A Brief History of Video Game Music

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>> David Plylar: Good evening everybody. My name is David Plylar, I'm with the Music Division at the Library of Congress. And, I'm really excited to have you here for this exciting series of events that we're going to have. And, by that I mean both the events tonight and the events that continue tomorrow. It's my privilege to introduce the two members of Pixelated Audio who have an amazing podcast that you should check out, Bryan Mosley and Gene Dreyband. They're here to give us a talk about kind of a brief history. They're going to hit every single game ever made. That's what I. >> Bryan Mosley: In 30 minutes. >> David Plyalar: Yeah. That's what I've been told. So that's our expectation, you know, contractually. But no. But, we're really pleased to have them here. And, they're going to be joining us later in the even that we're having in the Coolidge. So you'll get to hear more from them at that time. So please welcome Pixelated Audio. [ Applause ] >> Bryan Mosely: All right. I am Bryan and this is Gene of Pixelated Audio. >> Gene Dreyband: Hello. >> Bryan Mosely: We are from the San Francisco Bay area. And, we're here to talk about the evolution of game audio over the last 50 years or so. Because of time, we are not going to do a comprehensive look at game audio history. But, we've put together a few points to illustrate the progression of game audio focusing more on the milestones. And, really, until recently, a lot of people considered game audio, especially outside of context, nerdy or kind of strange to listen to. But, over the last 25 years, 25 years or so, the appreciation and support for game audio and game music have been rapidly growing. And, seeing that happen in front of us is something pretty incredible. So what is Pixelated Audio? It's a video game music podcast with a historical and preservation focus. We focus on discovering and highlighting game music throughout history, past and present. And, it's kind of like a platform for composers and game designers, developers to share their stories and share specific memories from development or something that happened during that specific time, so. >> Gene Dreyband: So, you're wondering why a podcast about video game music? Well for one, games are a lot of fun. And, great games with great music are even better. There's so many amazing games with great music coming out today and a rich history of games that have already come out. And, there's more coming out every day. And, as Bryan mentioned, we get to be part of a large and growing community of people that love and share the love of video game music. Fun fact, Bryan and I actually met because of MAGFest which some of you might be familiar with. It's an organization that puts on music, video game music events throughout the entire U.S. And, they're actually based in Baltimore. >> Bryan Mosley: So. Yep. All right. So what makes games and their music so special? Well, games are distinct from a lot of other popular media. Right? So and that, and that really boils down to the interactivity, interactivity and the experience while you're playing the game. The interactive elements are distinct and they're engaging. They provide some kind of experience that's hard to recreate in other forms of media. Another thing here is that many of the biggest developments in game history happened within recent history. So just, I mean some of you may remember a time before games even existed. Right? And, some of you might remember things when, you know, I don't know, Minecraft was the new thing. So you know, it's a diverse crowd and it's fairly recent history. But, just like any form of media, games and their music developed due to changes in technology. But, only few of those are intrinsically linked to the evolution of computers as games which probably couldn't exist otherwise. >> Gene Dreyband: So we're at a point in time where games are extremely expressive. They can range from really small to these huge expansive worlds. But, like we said, it wasn't that long ago when games were pretty basic. And, to illustrate just how amazing all this progress has been within our lifetimes, we're actually going to go back to an earlier example of film which dates back to the 1870s. So in 1878, we had the photography experiment where Edward Muybridge was asked to see if a horse every lifts all of its feet off the ground at the same time. He sat up a line of cameras set off by trip wires and we basically have the first ever motion photography. Oh you skipped, I think you skipped. >> Bryan Mosley: No. >> Gene Dreyband: Okay. >> Bryan Mosley: Can you see the give there? >> Yeah. >> Gene Dreyband: Okay. >> Bryan Mosley: It worked. >> Gene Dreyband: Yeah. Awesome. We're not seeing the same thing over there. So that's really the beginning. In 1888, we have the Roundhay Garden Scene which is the first surviving film actually shot on camera. And, that's this right here. In, in 18, sorry, in 1895, Edison and William Dixon recorded their experimental sound film which was their opportunity to try to synchronize audio with video. The synchronization wasn't that accurate, but it was hugely forward. Again in 1895 we have a silent film. But, this is Baby's Lunch which was the first time the public actually got to see a film in the world. They actually paid for the privilege to see this at around $15 today. >> Bryan Mosley: This is my favorite slide, $15 and it's like a minute watching a baby eat food. It's like a trailer. It's, that's 15 bucks. >> Gene Dreyband: So in 1902, we have a trip to the moon. Some of you might recognize this scene which is the rocket sticking out of the moon's eye. Very recently, there was a restored version of this film that looked like this, in color. But, this isn't actually really a color film because they hand painted all of the frames one by one. Beautiful, amazing, but not scalable. In 1908 we have a Visit to the Seaside which uses alternating red and green colors to produce this color effect. Still not quite there. 1917, we're still using red and green but the film shot at the same time, we're starting to get a little bit closer. Finally ten years later, in 1927, we have the Jazz Singer which is black and white, but you can see the film quality's improved quite a bit. Not only that, full movie, synchronized sound, 90 minutes long. So pretty close to what we recognize as modern film today. And, then here we are, in 1932, Flowers and Trees. It's a Disney animated short, it's about 8 minutes long, but we have sound, color, everything's together finally. So if we look back at that, the entire time it took us 54 years to get from motion photography to full color sound synchronized, everything together. So why is all of that important? Why do we bring this up? Well a lot of that early film history's been lost or taken for granted. They're, these kinds of opportunities do not come around very often. And, we're at a point in time where games are still within recent memory. And, we've developed to a point where we can actually start to capture some of that history. And, many of the people that were involved in this process are still alive today. >> Bryan Mosley: Right. >> Gene Dreyband: And, that's why we at Pixelated Audio love what we do. >> Bryan Mosley: Yep. All right. With that, let's start with this slide. We wanted to start with this slide because we get questions and statements like this a lot. And I'm sure, if you like game audio and you, you know, tell your friends, they might ask you some of these. First of all game audio, no it didn't start with Super Mario Brothers. Certainly a breakthrough, but that happened much later in time. It also still isn't just bleeps and bloops. >> Gene Dreyband: Yeah. You still have some nostalgic soundtracks today. But, game music has definitely gone way, way beyond that at this point. >> Bryan Mosley: Yeah. And another one here is game music isn't really a music genre. Although a lot of early soundtracks were limited by sound hardware and technical limitations, the music could range so widely in style between that the only thing they had in common was that they were in games. So we'd like to kind of maybe say that it's more close to a category of music and something like film music. >> Gene Dreyband: And finally, game music is absolutely real music. It may have started out very, very simple. But, as time has gone on, and as you'll hear later tonight, we have some really talented composers that have joined, some that write for film. It has become an artwork in and of itself. And, some of the best game music can stand on its own outside of the context of games. >> Bryan Mosley: So just like the early days of film that Gene was talking about earlier, there was a period of games where they didn't have any sound at all. We do want to bring those up just quickly. >> Gene Dreyband: So we go back to 1947, we have what's considered the first electronic game, the Cathode-Ray Tube Amusement Device. Very catchy name. It was never sold commercially. But, it was, you were able to control a laser beam on a screen. You have Tennis for Two which was played on an oscilloscope with paddle controllers. And we move on to 1972, the Magnavox Odyssey, the first video game console, but it didn't have any sound. So all of these are huge milestones in game history. But, we're here to talk about audio. And, it takes a bit of a different piece of hardware in the 1970s to get there. >> Bryan Mosley: Yeah. So we want to kind of start in the arcades where everything started blossoming and the scene and video games were just starting to come alive and people could get their hands on them. So starting with the early 70s. >> Gene Dreyband: : Yeah. So the early 1970s is an interesting time for digital technology. Pocket calculators were starting to become a thing. You could buy one for the price of a used car. And not a cheap one necessarily. >> Bryan Mosley: Yeah. So many things were happening, you know, really close together. And, it's hard to pinpoint exact dates for some of this stuff, wasn't recorded very well or the documentation just isn't there. So behind the scenes, we really didn't get a good look or a good recorded history of what actually happened. So based on that, most of these things that we're bringing up in milestones are generally acceptable ideas based on word of mouth or what has been documented. And, the first one dates back to the arcades, being Pong. >> Gene Dreyband: So Atari's previous game, Computer Space, in 1971 was actually the first game with sound. But, it was Pong that really changed the direction of the game industry. >> Bryan Mosley: Yeah, if it's not obvious, Pong the name comes from the sound, pong. So, I mean that, they were thinking about how to kind of incorporate audio into the name and drop people into this interactive experience. The initial version actually didn't have sound. But, the designer was thinking like okay how do I, how do we go about adding some more elements to this to make it more interactive? And, what he did was he got an amplified speaker, connected one of the ground wires to the board and another to another pin that gave him the best audio possible. And, that was kind of the birth of audio in games, that small little innovation. >> Gene Dreyband: So let's listen to how that sounded. [ Game playing ] >> Bryan Mosley: Exciting stuff. >> Gene Dreyband: Very primitive but great. >> Bryan Mosley: So we skip ahead to 1975, Taito releases Gun Fight in the arcades. We get sound effects and a short melody from Chopin's Funeral March. This one's incredible. [ Game playing ] >> Gene Dreyband: So the next year, Atari comes back in 1976 in arcades with Breakout which is basically a single player Pong. It featured rhythmic tones creating one of the first times a game was synchronized between sound and music. So it's part of the game play. [ Game playing ] This game might look familiar to some people. [ Game playing ] >> Bryan Mosley: That could go on for like three more minutes. I'll spare you. All right. So 1977 was a big year for the industry. Atari released the VCS or the Atari 2600 which sold really, really well. Unlike the Magnavox Odyssey, the 2600 was the first system to offer interchangeable game cartridges and dedicated sound hardware, which meant you could have a wider range of games. And, developers could experiment with new ways of engaging the player. The 2600 wasn't that impressive with the audio and the audio department with only one pulse channel and one noise channel. But, it allowed game developers to create basic sound with their games and create music that was at least engaging enough for people to enjoy the experience. We have a clip here from Combat which was one of the Atari 2600 release titles. And, take a listen. [ Game playing ] That was a lot louder than I expected. We recorded all these videos beforehand. And, we weren't sure how the audio would sound. So hopefully we didn't blow out your ear. >> Gene Dreyband: Well hey it's got two sounds at the same time, that's pretty good. >> Bryan Mosley: Yeah it's pretty awesome. And, that first shot was very lucky. So the Atari 2600 uses this pitch tones for bullets and the noise for the engine rumbling around, basic [inaudible] but pretty cool. >> Gene Dreyband: All right. So in 1978, we're back in the arcades. Taito releases Space Invaders. It's pretty simple sound design and has a basic four note pattern for the background music. But, here's where things get interesting. There was a programming bug. And, as you defeated more enemies, the intensity ramps up and the music gets faster. Go ahead. [ Game playing ] >> Bryan Mosley: It's making me more nervous. >> Gene Dreyband: Yeah it's like that very panic inducing heartbeat right there. >> Bryan Mosley: Yeah. >> Gene Dreyband: So in 1978, we already have a game with adaptive difficulty, it gets faster as you play and interactive music, even if it was a bit of an accident. >> Bryan Mosley: Yeah. There's a lot going on here. A lot more going on than just the simple tones. Because, from here on out, we can start seeing how things like tempo and key changes and progressions start creating atmosphere in games and become, allow the player to be kind of, become a part of it. And, it was a very similar concept used in Asteroids a year later. 1980 was the year for arcades with NAMCO's Pac-Man. Almost everybody knows the Pac-Man like, and the iconic bullet chomping sounds. It's almost, you get this sense of satisfaction running through the maze and chomping. It's almost like you can't stop. But, that's how important the audio is in the game and what makes Pac-Man the experience that it was. Rally-X was completely overshadowed by Pac-Man and Defender when it came out. But, it's actually the first game to have continuous background music during game play. We don't have a clip here but it's something else, it's pretty impressive. 1981 was another big year for the arcades. Frogger switches out background music as you complete levels. Donkey Kong has these kind of cinematic experiences where it goes through this whole progression of, you know, Donkey Kong was swiping the princess and climbing up, and this really nice experience with different jingles. Galaga did the same kind of thing, really great jingles and startup times and bonus level and stuff like that sound effects. >> Gene Dreyband: It really doesn't take long for the influence of games to go beyond just the arcades. Now we go back a few years, and in 1978 we have the band YMO or Yellow Magic Orchestra from Japan, they sampled early arcades and consoles in their song Computer Games. Now YMO was a huge innovator in pop and electronic music in Japan. And, they influenced the sound of many, many early Japanese video game composers. Go back and listen to their albums and listen to their music and you'll hear their influence immediately. Now on the other side, in the U.S., we have the song Pac-Man Fever. >> Bryan Mosley: Unfortunately. >> Gene Dreyband: Yeah. Well, you listen to it now, it's not so great. But, in 1981, it sold 1.2 million copies just for the single, enough that they put it on a compilation album with a bunch of other songs about arcade games. It was a cheap cash in. But, hey, you don't sell 1.2 million copies if games aren't a big deal. Right? >> Bryan Mosley: So back on the game side. In 1981 TOSE released Vanguard in the arcades. And, this is a significant one. It was one of the first games to use digital voice, it was just really like, voice. But, at the time, it was impressive and you could actually make out some of those sounds. It was also one of the first games to use licensed music. And, so this is, this is actually really cool. Let's take a listen to this clip. [ Game playing ] So yeah, if you, if you recognize some of those tunes, the first one on there is Star Trek the motion picture. It's the theme of Star Trek. And, then the next one's Flash Gordon, the bonus. And this was really early examples of licensed music in games. Journey Escape was released on the 2600 in 1982. And this was interesting because it was the first time a high profile band, Journey, was squeezed into the video game space. It includes music from some of their hits. And, we're going to spare you from playing a clip because it's pretty awful. And, the game is really bad. But, it's important to, to kind of note in history. >> Gene Dreyband: We have one more stop in the early arcades here. >> Bryan Mosley: Yeah. So finally in the early arcades, we want to bring up Gyruss released by Konami in 1983. By this point, arcades were huge and companies were trying to think of ways to cash in on gamers, you know, money. And, so they were trying to think like what can we do? We need better graphics, better sound, better game play. Gyruss had all three. It was revolutionary, literally punt intended, moving around in a circle. And, Konami threw in five sound chips for this and an extra processor just to give it this really big sound. And with that we get this dance electronic version of Bach's Toccata and Fugue in D minor. [ Game playing ] We can just keep playing that all day. >> Gene Dreyband: Yeah every time I watch that clip it's so cool. So, you know, they say, okay. The 70s and early 80s was a period of rapid growth in arcades and home consoles. But, games have been around for about ten years now. And, people wanted more. They didn't just want bigger and better arcades, they wanted to bring that experience home. And, with that, a new wave of hardware was coming that would push the boundaries of graphics and sound. Just kidding. If you had a PC in the early 80s you got, nothing basically. It was a business machine. It had really, really primitive sound hardware. You got a single square wave channel, on off, no volume control. That's it. You mostly heard this when you started up your computer when there were errors, which was a lot in those days. And, of course, some composers were really clever even with some really limited hardware restrictions. So we have an example from 1984 with the game Alley Cat. [ Game playing ] >> Bryan Mosley: Look at his tail. [ Game playing ] >> That was, that was published by IBM too. That's crazy. Okay. So moving back a few years in 1979, the game industry was graced with a dedicated sound chip. And, this was the AY-3-8910, the same chip used in Gyruss. It was a programmable sound generator or PSG. And this chip and variants of it were ubiquitous to games and pretty much everything in the mid 80s. It was in the, in television, the Atari ST, Sega Master System, MSX, arcades, pin balls, it was just used everywhere. And, one of the reasons why it was so popular, there's two main points, one is that the sound was pretty good and the second is that it was cheap. And, everybody likes cheap stuff and especially companies that has to mass produce these things. So the chip itself had three square waves and three different voices for square waves and one noise channel. And, this doesn't seem like a lot. But, the chip was both flexible and versatile which made a very strong option for developers at the time. We have two examples here using the same chip but on two different system. The earlier example comes from Snafu on the Intellivision in 1981, which is basically like Snake. [ Game playing ] It's pretty good. >> Gene Dreyband: Short lived, it's nice. >> Bryan Mosley: Yeah. And, in, so five years later in 1986, we got Penguin Adventure by Konami on the MSX. And, it's a much better game. But, it's still using, basically, the same sound hardware. And, one thing we love about this is just seeing how far composers go with the same chip, how much they learn and that experience grows over time to what they can produce. [ Game playing ] Pretty much up until the 90s, all games were just adorable. So some of you might recognize this machine. After the PSG chip, we have the Commodore 64 which had the SID chip in it or the Sound Interface device. While the PC and Macintosh were huge in the U.S., the Commodore 64 was the home computer in most of Europe. It's still very fondly remembered. Released in 82 and sold until 94, it was one of the best selling computer models of all time. And, the C 64 introduce many young musicians and programmers to music and sound and computing actually. >> Gene Dreyband: The SID chip, designed by Robert Yannes, is still considered one of the best, one of the best sound chips of the era. And, unlike the PSG, that we heard just a minute ago, this chip was a full synthesizer. It was very capable. It had programmable analog filters, multiple wave forms, more than just the square waves, and had pulse width modulation. Long story short, this was a very capable chip. And, a lot of people were able to do some really, really cool stuff with it. >> Bryan Mosley: So we're going to play two examples. First Commando, which is a part of the earlier arcade game which uses the theme of the original but turns it into a totally new song. [ Game playing ] We also have a sample from Myth. And, this was 1989. And, by this time composers had started to learn the sound hardware and the techniques and what you could do with it. And, it doesn't stop there. It goes even to, you know, 2019 they're still playing with it. But here's an example that we want to show that uses a lot of new filtering and stuff that was learned around this time. Is it going to play? Nope. [ Game playing ] >> Gene Dreyband: Okay. Now there's no way that we can talk about video game audio without bringing up the Nintendo Entertainment System. >> Bryan Mosley: Yeah. Released in Japan in 1983, and the U.S. in 1985, the U.S. was inescapable in both countries. It wasn't just successful, it was a phenomenon, cultural phenomenon. And, it sold 60 million units and really made the game industry pay attention. >> Gene Dreyband: So it had some pretty modest sound hardware but more voices than the last one. You have two pulse waves, which is kind of like those square waves that you heard earlier, a little bit more capable, a triangle channel which people typically used for bass, a noise channel which we used for sound, like sound effects and percussion and a sample channel so you can record small little short samples and then play those in a game. >> Bryan Mosley: And, if you look at all these, all five of these channels, you'll notice one thing, it is kind of organized like a band. Right? They, Nintendo's cautious about this decision. They're thinking like okay how can we add each role and make it easier for programmers and developers to get like a real band sound out of it? And that was by giving it assigned roles. And so in this next example here, we were talking earlier, you know game audio didn't start with Mario. But, it did change the way that we, it did set the bar and change the way that we perceive a lot of game audio today. And, a lot of things were built on the shoulders of the soundtrack. So let's start with a track from Mario. And, this is underwater. [ Game playing ] So Koji Kondo, the composer of Mario, he had to think about so many different things to make the player really engaged and really feel like they're part of the experience as it progresses, as you progress as a player. And, it paints a picture for the industry on how game audio should start curving. And, you know, it's something that's really integral to the experience. And, turning it off is like turning off a sense. If you try to play Mario without the audio, I guarantee you it's not as fun and you'll probably not do so well at it, if you're an old school gamer like us. So this next clip here, though, we just heard a track from Mario. This next one is Journey to Silius which came out five years later. And, the same sound harward, but the composer, Kodaka, he uses the sound hardware a little bit different than we just heard. >> Gene Dreyband: So game sound's been getting progressively better. Right? So what is coming around the corner here? The next thing that's coming around is FM synthesis or frequency modulation. So maybe you never heard of FM synthesis, maybe you have. But, the technology powering it owes its success a lot to this next piece of hardware. And, it's not a game; the DX 7 Keyboard. >> Bryan Mosley: This is the coolest ad ever. >> Gene Dreyband: Yeah we got it from Retro Synth Ads. So back in the early 80s, when this thing came out, every big artist in the 80s wanted it. It's synonymous with the 80s synth sound. Turn on the radio station to a classic station, you will hear it. >> Bryan Mosley: Within the first minute. >> Gene Dreyband: Pretty much. So Danger Zone by Kenny Loggins, What's Love Got to Do With It by Whitney Houston. Pretty much everywhere. The technology's been around since the mid 70s but it took a while for it to take off commercially. And, but one of the best things is that frequency modulation can make some pretty cool sounds. >> Bryan Mosley: Yeah the theory is that, with the right algorithms, you can approximate any instrument. This didn't, this wasn't always the case. And, a lot of people tried really hard to make similar instrument and it ended up sounding fake. But, the theory is you can just make anything you wanted. >> Gene Dreyband: So after the success of the DX7, Yamaha started to make lower cost versions of these FM chips. Again, like the PSG, they put them in everything. Cheap kid's pianos, maybe you had one, I did, arcades, game systems like the Sega Genesis, computer sound cards, basically you. >> Bryan Mosley: Everywhere and anywhere. >> Gene Dreyband: Anywhere and everywhere. Yeah. So we have two examples here both using the same chip, the YM 2151. This first example is from Marvel Madness, the first game to use FM syntesis. [ Game playing ] All right. And, the second example's just a few years later from Sega in 1986, Outrun. Some of you might recognize this game. It was a huge, huge game in arcades. You actually sat down at the steering wheel and, you know, got to select your music and [inaudible] area, really awesome. Here's that same chip making a lot more different sounds. [ Game playing ] >> Bryan Mosley: So we don't have time to have other FM examples. We really want to, but low on time. So the Sega Genesis, Japanese home computers like the PC 98, PC 88, all that stuff. We talk about so much on our podcast. That if you want to learn more and you want to hear more, we're big fans. A lot of, I see a few guys are also big fans, in the, yeah I know, big fans of, in FM synthesis and game audio. So you can check us out there if you want to hear a bit more. FM is great. And, it holds a special place in all of our hearts from that 90s era. >> Gene Dreyband: Yeah. Now after that we get to the era of sampling. So if you're not familiar, a sampler is basically a device that allows you to record music from anything, you know, a musical instrument, speaking, whatever, and then play it back in a musical fashion. So this opened up huge possibilities for creative uses of sound in music and it's a hallmark of hip hop and rap to this day. Now, dedicated samplers in the mid 80s were really, really expensive, we're talking many of thousands of dollars in, you know, those days like, so it's now like $7,000. So as you've seen already, this existing technology was sort of miniaturized or made simple and used in game consoles it was a simpler and more cost effective way for game composers to explore new ways of making music. Enter the Commodore Amiga in 1985, follow up to the C64, the Commodore 64. The Amiga was a very popular early multimedia computer and was used in media production environments for quite a few years. >> Bryan Mosley: Yeah. The Amiga is essentially a four channels sampler. It was flexible, powerful, and it was little bit strange. You had two channels that were hard panned to the left and two that were hard panned to the right. But, there was so much the composers could do and also just independent amateur artists that wanted to experiment and play with new sound. >> Gene Dreyband: So the Amiga was also the birth of a new type of music composition program called a tracker. The first trackers didn't sell very well. But, hackers figured out how to make low cost clones. And, this kind of thing took off. >> Bryan Mosley: Yeah. This image might not make a lot of sense. But, programs like this were really, really popular and cost effective solutions for amateurs that didn't have all the money to pay these, or for these high end, you know, audio workstations and, like professional studios had. And, they recorded to a variety of systems making music, making music composition for games, in the late 80s early 90s a lot more easy and a lot more accessible. Each, if you look at the image here, each of the four blue columns is essentially a set of instructions. And, each sample channel has its own instruction for what instruments you played and for how long. And, since most of these most are just reiterated samples, the same set over and over, the music could be compact enough to fit on a diskette and maintain a decent level of fidelity. >> Gene Dreyband: Yeah. So this is not really an audio recording the way you'd think of like a wave or an MP3, it's like a digital file that basically says play this. >> Bryan Mosley: Play this here. >> Gene Dreyband: Yeah. Now we get to the Super Nintendo a few years later, which was another sample based system similar to the Amiga. But it came out a few years later so it had better audio capabilities. By this point, sampling was pretty well understood and Nintendo also shipped development kits with sample libraries so people could jump into composing pretty quickly. Now SNES had 8 sample channels compared to the Amiga's 4, but it still only had 64 kilobytes of audio ram, meaning samples had to be really short. >> Bryan Mosley: Yeah just like the NES, the Super Nintendo sold really well and the Nintendo's technical influence can't be understated. The catalog of high quality games on, with great soundtracks on both the NES and the Super NES are some of the most well loved examples and most remembered examples from early history. So it's something that we have to really embrace and kind of preserve as we move forward in game time. >> Gene Dreyband: So we have two examples here. One from the Amiga and one from the Super Nintendo. And, they're about five years apart which is about the interval we've been doing >> Bryan Mosley: Right. This is Shadow of the Beast on the Amiga from 89. [ Game playing ] This next one here is from Final Fantasy 3, which was released on the Super Nintendo in 94. Square was putting out gold as far as audio was concerned. And, everything that they put out is really well remembered today. This one is a really great track and I think it demonstrates a good selection of audio samples on the Super Nintendo. [ Game playing ] >> Gene Dreyband: So we did have some recording of the battle there afterwards. But, by the late 80s we have all of these different competing ways to make music. And, it wasn't really all that easy to make games if you had to have three different audio hardware configuration. So industry was looking for ways to make, well you know, reduce the cost that you had to deal with. You needed to know sampling and FM syntheses and, you know, old chips. So we start to see. >> Bryan Mosley: This standardization of media, Yeah. >> Gene Dreyband: So enter sound cards and MIDI on home PC's in the late 80s and early 90s. Maybe you've heard of MIDI. For some of you it means really cheap sounding music. But really, MIDI is actually just a set of instructions just like those you saw on those Amiga trackers. And, by the mid 90s most PCs supported MIDI natively. Even the Sony Play Station shipped with MIDI capabilities. And even though MIDI was standardized in 83, it continues to be used to control music interfaces and all those sorts of things today. So I took this screenshot of the same file opened up in two different pieces of software. One in Doss from 1990 and the other one from an application that's from, you know, 2019. Same file, you can load it up in both places and play it back. >> Bryan Mosley: You might notice that the name of this file's canyon.mid. If you're a big Windows. What is it Windows 5 though? >> Gene Dreyband: Yeah. >> Bryan Mosley: It's got all your. >> Gene Dreyband: Super nerds will know this one. >> Bryan Mosley: All right. So Doom defined first person shooters and probably the most influential game of all time. In terms of audio, we have two examples here to demonstrate just how different the different sound capabilities were and what they were doing and what they were starting to lean towards at the time. So this first one, this first sample here is from the FM version or the ad lib version of doom. [ Game playing ] And this second example is using the state of the art MIDI module. This is a rolling version so let's take a listen to that. [ Game playing ] So of course, MIDI had its limitations and there was a lot of other ways that game developers were wanting to introduce new ways to get better audio and better quality in their games. >> Gene Dreyband: So hopefully, everybody here knows what a CD is. Otherwise we're going to feel really old. >> Bryan Mosley: We're going to feel really old. >> Gene Dreyband: So most of us have probably ditched our collections. But, CD technology was a huge revelation for games at the time. So as we mentioned, we talked about that early games had to be very small. They had to fit on a, you know, a floppy disk or a cartridge, you know maybe a few megabytes at most. Now consoles started adding CD RAM drives which gave you all this extra data that you could play with. You had a lot more space. So you weren't just limited by the small storage and you had, once you had the game, yo pretty much had the rest to do what you wanted with for the audio. And, the music was a huge leap forward. >> Bryan Mosley: Yeah. >> Gene Dreyband: So here's some early examples that have some pretty great music. On the console side from 1989 we have a game called Ys released by Falcom. And here we go. [ Game playing ] You'll notice that the graphics are still pretty basic but the music sounds a bit different. >> Bryan Mosley: It's that weird teenage era of audio history where you couldn't quite figure out the audio versus the graphics. [ Game playing ] >> Gene Dreyband: Now, you'll notice that other screenshot here on the right. So on the PC, Myst was one of the best selling PC games for almost a decade, if you can believe that. It ushered in a new era of CD games that appealed to a wider audience. And the music played a big part in that. [ Game playing ] So we've certainly come a long way. Haven't we? Now, what is all this building towards? Dynamic music in video games. Think back to that example of Space Invaders in 1978, developers realized very early how powerful interactive music could be to the gaming experience. And, by the 90s, we've reached a point where games can make some pretty cool sounds. And, with some clever programming, we can do interesting things with interactivity to make the games even more engaging. So interactivity and dynamic music is really, really what gives games their power. It's, now we're not just talking about the level of trying to imitate film, we have a totally new dimension we can play with. >> Bryan Mosley: So our final two examples here, we're going to play a bit of game play footage from two different games to demonstrate interactive music. In 1991, Monkey Island 2 was released by LucasArts and it was the first game to use their iMUSE System developed by Peter McConnell. It's a dynamic system that made transitions between music tracks more seamless. [ Game playing ] >> Gene Dreyband: So listen to this edition theme right here. >> Bryan Mosley: We're in a shipyard, listen to the ground work and the instruments being used. [ Game playing ] >> Gene Dreyband: Pay attention to what happens when you walk into the middle. [ Game playing ] >> Bryan Mosley: So you can see at the bottom of the track the percussion kind of dropped off and this new melody layered on top. It's like this nice [inaudible]. A very seamless transition [inaudible]. >> Gene Dreyband: So we're back out to the city. >> Bryan Mosley: Okay. She comes back. [ Game playing ] There's one more example here we wanted to show, a similar thing. It's just so obvious in this game [inaudible]. [ Game playing ] Such a great soundtrack. I love that one. So in 1998, we have Banjo-Kazooie which takes real time, that real time transition of audio to the next level and fully realized 3D. [ Game playing ] It's exactly what it sounds like underwater. [ Game playing ] But that theme was transitioned and started making games a lot more enjoyable. Made it feel like you were driving the music in the audio. >> Gene Dreyband: So of course, we've seen a lot of development up to this point. And, obviously, a lot has changed since that time. It's been 20 years since that clip from 1998, 21 now. But, the things that we've covered, the sort of pushing the boundaries, the idea of interactive audio has really laid the foundations for what makes games what they are today and, you know, will continue to inform games for many years to come. We have, we still have retro games that kind of are influenced by old, you know. We have this game Cuphead which pulls very heavily from old animation traditions in the 1930s. It's a really cool game with an awesome big band soundtrack. We have great new games that are experimenting with art and color and interactivity in, you know, brand new ways. Like Grease here, we were actually able to talk to the composers of both these first two games. And, of course, if you're a big gamer, we have things like Red Dead Redemption 2 which almost looks photo realistic. It's incredible. >> Bryan Mosley: Yeah and especially has amazing interactivity in music. It is, you know, you get this nice kind of homey western soundtrack that changes as you start galloping faster and doing different things. So a lot of thought was put into the music interactive part. >> Gene Dreyband: So before we wrap up. >> Bryan Mosley: Yeah before we wrap up, we wanted to mention some of the great upcoming events tonight and content this weekend. >> Gene Dreyband: Yeah. So we're going to be, you're going to be joining us actually in the next event, hopefully, for Austin Wintory performing a piece with Phillipe Quint, Peter Dugan, the Triforce Quartet, and a new game by Romi Ismael in real time. >> Bryan Mosley: Yeah there's also several more events tomorrow at the Library of Congress arcade from 10 to 4 where we're going to play some of these games and experience them for yourselves. A talk on game preservation at 11 by the Library of Congress where they're going to discuss the steps that it takes to collect, catalog, and preserve video game content. And, then finally, a talk by Winifred Phillips at 2 and her experiences on game composition. >> Gene Dreyband: So we want to thank everybody for joining us today and actually, especially we have a lot of people joining us from various places. >> Bryan Mosley: Yeah. So I want to say thanks. And the community is huge for video game music. And, it's growing. And, the preservation is so awesome important to us. And, so a lot of our friends have joined in that do very similar things. We'd like to share and just have a good time. There's Rhythm and Pixels, Key Gliff, BG Embassy, All Join AS, Greg Murray. And, we're really happy that everybody's come out to hear some gaming music and join us in the concert next door. >> Gene Dreyband: So thank you again for joining us. We've been Pixelated Audio. If you want to find us, you can look us up at pixelatedaudio.com, on Twitter, on Facebook, or contact us at that email address, contact@pixelatedaudio.com/ >> Bryan Mosley: Yep. Thank you guys very much and we'll see you at the concert. [ Applause ] >> Gene Dreyband: Now we wanted to open things up just for a few minutes. Did anybody have any like one or two questions? Yeah, yeah absolutely. >> Bryan Mosley: I only have one answer remaining, so choose wisely. >> I've been a regular attending to MAGFest the last few years. So to play the Game Boy [inaudible] so all the composition on the songs they play on there, is it on the Game Boy console itself or do a lot of the musicians are composed on a regular keyboard? >> Gene Dreyband: Well most likely, there's actually a real popular program called LS DJ, that's one of the main ones. It's very similar to that tracker thing that we showed you. You have these like lanes where you say play this at this time. That's one of the most common ones that Game Boy musicians use. They like, there's a cartridge that some guy made that you can like play it like a game and use it to write music directly onto the thing. >> Bryan Mosley: Yeah we see more and more, as people become kind of nostalgic for these systems like the Game Boy that they want to recreate, authentically recreate the sound. And, so they come up with various ways to record from an actual Game Boy or an actual Sega Genesis or a PC 98 or a Nintendo and be able to produce this sound that way rather than just playing through a keyboard. >> Gene Dreyband: You know, to follow along with that, one of the things, one of the reasons why Chip Tuned as a genre really came about is exactly the thing we've talked about. All of these systems are old now. They're cheap. You can buy them for almost nothing. They have great sound capabilities so people are like, well if you're just going to throw it away, I might as well use it to start making music. And, that's really what it's been about, I mean initially, and it's grown so much. But yeah, I mean, Chip Tuned has become sort of its own subculture of music where people use these very like retro sounding sound chips to make new music today. >> I wanted to ask something about more, something more modern actually. Do you have any information about more modern setting, you have, you have say an orchestra playing your music for your soundtrack. How would that, how would that technologically different from using say the sample? Like because you're going to, you're probably not going to get to your whole track necessarily at any given moment, you modulate it. How would that differ from just using say a sampler to create your music? >> Bryan Mosley: Well we've actually talked to a few composers that had a lot of things to say about the same thing. I think it was Chris Madegan who did Cuphead actually who mentioned that he wanted to do, he wanted to sample some of the instruments but he ended up turning to the live band to do most of it because he was able to get the best tamper out of that, that authentic, that real live band sound. Whereas the sample, you know, it could, you could push it and make it do a lot of things. But, it didn't quite get close to what his vision was. So I think it comes down to the composer and what they want. >> Gene Dreyband: Yeah. And, with the sample, sometimes you're just limited. If you only have a few, they'll all sound kind of the same. Whereas if you record an entire band, there'll be, you know, minor differences between the way that they're playing one passage versus another. So I think, to answer your question, sometimes sampling is actually the better way and people use sample libraries to play back this, you know, MIDI data or whatever and modulate in real time. Other times, they'll just have full tracks of this is just the band or this is just the guitarist playing. And, then they will use these, sometimes it's called a stem which is sort of sections, and they'll switch those stems out. It's a similar kind of process to what you're seeing but with, you know, much bigger budgets, higher audio processing capabilities. >> Brian Mosley: And, I think also the imperfections that you get from live audio are very, very hard to replicate with samples. It's just too hard to recreate those minor mistakes and those minor nuances that you get from a live recording. Anyone else? Good. All right. So I guess we're going over to the, auditorium. >> Gene Dreyband: Yeah it's about 7:20 I think we have a few minutes. I think they're playing starting right around 7:30. Right? Or it's 8. Okay. Great. >> Bryan Mosley: Okay. Great. >> Gene Dreyband: Well thank you very much everybody for joining us. I hope you enjoyed the talk. [ Applause ]
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Channel: Library of Congress
Views: 5,883
Rating: 4.8987341 out of 5
Keywords: Library of Congress
Id: eSSgqeMkuJM
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Length: 50min 50sec (3050 seconds)
Published: Thu Aug 20 2020
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