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Part I - Chiptunes

Introduction

Published online by Cambridge University Press:  15 April 2021

Melanie Fritsch
Affiliation:
Heinrich-Heine-Universität Düsseldorf
Tim Summers
Affiliation:
Royal Holloway, University of London
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Summary

And three ‘bips’ disrupted the silence – this is how a written history of game sound might start. These famous ‘bips’ in three different pitches occurred when players hit the white pixel representing the ball with the controllable white bar representing the bat, when the ball bumped from the upper or lower border or when the ball went off screen in the first widely commercially successful arcade game, Pong (1972). These sounds were not produced with a sound chip, but by the voltage peaks of the circuits in the gaming machine: in other words, their origin was analogue. Three years later, the arcade game Gun Fight (in Japan and Europe released under the name Western Gun), created by Tomohiro Nishikado, included a monophonic version of the famous opening bars of Chopin’s funeral march from his Second Piano Sonata, and was the first game to include a melodic line. Again three years later, Taito’s arcade title Space Invaders (1978), also created by Nishikado, used a changing soundtrack for the first time. It drew attention to the possibilities that a dynamic approach towards sound and music provided in terms of enhancing the player’s experience during play. The arcade cabinet produced its sounds using the Texas Instruments SN76477 sound chip that had come to market the same year. Such programmable sound generators (PSGs) were used to produce the sound and music for arcade titles, home consoles and home computers. Some of these chips came to fame, either as they were used widely and in many gaming devices, or because of their distinct sound, or both. Famous examples are General Instrument’s AY-3–8910 (1978), the MOS Technology 6581/8580 SID (Sound Interface Device; 1981) Atari’s POKEY (Pot Keyboard Integrated Circuit, 1982) and the Amiga Paula (1985). While these chips are usually referred to under one name as one item, it is worthwhile noting that many of them were produced in several iterations and versions. Another early approach towards game music beside the use of PSGs was wavetable synthesis, most famously adopted by Namco with their Namco WSG (Waveform Sound Generator) for their 8-bit arcade-game system boards such as the Namco Pac-Man board (1980) or the Namco Galaga board (1981). From the mid-1980s FM synthesis (Frequency Modulation Synthesis) was popular, particularly since the release of Yamaha’s DX7 synthesizer, and became the standard for game sound until the mid-1990s, with Yamaha being one of the main hardware producers. Unlike the PSGs, which used set soundwaves to give particular timbres, FM synthesis allowed waveforms to be blended and altered, giving rise to a far greater variety of timbres.

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Publisher: Cambridge University Press
Print publication year: 2021

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References

Further Reading

Fritsch, Melanie. ‘Heroines Unsung: The (Mostly) Untold Story of Female Japanese Game Music Composers’, in Women’s Music for the Screen: Diverse Narratives in Sound, ed. Wilcox, Felicity. New York: Routledge, in press.Google Scholar
Kohler, Chris. Power-Up: How Japanese Video Games Gave the World an Extra Life. Indianapolis: BradyGames, 2004.Google Scholar
Yamakami, Yôhei and Barbosa, Mathieu. ‘Formation et développement des cultures autour de la “Geemu Ongaku” (1980–1990).Kinephanos 5, no. 1 (2015): 142–60.Google Scholar
Dwyer, Nick (dir.). Diggin’ in the Carts. (2014). [Video documentary series] (accessed 23 May 2020). http://daily.redbullmusicacademy.com/2014/10/diggin-in-the-carts-series.Google Scholar
Koshiro, Yuzo. What Led Me to Game Music? Talk About the Music of The Tower Of Druaga, Gradius, Space Harrier. (2019). [Video] (accessed 23 May 2020) www.youtube.com/watch?v=tLqbixY5H0s.Google Scholar
Dwyer, Nick (dir.). Diggin’ in the Carts. (2014). [Video documentary series] (accessed 23 May 2020). http://daily.redbullmusicacademy.com/2014/10/diggin-in-the-carts-series.Google Scholar
Koshiro, Yuzo. What Led Me to Game Music? Talk About the Music of The Tower Of Druaga, Gradius, Space Harrier. (2019). [Video] (accessed 23 May 2020) www.youtube.com/watch?v=tLqbixY5H0s.Google Scholar

Video

Dwyer, Nick (dir.). Diggin’ in the Carts. (2014). [Video documentary series] (accessed 23 May 2020). http://daily.redbullmusicacademy.com/2014/10/diggin-in-the-carts-series.Google Scholar
Koshiro, Yuzo. What Led Me to Game Music? Talk About the Music of The Tower Of Druaga, Gradius, Space Harrier. (2019). [Video] (accessed 23 May 2020) www.youtube.com/watch?v=tLqbixY5H0s.Google Scholar

Further Reading

Braguinski, Nikita. RANDOM: Die Archäologie der Elektronischen Spielzeugklänge. Bochum: Projekt Verlag, 2018.Google Scholar
Collins, Karen. ‘From Bits to Hits: Video Games Music Changes Its Tune.’ Film International 12 (2005): 419.Google Scholar
Collins, Karen. ‘Flat Twos and the Musical Aesthetic of the Atari VCS.Popular Musicology Online 1 (2006).Google Scholar
Collins, Karen. Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design. Cambridge, MA: The MIT Press, 2008.Google Scholar
Fritsch, Melanie. Performing Bytes: Musikperformances der Computerspielkultur. Würzburg: Königshausen & Neumann, 2018.Google Scholar
McAlpine, Kenneth B. Bits and Pieces. A History of Chiptunes. New York: Oxford University Press, 2018.Google Scholar
Newman, James. ‘The Music of Microswitches: Preserving Videogame Sound – A Proposal.The Computer Games Journal 7 (2018): 261–78.Google Scholar
Tanaka, Haruhisa ‘hally’. All About Chiptune. Tokyo: Seibundo-shinkosha, 2017.Google Scholar
Troise, Blake. ‘The 1-Bit Instrument. The Fundamentals of 1-Bit Synthesis, Their Implementational Implications, and Instrumental Possibilities.Journal of Sound and Music in Games 1, no. 1 (2020): 4474.Google Scholar

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