowbeginningtoexplorethepotentialsofincludinginteractivemusical

    elements.Theimplicationsofthisinteractiveaspectarevastintermsofhowwescholarsmayapproachgames

    audiointhefuture,butundoubtedlynewmethodologiesforstudyingtheinteractionbetweenalisteneranda

    pieceofmusicwillneedtobeformed.

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    Bibliography

    Gorbman,Claudia.1987.UnheardMelodies:NarrativeFilmMusic.Indiana:BFIPublishing.

    Lissa,Zofia,1965.sthetikderFilmmusik.Berlin:Henschelverlag.

    Kent,StevenL.2001. TheUltimateHistoryofVideoGames:Thestorybehindthecrazethattouchedourlivesand

    changedtheworld.California:RandomHouse.

    Sheff,David.1993.GameOver:HowNintendoZappedanAmericanIndustry,CapturedyourDollars,andEnslaved

    your

    Children.

    New

    York:

    Random

    House

    iGame soundtracks may be submitted for best song, best instrumental composition for a motionpicture, television or other media, or best soundtrack album.iiSee for instance, Lissa, 1965: 115-256, or Gorbman, 1987.iiiThe first game to be released under the partnership was Vendetta, which included hip-hop music byDMX, Scarface, Method Man, etc. Sony Musics Epic Records has previously provided back cataloguemusic for Grand Theft Auto, but in this case the music had previously been released, rather than usingthe game as a marketing method.ivVideo Games Sell Music: Electric Artists exposes the power of music in games as a sales channelElectric Artists press release,http://www.digitalgamedeveloper.com/2003/02_feb/news/dleas2403.htm. (Accessed 10/10/2004)

    vKids prefer video games over TV, toys

    http://www.cnn.com/2004/TECH/fun.games/10/27/media.videogames.reut/index.html. (Accessed28/10/2004).viIn 2000, the band Golden Shower even won Best Electronic Music Video at the MTV Brazil Video MusicAwards, for their video for a song called Video Computer System, written entirely using Atari VCSgame sounds.viiThe wireless keyboard, and expansion capability of various modules were problematic, and thecartridges held less memory than a floppy disk. See History and Memories of the IBM PCjr and Tandy

    1000 http://www.oldskool.org/shrines/pcjr_tandy/ (Accessed 10/10/2004).viiiSee also Weske, Jrg, 2002, Digital Sound and Music in Computer Games http://www.tu-chemnitz.de/phil/hypertexte/gamesound/pcsound-main.html (Accessed 10/10/2004).ixIntellivision in HiFi http://www.intellivisionlives.com/retrotopia/hifi.shtml (Accessed 10/10/2004).xSee Hunter, William, 2000. The Dot Eaters Videogame Historyhttp://www.emuunlim.com/doteaters/play3sta1.htm (Accessed 10/10/2004).xiWeske, Jrg, 2002. Digital Sound and Music in Computer Games http://www.tu-chemnitz.de/phil/hypertexte/gamesound/history-main.html (Accessed 10/10/2004).xiiThe jacket cover to Sheffs book indicates that more US American children could, at that time,recognize Mario than could recognize Mickey Mouse.xiiiLeonard, Sean, 2001. Scores of Glory, Fantasy, and Plumbing: The Concise History and Principal

    Genres of Video Game Music http://www.seanspace.com/iSphere/scores.htm (Accessed 10/10/2004).xivGamespy Hall of Fame: Adlib Soundcardhttp://www.gamespy.com/legacy/halloffame/adlib_b.shtm (Accessed 10/10/2004).xvMuch of the information in this paragraph comes from Wing, Eric. 1999. The History of PC GameMIDI http://www.queststudios.com/quest/midi.html (Accessed 10/10/2004).xviIbid.xviiLord of the Rings: The Two Towershttp://www.music4games.net/f_twotowers_stormfrontstudios.html

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    xviiiFrequently Asked Questions about Direct X 9.0http://www.microsoft.com/windows/directx/productinfo/overview/faq.asp (Accessed 10/10/2004).xixHays, Tom, 1998. DirectMusic for the Masses Game DeveloperMagazine, September 1998.xxIbid.

    xxiYackley, David, 1999. Microsoft DirectMusic: Creating New Musical Possibilities

    http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dnmusic/html/dm_nmp.asp(Accessed 10/10/2004).