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Understanding Game Scoring: The Evolution of Compositional Practice for and through Gaming (Perspectives on Music Production) PDF

161 Pages·2021·8.711 MB·English
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UNDERSTANDING GAME SCORING Understanding Game Scoring explores the unique collaboration between gameplay and com- position that defines musical scoring for video games. Using an array of case studies reaching back into the canon of classic video games, this book illuminates the musical flexibility, user interactivity and sound programming that make game scoring so different from traditional modes of composition. Mack Enns explores the collaboration between game scorers and players to produce the final score for a game, through case studies of the Nintendo Entertainment System sound hardware configuration, and game scores, including the canonic scores for Super Mario Bros. (1985) and The Legend of Zelda (1986). This book is recommended reading for students and researchers interested in the compo- sition and production of video game scores, as well as those interested in ludo-musicology. Mack Enns is a Research Assistant Professor at Hong Kong Baptist University, specializing in music design and programming for video games and interactive media, music technology and popular music studies. Perspectives on Music Production Series Editors: Russ Hepworth-Sawyer, York St John University, UK. Jay Hodgson, Western University, Ontario, Canada. Mark Marrington, York St John University, UK. This series collects detailed and experientially informed considerations of record production from a multitude of perspectives, by authors working in a wide array of academic, creative and professional contexts. We solicit the perspectives of scholars of every disciplinary stripe, alongside recordists and recording musicians themselves, to provide a fully comprehensive analytic point-of-view on each component stage of music production. Each volume in the series thus focuses directly on a distinct stage of music production, from pre-production through recording (audio engineering), mixing, mastering, to marketing and promotions. Gender in Music Production Edited by Russ Hepworth-Sawyer, Jay Hodgson, Liesl King and Mark Marrington Mastering in Music Edited by Russ Hepworth-Sawyer and Jay Hodgson Innovation in Music Future Opportunities Edited by Russ Hepworth-Sawyer, Justin Paterson and Rob Toulson Recording the Classical Guitar Mark Marrington The Creative Electronic Music Producer Thomas Brett 3-D Audio Edited by Justin Paterson and Hyunkook Lee Understanding Game Scoring The Evolution of Compositional Practice for and through Gaming Mack Enns For more information about this series, please visit: www.routledge.com/Perspectives-on- Music-Production/book-series/POMP UNDERSTANDING GAME SCORING The Evolution of Compositional Practice for and through Gaming Mack Enns First published 2022 by Routledge 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN and by Routledge 605 Third Avenue, New York, NY 10158 Routledge is an imprint of the Taylor & Francis Group, an informa business © 2022 Mack Enns The right of Mack Enns to be identified as author of this work has been asserted by him in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe. British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library Library of Congress Cataloging-in-Publication Data Names: Enns, Mackenzie, author. Title: Understanding game scoring: the evolution of compositional practice for and through gaming / Mackenzie Enns. Description: [1.] | Abingdon, Oxon; New York: Routledge, 2021. | Series: Perspectives on music production | Includes bibliographical references and index. Identifiers: LCCN 2021029237 (print) | LCCN 2021029238 (ebook) Subjects: LCSH: Video game music—Instruction and study. | Video game music—Production and direction. | Composition (Music)—Collaboration. Classification: LCC MT64.V53 E65 2021 (print) | LCC MT64.V53 (ebook) | DDC 781.5/4—dc23 LC record available at https://lccn.loc.gov/2021029237 LC ebook record available at https://lccn.loc.gov/2021029238 ISBN: 978-0-367-49283-0 (hbk) ISBN: 978-0-367-49281-6 (pbk) ISBN: 978-1-003-04546-5 (ebk) DOI: 10.4324/9781003045465 Typeset in Bembo by codeMantra CONTENTS List of figures viii List of tables x Preface xi 1 An introduction to game scoring 1 Disasterpeace and FEZ: a case study of game scoring 4 Music system overview: sequence context menu 6 Music system overview: scripts browser 7 Music system overview: main composition sequencer 9 Game scoring as a unique mode of musical composition 11 Methodology and outline 11 2 Game scoring’s interactive multimedia context 20 Spatial emulation, the gaming “diegesis,” and game scoring 20 Interactivity: a new element 22 Audial responsibility in the interactive multimedia text: a case study of the score for The Legend of Zelda (1987) 23 Case study conclusions: John Cage and game scoring as aleatoric composition 26 Game scoring taxonomy: Title Music 27 Game scoring taxonomy: Source Music 34 Source Music case study: Kondo’s “Lost Woods” vs. Vreeland’s “Reflection” 38 Game scoring taxonomy: Results Music 40 Chapter conclusions 45 vi Contents 3 Game scoring and gaming technology 49 Case study — the Nintendo Entertainment System’s sound hardware configuration 50 Channel overview: pulse wave channels 51 Channel overview: triangle wave channel 53 Channel overview: noise channel 54 Channel overview: delta modulation channel 55 NES game scoring techniques 56 NES game scoring techniques: 2-channel echo 56 NES game scoring techniques: single-channel echo 57 NES game scoring techniques: arpeggio and psychoacoustic block chords 58 NES game scoring techniques: TWC kick drum sounds 59 NES game scoring techniques: melodic samples 59 Putting it all together: the APU mixer 62 Case study summary 62 Game scoring taxonomy: Logo Jingles 63 Game scoring taxonomy: Loading Music 65 Game scoring taxonomy: voice acting and vocals 67 Chapter conclusions 68 4 Game design and game scoring as software programming 75 Game scoring taxonomy: Introduction Music 75 Game scoring taxonomy: Demo Music 77 Game scoring taxonomy: Gameplay Music 78 Gameplay Music: Hub Music 80 Gameplay Music: Area Music 84 Area Music case study: game scoring as mimetic music technology in Tetris (1984) and Guitar Hero (2005) 84 Gameplay Music: Area Music (cont.) 87 Gameplay Music: Time System Jingles 91 Gameplay Music: Battle Music 92 Gameplay Music: Rest Music 97 Gameplay Music: Dialogue Music 98 Dialogue Music case study: the Owl and Link’s Awakening 100 Gameplay Music: Challenge Music 102 Chapter conclusions 103 Contents vii 5 Game scoring: gameplay as performance of aleatoric composition 107 Before video games: the aleatoric tradition 107 A note on sound effects 110 Case study: Super Mario Bros. (“World 6-2”) 112 Game scores vs. game soundtracks: Super Mario Bros. on CD 118 Case study conclusions 120 Game scoring taxonomy: Menu Sound Effects 120 Mario menus: a case study of Menu Sound Effects in two Super Mario games 120 Menu Sound Effects, cont. 124 Game scoring taxonomy: Menu Music 125 Game scoring taxonomy: Status Music (Gameplay Music, cont.) 128 Game scoring taxonomy: Gameplay Sound Effects 130 Game scoring taxonomy: “Ambiences” or Ambient Sound Effects 134 Chapter conclusions 136 6 Game scoring: conclusion 138 Future directions 140 Significance 141 Implications 141 Conclusion 142 Index 145 FIGURES 1.1 Super Mario Bros. “Flagpole Fanfare” score 2 1.2 Super Mario Bros. “Death Sound” score 3 1.3 FEZ screenshot 5 1.4 FEZ screenshot ii 6 1.5 Fezzer sequence context menu 6 1.6 Fezzer scripts browser window 8 1.7 FEZ screenshot iii 8 1.8 Fezzer main composition sequencer window 10 2.1 FEZ screenshot iv 21 2.2 The Legend of Zelda screenshots i, ii 24 2.3 The Legend of Zelda “Game Over” score 24 2.4 The Legend of Zelda “Ending” score excerpt 25 2.5 Zelda no Densetsu: The Hyrule Fantasy screenshots i, ii; The Legend of Zelda screenshots iii, iv 28 2.6 The Legend of Zelda “Flute” score 29 2.7 The Legend of Zelda: Ocarina of Time screenshots i–v 30 2.8 The Legend of Zelda: Breath of the Wild screenshot 32 2.9 Super Mario Odyssey screenshot 32 2.10 Final Fantasy screenshot 33 2.11 Grand Theft Auto: Vice City screenshot 37 2.12 Wave Race 64 screenshots i–iv 41 2.13 Metroid screenshots i–iv 42 2.14 Metroid “Ending” score excerpt 43 3.1 Pulse wave channel envelope shapes 52 3.2 Pulse wave channel duty cycles 52 3.3 Noise channel envelope shapes 55 3.4 Sonic Mania Plus screenshots i, ii 65 3.5 Street Fighter II screenshot 68 Figures ix 4.1 Super Mario RPG screenshots i–vi 76 4.2 Super Smash Bros. screenshots i–vi 78 4.3 Super Mario World 2: Yoshi’s Island screenshot 81 4.4 Super Mario 64 screenshots i–iv 83 4.5 Tetris screenshot; Guitar Hero screenshot 85 4.6 FEZ screenshot v 88 4.7 Street Fighter II screenshot ii 93 4.8 Final Fantasy “Battle Theme” score excerpt 94 4.9 Final Fantasy screenshot ii 94 4.10 Gimmick! screenshots i, ii 97 4.11 The Legend of Zelda: Ocarina of Time screenshots vi–ix 100 4.12 The Legend of Zelda: Link’s Awakening screenshots i–vi 101 5.1 Super Mario Bros. labelled screenshot map i 113 5.2 Super Mario Bros. labelled screenshot map ii 115 5.3 Super Mario Bros. labelled screenshot map iii 116 5.4 Super Mario Bros. labelled screenshot map iv 117 5.5 Super Mario Bros. 3 screenshots i–iv 121 5.6 Super Mario Odyssey screenshots ii–iv 122 5.7 The Legend of Zelda: A Link to the Past screenshot; The Legend of Zelda: Ocarina of Time screenshot x; The Legend of Zelda: The Wind Waker screenshot; The Legend of Zelda: The Minish Cap screenshot; The Legend of Zelda: Twilight Princess screenshot; The Legend of Zelda: A Link Between Worlds screenshot 126 5.8 Super Mario World 2: Yoshi’s Island screenshots ii–v 130 5.9 The Legend of Zelda: The Wind Waker screenshot ii 132 5.10 Metal Gear Solid screenshot 133 5.11 Hyper Light Drifter screenshot 134

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