Brand New Old School Video Game Music
by Chris Remo, Sep 27, 2005 9:30am PDT1UP has a feature up detailing the current scene of enthusists creating new music by way of old video gamey methods. It begins with a description of the Commdore 64's venerable SID chip, and goes on to spotlight the various current groups of artists making music using software and hardware such as SID emulators and Game Boys.
The artists who use games as instruments tend to focus on the old and lo-fi, with good reason: the better and clearer the sound processor on the equipment, the closer you are to working with standard tools. The sound may be primitive and the range limited on those older machines but the primitive sound is all the more distinct and unique for its primitiveness, and the limits of the range are less of a barrier than a challenge to see how far those limits can be stretched.As a musician and composer, the evolution (or at least progression) of music in games is an interesting phenomenon to me. I've never experimented with the methods described in this 1UP article, but I have a great appreciation for the game composers of yore. These days, game music in many cases has reached film music in terms of fidelity and orchestration, but I often feel that becoming film music's lower-budgeted cousin has come at the expense of a certain degree of uniqueness and creativity. Certainly there was a lot of crappy video game music when we were hardware-limited to three or four simultaneous channels, but on the other hand the most memorable gaming tunes are still drawn from that era, and games had a clear distinct musical style even while spanning a range of genres that many gamers probably don't even realize was being spanned. For example, contrast the Ragtime-influenced melodies of many of Koji Kondo's Super Mario Bros. pieces with the instrumental rock of Castlevania 3 with the Pirates of the Caribbean-meets-reggae of Michael Land's Monkey Island. To be sure, there are some great composers working in the industry today, but I can't help but feel that with technology enabling it to sound like more "legitimate" entertainment-industry music, video game music has lost some of its identity.
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[99] Barbarians
[99] Barbarians
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and
[99] Barbarians
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http://qotile.net/audio/dotmatrix_rev.mp3
http://qotile.net/dotmatrix.html
He has an album too, which combines female vocals with game consoles and dot matrix printers. You'd be surprised how good it sounds.
http://www.treewave.com/
Also, I am surprised that the article didn't link to MidiNES:
http://www.wayfar.net/
It is a cart for the NES that lets you hook up the NES to your MIDI sound system, for professional music composition.
I have to be honest, using trackers and programming the SID back in the days was fun. I still can be fun. But i really cannot imagine after using cubase and protools going back to trackers.
Im still using the SID sound to this day tho. Some of the rather harsch sounds are good for industrial music.
Im using the sidstation for sounds. http://www.sidstation.com/
As far as getting into the game music biz. Its tough. Ive been doing it since 1996 and i still have to demo for every game. You will need a lot LOT of patience since a lot of times getting a job has nothing to do with HOW good you are, more with who do you know and if they think u can deliver on time and on budget.
Also get an agent. Without one, your chances are zero. Back in the early days of E3, i used to run around with a demo cd and give it out to developers. Back then it was a much smaller circle of people, more intimate. Everyone knew each other. Today you will be lucky to get a meeting with some sound supervisior. And even then most of them wont accept a demo cd unless they know you throu somebody.
While this sounds mostly negative, its the reality. Videogames went from a 2 bill industry to a 10bill in a couple of years. People arent willing to take too many chances these days.
Still, persistance pays off. Just be ready to take one for the team multiple times til you make good money...
Wish i could talked about the games im working on right now but nda's rule the system....
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http://server.bobandbarn.com/mailman/listinfo/vgm
http://groups.yahoo.com/group/gameaudiopro/
http://www.audiogang.org
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but it takes a talented mind behind it, and the simplicity of early video game music hardware helped talented minds stand out since they could push things to the limits or over the limits, sure there was crappy music too, tons of it, but yea i forgot where i was going with this.
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The end.
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Sid-metal, I say again: SID-METAL. WIN-WIN-WIN
= WIN!
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Nobuo Uematsu for life!!
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A lot of older video game music is based on the expressive application of modal theory which is a lot more common in eastern music.
Oh, and putting the latest radio punk/emo hits in a game is awful. For shame, EA.
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In America many VGM composers just throw heavy metal music in their action games. Or anything that's just "standard". It is stupid and I assume most everyone turns that shit off, or get pissed off wishing they could. A lot of Japanese VGM composers are guilty of the same, but I think they more often "get it right" than American VGM composers. The music in Japanese games matches the atmosphere more often in my opinion. I don't know how they do it. It's very arcadey, but contains genius chord progressions and "hooks" throughout. It's not shallow like most American VGM tunes.
A recent example would be Katamari Damacy. There are a lot of quirky and spontaneous samples that seem out of place which adds to the gameplay which is quirky and can be spontaneous. Or there's the jazzy pieces that move marvelously with the game. The first time I played through that game, I really just did not know what to expect musically from level to level. Katamari Damacy's soundtrack is fucking awesome.
In Mushihime-Sama the leads move along smoothly like the player does with good drum beats not off-tempo with the gameplay. Mushihime Sama has fucking awesome music too. As do all of Cave Corp's games (composed by Manabu Namiki).
The stuff that the 8bitpeoples do is awesome but the music is not that good at all. I mean, I can use an amount of VST's on any instrument or sample, call it "Old school video gaming music", and get a good reaction from an audience. I can throw a fat chorus ontop of that and make everyone cheer. Then I can throw in an amen break behind it and get the whole audience to dance to "old school video game music". I mean, the idea is great but those guys still aren't very musically creative.
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Except not.
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http://www.pressplayontape.com/
A Danish band that plays game music :)
Their live version of the Monkey Island soundtrack is brilliant.
I tried to get tickets to see then support Mew but they were sold out :(.
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