1 00:00:00,280 --> 00:00:02,960 Speaker 1: Brought to you by the reinvented two thousand twelve Camray. 2 00:00:03,160 --> 00:00:08,920 Speaker 1: It's ready. Are you get in touch with technology? With 3 00:00:09,039 --> 00:00:18,000 Speaker 1: tech Stuff from how stuff works dot com. Hello again, everyone, 4 00:00:18,040 --> 00:00:21,400 Speaker 1: Welcome to tech stuff. My name is Chris Polette and 5 00:00:21,400 --> 00:00:24,560 Speaker 1: I'm an editor here at how stuff works dot com. 6 00:00:24,640 --> 00:00:26,960 Speaker 1: And I just made the person sitting across from me 7 00:00:27,080 --> 00:00:31,360 Speaker 1: crack up his name entitled our senior writer, Jonathan Strickland. 8 00:00:32,240 --> 00:00:36,040 Speaker 1: But reverse that. Yes, I love the band, we all do, 9 00:00:36,159 --> 00:00:38,680 Speaker 1: but there's other things in life, you know that's more important. 10 00:00:40,240 --> 00:00:43,240 Speaker 1: M hm uh yeah. Actually we're not gonna be talking 11 00:00:43,240 --> 00:00:46,599 Speaker 1: a lot about bands per se, no, but we are 12 00:00:46,640 --> 00:00:51,240 Speaker 1: talking about music, definitely the history of music and video games. 13 00:00:51,440 --> 00:00:54,840 Speaker 1: And I have an interest in this because, of course, 14 00:00:54,880 --> 00:00:57,400 Speaker 1: you know, I'm I'm a gamer. I enjoyed playing video games, 15 00:00:57,880 --> 00:01:04,200 Speaker 1: but I really had early on a very deep fascination 16 00:01:04,280 --> 00:01:08,720 Speaker 1: and admiration for some of the greats in video game music. 17 00:01:09,000 --> 00:01:11,679 Speaker 1: And you have to remember, Chris and I both come 18 00:01:11,760 --> 00:01:15,399 Speaker 1: from an era in which home video games either had 19 00:01:15,600 --> 00:01:18,119 Speaker 1: no music at all when they first came out, or 20 00:01:18,200 --> 00:01:20,360 Speaker 1: or no sounds at all when they first came out, 21 00:01:20,600 --> 00:01:26,880 Speaker 1: or the sounds were let's call them primitive. Well, I, well, 22 00:01:27,520 --> 00:01:29,600 Speaker 1: I don't know. I think that's uh, that may be 23 00:01:29,680 --> 00:01:33,560 Speaker 1: an oversimplification because we had well, you know, the early 24 00:01:34,720 --> 00:01:39,800 Speaker 1: palm games Boop. You're right, that's incredibly sophisticated. I retract 25 00:01:39,920 --> 00:01:44,920 Speaker 1: my statement. Beat Boop is an amazing, amazing soundtrack. Okay, okay, 26 00:01:45,600 --> 00:01:48,120 Speaker 1: let's just point that out now. We We've talked about 27 00:01:48,160 --> 00:01:51,680 Speaker 1: the history of video games in different contexts in many 28 00:01:51,680 --> 00:01:56,320 Speaker 1: in many podcasts, um. And not to get back into that, 29 00:01:56,400 --> 00:02:00,440 Speaker 1: but you know, video games are are several decades old, now, Okay. 30 00:02:00,480 --> 00:02:03,160 Speaker 1: The first one that I found, according to my research, 31 00:02:03,680 --> 00:02:09,680 Speaker 1: was Pong Nolan Bushnell's amazing video game Pong with Magnificent Octopus, 32 00:02:10,639 --> 00:02:14,480 Speaker 1: his Magnificent Octopus. I actually, actually I I still enjoy 33 00:02:14,560 --> 00:02:17,680 Speaker 1: Pong to something degree. It's very simple, but sometimes the 34 00:02:17,720 --> 00:02:21,000 Speaker 1: simple games are are fun. I was just played exclusively. 35 00:02:21,040 --> 00:02:23,280 Speaker 1: If there's no paint for me to watch dry, I 36 00:02:23,320 --> 00:02:28,480 Speaker 1: love a Pong alright, well, alright, but yes, I actually 37 00:02:28,560 --> 00:02:31,000 Speaker 1: do like playing Pong too. I'm just I'm grouchy because 38 00:02:31,000 --> 00:02:35,880 Speaker 1: my medication is wearing of note to self, don't record 39 00:02:35,960 --> 00:02:40,600 Speaker 1: more podcasts with with Jonathan when he's sick. Um. So yeah, 40 00:02:40,600 --> 00:02:43,079 Speaker 1: Pong Okay, we're not talking a lot of soundtrack here, 41 00:02:43,080 --> 00:02:45,399 Speaker 1: but it did have at least have noise. It had 42 00:02:45,480 --> 00:02:49,240 Speaker 1: sound sound effects that went along with the ball hitting 43 00:02:49,560 --> 00:02:52,200 Speaker 1: the paddle and then of course the ball missing the paddle, 44 00:02:52,320 --> 00:02:57,720 Speaker 1: also hitting the walls and hitting the walls yes, boop whoop. 45 00:02:58,160 --> 00:03:04,000 Speaker 1: And to elaborate on that, before Palm came out, there 46 00:03:04,000 --> 00:03:08,600 Speaker 1: were a few home game systems, but none of them 47 00:03:08,800 --> 00:03:13,880 Speaker 1: incorporate sound. They were absolutely silent. Yep, yep. Now, UM 48 00:03:13,960 --> 00:03:17,520 Speaker 1: one of the games that I had sort of forgotten about, 49 00:03:17,560 --> 00:03:21,360 Speaker 1: and basically I went to UH in search of video 50 00:03:21,440 --> 00:03:23,959 Speaker 1: game music history and I found it a really awesome 51 00:03:24,000 --> 00:03:26,200 Speaker 1: timeline by Glenn McDonald out there. If you can find 52 00:03:26,240 --> 00:03:30,200 Speaker 1: it should be pretty easy to find. UM. But he 53 00:03:30,480 --> 00:03:32,440 Speaker 1: brought up one that I had completely forgotten and didn't 54 00:03:32,480 --> 00:03:34,440 Speaker 1: think of as a video game, but and it's really 55 00:03:34,480 --> 00:03:37,520 Speaker 1: I guess technically not but as an electronic game, Simon, 56 00:03:38,960 --> 00:03:42,880 Speaker 1: And I didn't realize it was that old. UM. But yeah, Simon. 57 00:03:43,280 --> 00:03:48,480 Speaker 1: It revolves around sound because you're trying to match the 58 00:03:48,520 --> 00:03:52,960 Speaker 1: colors and and lights and sounds UM in a pattern. 59 00:03:53,080 --> 00:03:55,040 Speaker 1: And it's a very very simple game. You just try 60 00:03:55,080 --> 00:03:57,040 Speaker 1: to repeat it goes you know, from the first note 61 00:03:57,080 --> 00:03:58,960 Speaker 1: to the second note of the third and you're supposed 62 00:03:59,000 --> 00:04:01,000 Speaker 1: to repeat back the atter in it plays for you 63 00:04:01,040 --> 00:04:04,800 Speaker 1: and until you finally miss one and it buzzes. It 64 00:04:04,840 --> 00:04:06,960 Speaker 1: gets too complex for you to be able to follow. 65 00:04:07,240 --> 00:04:09,680 Speaker 1: But but yeah, it's it's funny because I had I 66 00:04:09,720 --> 00:04:13,240 Speaker 1: had completely not thought about that as an electronic uh, 67 00:04:13,280 --> 00:04:16,520 Speaker 1: you know, a step in the history of electronic gaming 68 00:04:16,720 --> 00:04:20,240 Speaker 1: and the sound UM. But the next one he mentioned 69 00:04:20,360 --> 00:04:23,680 Speaker 1: was another favorite of mine back from my days hanging 70 00:04:23,680 --> 00:04:28,679 Speaker 1: out at the skating rink, UM Tito's Gunfight UM, which 71 00:04:28,800 --> 00:04:32,560 Speaker 1: was the first to use rather than using hardwired circuits, 72 00:04:33,440 --> 00:04:36,479 Speaker 1: it used the actual microprocessor to make the sounds. Yeah, 73 00:04:36,520 --> 00:04:40,400 Speaker 1: we should point out that these early game systems, everything 74 00:04:40,520 --> 00:04:43,480 Speaker 1: was hardwired into the console. Like the Pong game. You 75 00:04:43,480 --> 00:04:46,400 Speaker 1: couldn't play other games on that system. That's all it did. 76 00:04:46,880 --> 00:04:50,279 Speaker 1: Let's play the variations of Pong, and so all the 77 00:04:50,320 --> 00:04:55,120 Speaker 1: sounds that the console could make were hardwired into the circuitry. Um. 78 00:04:55,160 --> 00:04:57,840 Speaker 1: There was nothing beyond that. And a lot of these 79 00:04:57,839 --> 00:05:02,360 Speaker 1: early games like Simon, same thing. If you had assignment, 80 00:05:02,440 --> 00:05:05,200 Speaker 1: It's not like you could suddenly play music. I mean, 81 00:05:05,240 --> 00:05:07,279 Speaker 1: apart from music that would have four notes to it 82 00:05:07,360 --> 00:05:10,680 Speaker 1: and a little noise if you got anything wrong wrong. 83 00:05:10,760 --> 00:05:13,440 Speaker 1: You couldn't play a song on it, no, because it 84 00:05:13,560 --> 00:05:16,680 Speaker 1: only had those four tones that was capable of making. Yes, 85 00:05:16,760 --> 00:05:22,480 Speaker 1: now that's you know, in in contrast to two other machines. UM. Actually, 86 00:05:22,480 --> 00:05:24,120 Speaker 1: it reminds me a little bit of Loops, which just 87 00:05:24,200 --> 00:05:27,239 Speaker 1: came out in the last year. I have one of those. 88 00:05:27,320 --> 00:05:29,760 Speaker 1: You do have loops, so do I. That's funny. I 89 00:05:29,800 --> 00:05:31,239 Speaker 1: didn't know that, but yeah, you can. You can actually 90 00:05:31,240 --> 00:05:34,360 Speaker 1: play music on that to some degree. But the sounds, 91 00:05:34,360 --> 00:05:39,680 Speaker 1: they're far more advanced sounds on that. UM. Another system actually, 92 00:05:39,720 --> 00:05:43,719 Speaker 1: one that I owned, the Attar, also had hardwired sounds 93 00:05:43,760 --> 00:05:46,680 Speaker 1: on it. UM you were you were limited the people 94 00:05:46,720 --> 00:05:49,400 Speaker 1: who would program games that would come on the cartridges, 95 00:05:49,400 --> 00:05:51,920 Speaker 1: which are using ROMs you snap into place in the 96 00:05:51,960 --> 00:05:56,320 Speaker 1: cartridge slot read only memory. Yes. Uh, the people who 97 00:05:56,320 --> 00:05:59,800 Speaker 1: programmed games had to take advantage of the sounds that 98 00:06:00,000 --> 00:06:03,120 Speaker 1: are hardwired into the console itself. It's a very limited 99 00:06:03,160 --> 00:06:06,880 Speaker 1: sound library and so you know what what you had 100 00:06:06,920 --> 00:06:10,599 Speaker 1: to deal with was, you know, your standard and lots 101 00:06:10,600 --> 00:06:15,159 Speaker 1: of little I still remember the McDonald brought it up, 102 00:06:15,160 --> 00:06:19,440 Speaker 1: but I still remember the tank sound from combat that right, Yeah, 103 00:06:19,520 --> 00:06:22,080 Speaker 1: there were there were various beeps and bloops that were 104 00:06:22,120 --> 00:06:25,279 Speaker 1: at different pitches, so you could make some very very 105 00:06:25,360 --> 00:06:29,800 Speaker 1: primitive music. Essentially would program it, hard program it onto 106 00:06:29,880 --> 00:06:33,000 Speaker 1: the cartridge and that would tell the console, okay, make 107 00:06:33,080 --> 00:06:38,400 Speaker 1: these noises. So this is still like besides the Gunfight game. 108 00:06:38,920 --> 00:06:43,000 Speaker 1: These are more like Simon, and as far as music goes, 109 00:06:43,040 --> 00:06:45,599 Speaker 1: they're more like Simon than they are a computer with 110 00:06:45,720 --> 00:06:50,159 Speaker 1: a dedicated sound card or system for handling sound files. Yes, 111 00:06:50,279 --> 00:06:54,440 Speaker 1: just just to to clarify, Gunfight was an our standalone 112 00:06:54,520 --> 00:06:57,080 Speaker 1: arcade game, and so was the initial version of Pong. 113 00:06:57,520 --> 00:07:02,159 Speaker 1: But there were Pong in its many many clones made 114 00:07:02,200 --> 00:07:06,200 Speaker 1: it into the home and along with the UM But 115 00:07:06,360 --> 00:07:09,880 Speaker 1: do you know what the the first UH system was 116 00:07:10,040 --> 00:07:13,120 Speaker 1: that took advantage that didn't have to be hardwired on 117 00:07:13,160 --> 00:07:16,400 Speaker 1: a home system. UH. If I had to guess, I'd 118 00:07:16,400 --> 00:07:19,840 Speaker 1: say it was the NES UH. No, Actually it was 119 00:07:20,040 --> 00:07:22,480 Speaker 1: another system that you probably did not have. I don't 120 00:07:22,520 --> 00:07:26,760 Speaker 1: think you've ever mentioned having that. The Odyssey to UH 121 00:07:27,640 --> 00:07:33,920 Speaker 1: had programmable stop laughing, had programmable cartridges and the programmers 122 00:07:33,960 --> 00:07:37,760 Speaker 1: could encode sound a sound library on the cartridge itself. 123 00:07:38,520 --> 00:07:42,720 Speaker 1: Um so, and it also had speech synthesis, which explained 124 00:07:42,720 --> 00:07:46,160 Speaker 1: why it sold so well. Oh wait a minute, the 125 00:07:46,200 --> 00:07:50,760 Speaker 1: Intellivision also had speech synthesis usually was pretty primitive. There 126 00:07:50,760 --> 00:07:53,240 Speaker 1: were normally just a few words that each game would 127 00:07:53,240 --> 00:07:58,320 Speaker 1: be able to do. I had B seventeen balm or 128 00:07:58,640 --> 00:08:01,160 Speaker 1: that's exactly how it's on it too. I'm not if 129 00:08:01,160 --> 00:08:02,880 Speaker 1: any of you guys had that game out there, you 130 00:08:02,960 --> 00:08:06,280 Speaker 1: know what I'm talking about. Well, actually, uh, McDonald said 131 00:08:06,280 --> 00:08:09,920 Speaker 1: that Major League Baseball was the first talking game. Did 132 00:08:09,960 --> 00:08:15,320 Speaker 1: you have that one with Strike? Yeah? Yeah, I had 133 00:08:15,360 --> 00:08:21,280 Speaker 1: that game as well. I'm not proud of this, it's okay. Well, 134 00:08:21,320 --> 00:08:23,960 Speaker 1: you know what. At the time though, it was, it 135 00:08:24,040 --> 00:08:27,760 Speaker 1: was a big deal and it's funny. Uh Uh. One 136 00:08:27,800 --> 00:08:29,720 Speaker 1: of the things that he that McDonald pointed out in 137 00:08:29,760 --> 00:08:34,480 Speaker 1: his timeline was, um, even though these systems were primitive 138 00:08:34,920 --> 00:08:38,760 Speaker 1: in terms of sound design and soundscaping, uh, compared to now, 139 00:08:38,800 --> 00:08:41,680 Speaker 1: I mean what we have now we've got actual songs 140 00:08:41,760 --> 00:08:46,920 Speaker 1: from regular recording arts that are actually encoded into the game. Um. Well, 141 00:08:47,000 --> 00:08:52,320 Speaker 1: even without that level of sophistication, they still provided um 142 00:08:52,360 --> 00:08:55,920 Speaker 1: a lot of context and character and richness for the 143 00:08:56,720 --> 00:09:00,880 Speaker 1: game player. Uh. He specifically mentioned Space Invaders because you 144 00:09:00,960 --> 00:09:04,720 Speaker 1: hear the marching and and as they get closer and 145 00:09:04,760 --> 00:09:08,240 Speaker 1: closer to the planet, it speeds up, and you hear 146 00:09:08,280 --> 00:09:10,800 Speaker 1: the sound of it speed up, and then that you know, constant, 147 00:09:11,400 --> 00:09:14,160 Speaker 1: you know, triggers your panic response. It does. And you 148 00:09:14,160 --> 00:09:17,560 Speaker 1: wouldn't think, you know, yeah, that's that's kids stuff, that's 149 00:09:17,600 --> 00:09:19,959 Speaker 1: no big deal. It really does have an effect, and 150 00:09:19,960 --> 00:09:22,080 Speaker 1: it has effect on how you feel when you're playing 151 00:09:22,120 --> 00:09:25,719 Speaker 1: the game and increases your uh, your desire to kill 152 00:09:25,760 --> 00:09:28,360 Speaker 1: off those little buggers so you can face another wave 153 00:09:28,400 --> 00:09:30,360 Speaker 1: of those little buggers. And some of the early ar 154 00:09:30,440 --> 00:09:32,679 Speaker 1: kid games like well, you know, things like pac Man 155 00:09:33,080 --> 00:09:37,440 Speaker 1: and Donkey Kong had their little, little tiny elements of 156 00:09:37,520 --> 00:09:39,760 Speaker 1: music to them. It was almost like a jingle for 157 00:09:39,840 --> 00:09:43,359 Speaker 1: a commercial in the sense that it was not terribly sophisticated, 158 00:09:43,400 --> 00:09:47,440 Speaker 1: not terribly lone, but very very catching. Right do do 159 00:09:47,440 --> 00:09:51,600 Speaker 1: do do do do do? Yeah, you can do that 160 00:09:51,679 --> 00:09:53,520 Speaker 1: if you if you try that to someone and they 161 00:09:53,559 --> 00:09:55,559 Speaker 1: do that what Chris just did. That means that they 162 00:09:55,559 --> 00:09:57,560 Speaker 1: were around in the early eighties and they played a 163 00:09:57,559 --> 00:10:00,760 Speaker 1: lot of Donkey Kong yes um Unfo Sinately, as I 164 00:10:00,800 --> 00:10:03,559 Speaker 1: was doing research for this podcast, I got sidelined by 165 00:10:03,640 --> 00:10:06,680 Speaker 1: VG Music dot com is the video game Music Archive, 166 00:10:08,000 --> 00:10:10,719 Speaker 1: and it has all those different files that you could 167 00:10:10,760 --> 00:10:13,640 Speaker 1: listen to the music from those video games. There's a 168 00:10:13,679 --> 00:10:16,480 Speaker 1: good hour of my life that just disappeared, and I 169 00:10:16,520 --> 00:10:19,360 Speaker 1: don't know where it went. Well, let's do you mind 170 00:10:19,440 --> 00:10:20,960 Speaker 1: if I if I skip ahead a bit. I mean 171 00:10:21,320 --> 00:10:23,160 Speaker 1: we're talking about a lot of the Arcade games and 172 00:10:23,160 --> 00:10:25,960 Speaker 1: a lot of the the like Atari bas games. But 173 00:10:26,000 --> 00:10:29,240 Speaker 1: really the Atari system was pretty primitive. I was just 174 00:10:29,240 --> 00:10:31,640 Speaker 1: gonna ask you a triviuta, a quick trivia question. Hit me, 175 00:10:31,720 --> 00:10:35,960 Speaker 1: do you know? Really I'm grouchy. He never says that 176 00:10:36,000 --> 00:10:37,959 Speaker 1: I will take it out on tyler Um. He had 177 00:10:38,040 --> 00:10:42,200 Speaker 1: one thing to do today. Okay, So do you know 178 00:10:42,360 --> 00:10:44,960 Speaker 1: who wrote the music for Donkey Kong? I do not. 179 00:10:45,400 --> 00:10:50,200 Speaker 1: It was, in fact Miyamoto San himself, Miamoto, Yes, Shigeru 180 00:10:50,440 --> 00:10:53,600 Speaker 1: Miyamoto who wrote the music for for Donkey Kong on 181 00:10:53,640 --> 00:10:57,920 Speaker 1: a small electronic keyboard, according to UH. According to Glenn McDonald, 182 00:10:58,040 --> 00:11:03,080 Speaker 1: so Miyamoto is a giant the game industry. But I 183 00:11:03,120 --> 00:11:05,560 Speaker 1: had no idea. And it's it's funny to show you that. 184 00:11:05,559 --> 00:11:08,600 Speaker 1: That again shows you what how ground level he was. 185 00:11:08,640 --> 00:11:11,559 Speaker 1: And this whole thing, well, the reason why I was 186 00:11:11,559 --> 00:11:13,679 Speaker 1: going to skip ahead, was that if if we want 187 00:11:13,720 --> 00:11:17,640 Speaker 1: to talk about home consoles, which really, yeah, we eventually 188 00:11:17,679 --> 00:11:20,800 Speaker 1: are going to be focusing mostly on the console system 189 00:11:20,840 --> 00:11:24,120 Speaker 1: because you know, the arcades eventually faded from popularity, not 190 00:11:24,160 --> 00:11:26,640 Speaker 1: that they don't exist anymore, but in the United States 191 00:11:26,679 --> 00:11:30,079 Speaker 1: they're few and far between, and the development for games 192 00:11:30,120 --> 00:11:33,040 Speaker 1: tends to be more focused on the home market than 193 00:11:33,080 --> 00:11:35,480 Speaker 1: on the arcade market in the United States. There's still 194 00:11:35,480 --> 00:11:39,679 Speaker 1: places like Japan arcades are huge, but um not in 195 00:11:39,720 --> 00:11:42,480 Speaker 1: the United States so much. Well, I wanted to talk 196 00:11:42,520 --> 00:11:47,679 Speaker 1: about the original Nintendo system and how it was kind 197 00:11:47,720 --> 00:11:52,160 Speaker 1: of a huge jump ahead of everything else. Now, one 198 00:11:52,200 --> 00:11:55,040 Speaker 1: of the reasons why when I say huge jump ahead, 199 00:11:55,080 --> 00:11:58,640 Speaker 1: I mean it's primitive compared to today's consoles, but at 200 00:11:58,640 --> 00:12:03,040 Speaker 1: the time was a big deal. It had four whole 201 00:12:04,040 --> 00:12:09,560 Speaker 1: channels for music. Well, when you think about it, was 202 00:12:09,840 --> 00:12:13,800 Speaker 1: came out in the mid eighties and four channel stereo 203 00:12:13,920 --> 00:12:16,880 Speaker 1: was kind of a big deal. Yeah, And you've got 204 00:12:16,880 --> 00:12:19,920 Speaker 1: to remember that most of these game systems had one channel, like, 205 00:12:20,200 --> 00:12:22,240 Speaker 1: so if there was a sound effect, it had to 206 00:12:22,280 --> 00:12:26,080 Speaker 1: interrupt the music or so if there's so like when 207 00:12:26,160 --> 00:12:28,760 Speaker 1: Mario would jump in Dulu, do the they'tle thing it 208 00:12:28,760 --> 00:12:32,600 Speaker 1: would it would interrupt the music in the middle of it. Um. So, 209 00:12:32,600 --> 00:12:35,040 Speaker 1: so having a system that would allow you to play 210 00:12:35,120 --> 00:12:37,360 Speaker 1: four channels of sound was a big deal. Now, one 211 00:12:37,360 --> 00:12:40,400 Speaker 1: of those channels was usually used for sound effects, and 212 00:12:40,440 --> 00:12:44,840 Speaker 1: the other three would be used in various forms for music. UM. 213 00:12:44,880 --> 00:12:49,360 Speaker 1: I read about game composers who would try and try 214 00:12:49,520 --> 00:12:52,720 Speaker 1: figure out ways to make a a four note chord, 215 00:12:53,040 --> 00:12:55,520 Speaker 1: which is hard to do if you've only got three channels. 216 00:12:56,520 --> 00:12:59,040 Speaker 1: So what they would do is they would do a 217 00:12:59,400 --> 00:13:02,880 Speaker 1: instead of doing a true chord, they would do essentially 218 00:13:02,920 --> 00:13:06,200 Speaker 1: a broken chord. They would play the notes back to 219 00:13:06,240 --> 00:13:09,520 Speaker 1: back so quickly that to us it sounds almost like 220 00:13:09,600 --> 00:13:13,160 Speaker 1: they were played simultaneously. So so you would get the 221 00:13:13,240 --> 00:13:16,679 Speaker 1: effect of the chord without actually truly playing a chord. 222 00:13:17,200 --> 00:13:20,880 Speaker 1: And then there were other game developers who would allow 223 00:13:21,000 --> 00:13:23,640 Speaker 1: for music to take over and then when a sound 224 00:13:23,640 --> 00:13:26,720 Speaker 1: effect comes in, it would drop one channel out of 225 00:13:26,720 --> 00:13:31,120 Speaker 1: the four out so the sound effect could take place. Um. Yeah, 226 00:13:31,120 --> 00:13:34,440 Speaker 1: because typically, uh, you know, I'm sure a lot of 227 00:13:34,440 --> 00:13:37,600 Speaker 1: our musician listeners are going to say, well, would you know, 228 00:13:37,720 --> 00:13:42,040 Speaker 1: chord really only requires three notes, but you would want, um, 229 00:13:42,080 --> 00:13:46,880 Speaker 1: the richness and depth of additional octaves in there too, right, 230 00:13:47,400 --> 00:13:51,559 Speaker 1: And and I want to mention one guy in particular 231 00:13:52,240 --> 00:13:57,360 Speaker 1: as really being instrumental, if you will, for you in 232 00:13:57,440 --> 00:14:00,480 Speaker 1: the development of video game music as far as as 233 00:14:00,520 --> 00:14:03,120 Speaker 1: its effect in the game industry. I'm interested to see 234 00:14:03,120 --> 00:14:08,360 Speaker 1: who this is. Cochi Condo, the composer for both Super 235 00:14:08,400 --> 00:14:13,000 Speaker 1: Mario Brothers and Legend of Zelda. And that's the reason 236 00:14:13,040 --> 00:14:16,920 Speaker 1: why I'm singling out Cochi Condo. And please people don't 237 00:14:17,000 --> 00:14:19,120 Speaker 1: write into me and tell me that I should talk 238 00:14:19,120 --> 00:14:21,200 Speaker 1: about some other composer, because we're gonna talk about a 239 00:14:21,200 --> 00:14:23,920 Speaker 1: few others before the end of this. But the reason 240 00:14:23,920 --> 00:14:26,680 Speaker 1: why I wanted to single him out and mentioned him 241 00:14:26,760 --> 00:14:31,720 Speaker 1: is because, uh, he sort of created this this idea 242 00:14:32,120 --> 00:14:35,920 Speaker 1: in the video games of different environments having different soundtracks, right, 243 00:14:36,360 --> 00:14:39,560 Speaker 1: so when you moved from one environment into another, you 244 00:14:39,600 --> 00:14:43,280 Speaker 1: would get a new uh tune playing in the background, 245 00:14:43,760 --> 00:14:46,360 Speaker 1: and this would enhance your your video gaming experience. That 246 00:14:46,440 --> 00:14:48,960 Speaker 1: was Super Mario Brothers. It was pretty simple. There was 247 00:14:49,040 --> 00:14:50,960 Speaker 1: one tune for when you were above ground, and there 248 00:14:51,000 --> 00:14:53,760 Speaker 1: was one tune when you were in the dungeon levels, 249 00:14:54,280 --> 00:14:55,920 Speaker 1: and then I think there was a different one when 250 00:14:55,960 --> 00:14:59,200 Speaker 1: you were underwater. So the interesting part there is that 251 00:14:59,360 --> 00:15:03,320 Speaker 1: this this really gave composers for video games that really 252 00:15:03,360 --> 00:15:05,880 Speaker 1: gave them a shot in the arms, saying, oh, you know, 253 00:15:05,920 --> 00:15:08,320 Speaker 1: this can be more than just adding a little extra 254 00:15:08,400 --> 00:15:10,520 Speaker 1: element into a video game. It's more than just the 255 00:15:10,720 --> 00:15:13,840 Speaker 1: icing on the cake. There's there's an element here that 256 00:15:13,880 --> 00:15:17,640 Speaker 1: can be intrinsic to the video game playing experience. Now, 257 00:15:17,680 --> 00:15:21,440 Speaker 1: at the time, most of the composers for video games 258 00:15:21,480 --> 00:15:26,760 Speaker 1: were working exclusively with one developer, and in a way, 259 00:15:26,880 --> 00:15:29,960 Speaker 1: actually some of the earliest video games, the composers were 260 00:15:29,960 --> 00:15:32,440 Speaker 1: people who were just on staff who happened to also 261 00:15:32,480 --> 00:15:37,000 Speaker 1: be musicians. So, you know, in the video game industry 262 00:15:37,040 --> 00:15:39,640 Speaker 1: when it first started out, they didn't have the resources 263 00:15:39,720 --> 00:15:43,280 Speaker 1: or the cloud really or the prestige to attract quote 264 00:15:43,360 --> 00:15:47,400 Speaker 1: unquote real composers. Now, I say quote unquote because I 265 00:15:47,480 --> 00:15:49,680 Speaker 1: consider the guys who came up with these video game 266 00:15:49,720 --> 00:15:52,240 Speaker 1: tunes to be real composers, because I mean a lot 267 00:15:52,280 --> 00:15:55,520 Speaker 1: of these tunes I'm still a big fan of. Yeah, 268 00:15:55,760 --> 00:15:58,280 Speaker 1: you're you're speaking of people who are dedicated to composing. 269 00:15:58,320 --> 00:16:02,240 Speaker 1: That what they do, that's that's their main And then 270 00:16:02,560 --> 00:16:04,880 Speaker 1: eventually you got to a point where video game developers 271 00:16:04,880 --> 00:16:09,560 Speaker 1: would be able to hire someone who specifically specialized in music, 272 00:16:09,720 --> 00:16:12,800 Speaker 1: but even then they were another person in the company payroll. 273 00:16:12,920 --> 00:16:16,120 Speaker 1: It's not like you commissioned someone to compose music for 274 00:16:16,200 --> 00:16:20,320 Speaker 1: your video game. The thing that makes the video game 275 00:16:20,400 --> 00:16:24,680 Speaker 1: music really interesting that I think uh kachy Condo uh 276 00:16:25,000 --> 00:16:29,080 Speaker 1: kind of launched was this idea of the interactive experience, 277 00:16:29,120 --> 00:16:34,040 Speaker 1: and that things that the player does changes the environment 278 00:16:34,080 --> 00:16:36,400 Speaker 1: in some way, and in this case, it would change 279 00:16:36,440 --> 00:16:38,280 Speaker 1: the music that's playing in the background depending on where 280 00:16:38,320 --> 00:16:43,520 Speaker 1: the player was. And that's fundamentally a different experience than 281 00:16:44,040 --> 00:16:48,560 Speaker 1: composing music for either a film or just composing music period, 282 00:16:48,600 --> 00:16:53,440 Speaker 1: like creating a symphony, right because in those it's the 283 00:16:53,480 --> 00:16:57,120 Speaker 1: audience is passive. There's nothing the audience can do that's 284 00:16:57,160 --> 00:17:00,920 Speaker 1: going to alter the progressional music sort of causing a 285 00:17:00,960 --> 00:17:04,080 Speaker 1: scene at a life symphony. Don't do that, by the way, 286 00:17:05,560 --> 00:17:07,399 Speaker 1: I've done hundreds of years ago. I don't want to 287 00:17:07,440 --> 00:17:09,240 Speaker 1: do that anymore. I'm tired of being thrown out of 288 00:17:09,240 --> 00:17:12,280 Speaker 1: all the symphony halls in the United States though I 289 00:17:12,280 --> 00:17:14,200 Speaker 1: couldn't you know what to him, but throughout the Opera 290 00:17:14,200 --> 00:17:18,399 Speaker 1: House in Sydney. So anyway, the there's a goal the 291 00:17:20,240 --> 00:17:22,160 Speaker 1: it's it's it seems like it would almost be closer 292 00:17:22,200 --> 00:17:26,080 Speaker 1: to movie music and in a lot of ways than 293 00:17:26,119 --> 00:17:29,520 Speaker 1: it would be to traditional symphonic music, because it's programmatic, 294 00:17:29,560 --> 00:17:31,760 Speaker 1: it has a it has a theme to it, and 295 00:17:31,920 --> 00:17:34,680 Speaker 1: it actually is helping tell the story. Right, It's meant 296 00:17:34,680 --> 00:17:37,960 Speaker 1: to help elevate the experience. But even with movie music, 297 00:17:38,200 --> 00:17:43,040 Speaker 1: you still have a set, uh set series of events. Right, 298 00:17:43,520 --> 00:17:48,000 Speaker 1: that's exactly exactly. But but to just to elaborate on 299 00:17:48,000 --> 00:17:50,080 Speaker 1: your point, the reason why it's even different from that 300 00:17:50,240 --> 00:17:52,840 Speaker 1: is the second time you watch that movie, that movie, 301 00:17:53,280 --> 00:17:56,040 Speaker 1: unless you're watching some really weird choose your own adventure 302 00:17:56,080 --> 00:17:58,159 Speaker 1: thing is going to progress the exact same way, so 303 00:17:58,240 --> 00:18:01,840 Speaker 1: that the first time clue any and the hundredth time, okay, 304 00:18:01,960 --> 00:18:04,320 Speaker 1: sure clue the end of Clue for those of you 305 00:18:04,359 --> 00:18:07,080 Speaker 1: who don't know, Clue came out in four starring Tim 306 00:18:07,160 --> 00:18:11,640 Speaker 1: Curry and it was phenomenal and had three different dings. Um. 307 00:18:11,680 --> 00:18:16,160 Speaker 1: But but apart from that, in most situations, the the 308 00:18:16,200 --> 00:18:18,159 Speaker 1: eight hundredth time you watch the movie is going to 309 00:18:18,200 --> 00:18:19,560 Speaker 1: be the same as the first as far as the 310 00:18:19,560 --> 00:18:24,080 Speaker 1: progression of scenes go, barring director's cuts and all that mess. 311 00:18:24,119 --> 00:18:26,800 Speaker 1: So in other words, the composer does not have to 312 00:18:26,880 --> 00:18:33,160 Speaker 1: create musical segues or musical themes that will be incorporated 313 00:18:33,240 --> 00:18:36,199 Speaker 1: or perhaps mixed in with other themes based upon what 314 00:18:36,280 --> 00:18:41,639 Speaker 1: the characters going through. So this is also the era 315 00:18:41,800 --> 00:18:45,959 Speaker 1: in which I think, possibly because a lot of us 316 00:18:45,960 --> 00:18:47,920 Speaker 1: grew up with this type of music, but I think 317 00:18:47,920 --> 00:18:53,120 Speaker 1: this era is also what inspired, um, what would later become. Uh. 318 00:18:53,280 --> 00:18:57,359 Speaker 1: You know people who play these kinds of video game 319 00:18:57,440 --> 00:19:02,280 Speaker 1: scores for others as you know, a symphonic piece and things, 320 00:19:02,280 --> 00:19:05,440 Speaker 1: because some of this music is just so memorable for us. Uh. 321 00:19:05,480 --> 00:19:08,639 Speaker 1: And I wanted to mention, um the work of no 322 00:19:08,760 --> 00:19:14,280 Speaker 1: Boo Boo Yomatsu, is that the guy who did Final Fantasy, 323 00:19:14,800 --> 00:19:17,639 Speaker 1: because that for so many people, is that's like a 324 00:19:17,680 --> 00:19:20,800 Speaker 1: big deal, the definitive video game music for a large 325 00:19:21,000 --> 00:19:23,359 Speaker 1: portion of the players out there. Not me because I 326 00:19:23,400 --> 00:19:25,720 Speaker 1: like playing games, that makes sense. But you know, people 327 00:19:25,720 --> 00:19:28,359 Speaker 1: who enjoy Final Fantasy. I don't know what's wrong with you, 328 00:19:28,440 --> 00:19:32,600 Speaker 1: but they're all I'm on medication. Yeah, blame it on 329 00:19:32,640 --> 00:19:38,480 Speaker 1: that direct your hate mail too, Um, but no, they 330 00:19:39,400 --> 00:19:45,000 Speaker 1: but yeah they Final Fantasy has soundtracks available. Um, and 331 00:19:45,240 --> 00:19:48,280 Speaker 1: you know, I don't know that when all of this 332 00:19:48,440 --> 00:19:50,840 Speaker 1: started when the video game craze started, people would have 333 00:19:50,880 --> 00:19:54,680 Speaker 1: assumed that this's you buy a soundtrack for a video game. 334 00:19:55,280 --> 00:19:58,760 Speaker 1: Maybe not, but it happens, and it's not unusual anymore. No. 335 00:19:58,880 --> 00:20:02,920 Speaker 1: In fact, and and there are live performances video everything 336 00:20:03,000 --> 00:20:07,640 Speaker 1: from I've seen some great a cappella renditions of classic 337 00:20:07,720 --> 00:20:11,160 Speaker 1: video game music where they run through several like including 338 00:20:11,160 --> 00:20:14,200 Speaker 1: Super Mario Brothers and the Legend of Zelda, and and 339 00:20:14,200 --> 00:20:16,520 Speaker 1: and you know the classic games of the NES era 340 00:20:16,920 --> 00:20:19,520 Speaker 1: all the way up. Yeah. See, that's that's all from 341 00:20:19,520 --> 00:20:21,920 Speaker 1: this period. So I think that's this That period is 342 00:20:21,960 --> 00:20:25,320 Speaker 1: really when it's taken off to the point where it's 343 00:20:25,359 --> 00:20:28,960 Speaker 1: something that's noticeable, right and then so so the NES 344 00:20:29,000 --> 00:20:33,639 Speaker 1: really helps set some standards. The next big leap was 345 00:20:34,320 --> 00:20:38,199 Speaker 1: probably from in n with the introduction of the Sony PlayStation. 346 00:20:39,520 --> 00:20:41,360 Speaker 1: So I mean this is a big leap, okay, there 347 00:20:41,400 --> 00:20:45,320 Speaker 1: there there were, Yeah, there were incremental improvements with the 348 00:20:45,400 --> 00:20:48,240 Speaker 1: systems between the NES and when the PlayStation came out. 349 00:20:48,240 --> 00:20:50,600 Speaker 1: Don't get me wrong, Um there were and there were 350 00:20:50,600 --> 00:20:53,359 Speaker 1: some great video games songs that came out during that time. 351 00:20:53,359 --> 00:20:56,600 Speaker 1: But when the Sony PlayStation came out, that allowed up 352 00:20:56,640 --> 00:21:01,440 Speaker 1: to twenty four sampled voices. Yes to play um now 353 00:21:01,680 --> 00:21:06,000 Speaker 1: again in the in the previous generation, and yes, you 354 00:21:06,000 --> 00:21:10,159 Speaker 1: could only play discreet sounds capable that that that the 355 00:21:10,200 --> 00:21:14,040 Speaker 1: machine was capable of sending to the TV. The PlayStation 356 00:21:14,080 --> 00:21:17,119 Speaker 1: allows you to actually sample music yep, and even and 357 00:21:17,359 --> 00:21:20,960 Speaker 1: even to let you use effects like looping in reverb 358 00:21:21,640 --> 00:21:23,800 Speaker 1: what you you couldn't do before. And it and it 359 00:21:23,960 --> 00:21:27,640 Speaker 1: also you know, had CD equality c D quality audio 360 00:21:27,760 --> 00:21:31,120 Speaker 1: since rather than using cartridges as so many of these 361 00:21:31,119 --> 00:21:34,000 Speaker 1: other games did in the past, we were actually dealing 362 00:21:34,000 --> 00:21:36,679 Speaker 1: with an optical disc and it allowed for three different 363 00:21:36,680 --> 00:21:40,240 Speaker 1: types of music within video games. The first one bad 364 00:21:40,280 --> 00:21:43,919 Speaker 1: and carible. You could argue that the first one was 365 00:21:44,560 --> 00:21:49,600 Speaker 1: musical instrument digital interface middi midi uh now miny is 366 00:21:50,080 --> 00:21:53,280 Speaker 1: it's essentially like a language really uh and depending upon 367 00:21:53,320 --> 00:21:57,000 Speaker 1: the synthesizer that's in your UM what I was just 368 00:21:57,040 --> 00:21:59,120 Speaker 1: going to mention, you know, some of them are very 369 00:21:59,160 --> 00:22:02,359 Speaker 1: tiny and give you the force, good lord, So not 370 00:22:02,480 --> 00:22:08,320 Speaker 1: the many Glorians, um, I do hate them. Passion that 371 00:22:08,400 --> 00:22:14,280 Speaker 1: birds brighter than the exploding suns, so so many, so many. 372 00:22:14,359 --> 00:22:17,040 Speaker 1: You know. It's it's a like any any device in 373 00:22:17,119 --> 00:22:19,879 Speaker 1: a computer that has a synthesizer in it can play 374 00:22:19,920 --> 00:22:25,280 Speaker 1: back the information stored in a MIDI file and um, 375 00:22:25,320 --> 00:22:29,720 Speaker 1: depending upon the synthesizer, it all sound different in each machine, right, 376 00:22:30,119 --> 00:22:32,880 Speaker 1: So it's so many is not like a standardized sound 377 00:22:32,880 --> 00:22:36,400 Speaker 1: as a standardized way of recording, like of presenting music. 378 00:22:36,440 --> 00:22:39,040 Speaker 1: It's kind of like a piano role an old player piano. 379 00:22:39,600 --> 00:22:42,040 Speaker 1: So you have two different player pianos, and one of 380 00:22:42,040 --> 00:22:43,919 Speaker 1: them is in the style of grand piano, and one 381 00:22:43,920 --> 00:22:45,719 Speaker 1: of them is in the style of a honky tonk piano, 382 00:22:45,800 --> 00:22:49,879 Speaker 1: and you put the same role of piano player paper 383 00:22:49,920 --> 00:22:52,240 Speaker 1: in them. One of them is gonna sound very different 384 00:22:52,280 --> 00:22:56,360 Speaker 1: from the other, even though they're both playing the same notes. Okay, 385 00:22:56,400 --> 00:22:59,679 Speaker 1: so the Sunny PlayStation was capable of playing mini music. 386 00:22:59,720 --> 00:23:04,880 Speaker 1: It was also capable of playing mods or digital modules. Yes, 387 00:23:04,960 --> 00:23:09,720 Speaker 1: I remember that now. It's worth noting that some computers 388 00:23:09,880 --> 00:23:14,760 Speaker 1: had been using these different types of formats for years, 389 00:23:14,800 --> 00:23:19,240 Speaker 1: but they weren't really common in home video game consoles, 390 00:23:19,280 --> 00:23:24,639 Speaker 1: probably because the hardware I'm guessing hardware needed uh to 391 00:23:24,880 --> 00:23:28,480 Speaker 1: do that was probably going to be pretty expensive comparatively 392 00:23:28,480 --> 00:23:32,000 Speaker 1: in computer games. This this ability had been there for 393 00:23:32,080 --> 00:23:34,720 Speaker 1: years because this is the era when we've already got 394 00:23:34,920 --> 00:23:38,520 Speaker 1: sound cards for computers like sound Blaster and Roland and 395 00:23:38,560 --> 00:23:40,760 Speaker 1: all those devices that would come out, and you would 396 00:23:40,760 --> 00:23:43,560 Speaker 1: you would actually install the sound card into your computer, 397 00:23:43,600 --> 00:23:46,000 Speaker 1: which would give your computer the capability of playing back 398 00:23:46,040 --> 00:23:48,560 Speaker 1: these kinds of sounds plug speakers and to them, and 399 00:23:48,600 --> 00:23:51,800 Speaker 1: the need to have that music. This was before computers 400 00:23:51,800 --> 00:23:55,280 Speaker 1: would come standard with sound cards. Now, most times if 401 00:23:55,320 --> 00:23:57,160 Speaker 1: you go out and buy a computer, there's at least 402 00:23:57,200 --> 00:24:00,560 Speaker 1: some sort of sound card pre installed where it will 403 00:24:00,600 --> 00:24:04,080 Speaker 1: play back these these file formats. But back in the day, 404 00:24:04,400 --> 00:24:06,960 Speaker 1: you had to do it yourself. Now, like I said, 405 00:24:06,960 --> 00:24:08,440 Speaker 1: it took like Chris was saying, it took a while 406 00:24:08,480 --> 00:24:10,600 Speaker 1: for the consoles to catch up, and Sony PlayStation was 407 00:24:10,640 --> 00:24:13,520 Speaker 1: the first one. So so these digital modules. What was 408 00:24:13,560 --> 00:24:17,000 Speaker 1: interesting to me about these is that it would allow 409 00:24:17,040 --> 00:24:21,480 Speaker 1: you to record the sound of an individual note of 410 00:24:21,480 --> 00:24:27,160 Speaker 1: of a particular instrument. So you would record every sound 411 00:24:27,359 --> 00:24:31,359 Speaker 1: that a tenor saxophone can play individually, each note. You 412 00:24:31,680 --> 00:24:36,040 Speaker 1: then record every single note that a that a a 413 00:24:36,080 --> 00:24:39,320 Speaker 1: piccolo can play. You would record every single note that 414 00:24:39,440 --> 00:24:42,359 Speaker 1: a violin can play, and so you would have a 415 00:24:42,440 --> 00:24:45,160 Speaker 1: sample of each of those notes, and then you could 416 00:24:45,240 --> 00:24:48,960 Speaker 1: build music based on that library of sounds and the 417 00:24:49,280 --> 00:24:51,760 Speaker 1: various notes they are able to play, and you could 418 00:24:52,359 --> 00:24:56,760 Speaker 1: um sort of synthesize the sound of actual music and 419 00:24:56,800 --> 00:24:58,879 Speaker 1: it it was okay, I mean it wasn't you know. 420 00:25:00,000 --> 00:25:02,440 Speaker 1: It was obviously synthesized stuff. But if you were really 421 00:25:02,440 --> 00:25:06,320 Speaker 1: good at programming with mods, you could make some some 422 00:25:06,440 --> 00:25:11,720 Speaker 1: decent music. Now, the problem is that mods are tend 423 00:25:11,800 --> 00:25:15,720 Speaker 1: to be larger file sizes. MIDI is actually a very 424 00:25:15,720 --> 00:25:18,159 Speaker 1: small file size, yes, and so that's one of the 425 00:25:18,200 --> 00:25:20,600 Speaker 1: reasons why it was so popular in early games, because 426 00:25:20,680 --> 00:25:22,000 Speaker 1: it didn't take up a lot of space and you 427 00:25:22,040 --> 00:25:28,600 Speaker 1: could dedicate that space for things like gameplay. It's also 428 00:25:28,640 --> 00:25:33,960 Speaker 1: why it was so popular and the mides on people's 429 00:25:34,040 --> 00:25:36,919 Speaker 1: home pages, yes, because you could host a MIDI file 430 00:25:37,040 --> 00:25:38,960 Speaker 1: on your homepage and you didn't have to worry about 431 00:25:39,000 --> 00:25:41,960 Speaker 1: going over your tiny little cap for your web page. 432 00:25:42,119 --> 00:25:44,119 Speaker 1: So that's why if you visited a web page in 433 00:25:44,119 --> 00:25:46,639 Speaker 1: the early nineties, early to mid nineties, you had that 434 00:25:46,760 --> 00:25:51,119 Speaker 1: looping midi that played some irritating tune and it was terrible. 435 00:25:51,160 --> 00:25:54,280 Speaker 1: And I had those for me. It was Rule Britannia 436 00:25:54,720 --> 00:25:56,760 Speaker 1: was one of them, and Yoho a Pirate's Life for 437 00:25:56,840 --> 00:25:59,000 Speaker 1: me another because I had a page on the British 438 00:25:59,040 --> 00:26:01,440 Speaker 1: Navy and on a page on piracy, and you'll never 439 00:26:01,560 --> 00:26:05,240 Speaker 1: find them people, so don't worry about it. I think 440 00:26:05,240 --> 00:26:06,960 Speaker 1: even if you win the way Back Machine you would 441 00:26:06,960 --> 00:26:09,199 Speaker 1: have trouble finding it. I can't even tell you what 442 00:26:09,240 --> 00:26:12,040 Speaker 1: the address is now. It's too long. That's just funny. 443 00:26:12,119 --> 00:26:17,960 Speaker 1: So we're releasing the Jonathan Strickland find his homepage from 444 00:26:20,240 --> 00:26:22,480 Speaker 1: Don't Don't. I really don't want to see that again. 445 00:26:22,920 --> 00:26:25,040 Speaker 1: But okay, So so it could play the MIDI files, 446 00:26:25,080 --> 00:26:26,360 Speaker 1: you can play the mod files, I said, I could 447 00:26:26,359 --> 00:26:28,800 Speaker 1: play three different times of music. The third was referred 448 00:26:28,800 --> 00:26:31,960 Speaker 1: to at the time as red Book red Book, which 449 00:26:32,000 --> 00:26:37,080 Speaker 1: is now red Book. Of course, you could make CD 450 00:26:37,119 --> 00:26:40,800 Speaker 1: equality music, so you could create a song or or 451 00:26:40,840 --> 00:26:43,840 Speaker 1: a score with a full orchestra if you wanted to 452 00:26:44,720 --> 00:26:47,679 Speaker 1: record it to this format, and it would play it 453 00:26:47,720 --> 00:26:50,240 Speaker 1: back like that. But the problem is that it takes 454 00:26:50,280 --> 00:26:53,800 Speaker 1: a lot of processor power to do it. And the 455 00:26:53,920 --> 00:26:56,400 Speaker 1: article I read, which let me let me pull out 456 00:26:56,440 --> 00:26:59,800 Speaker 1: the title here, it was specific. The article is called 457 00:27:00,040 --> 00:27:04,440 Speaker 1: do game music Not just kids Stuff? By Matthew blinky Um. 458 00:27:04,440 --> 00:27:07,320 Speaker 1: He said that engineers at the time called it stealing 459 00:27:07,400 --> 00:27:11,320 Speaker 1: time from the laser because the lasers meant to let 460 00:27:11,359 --> 00:27:13,480 Speaker 1: you play the game. I was reading the data off 461 00:27:13,520 --> 00:27:17,080 Speaker 1: of the CD, and if you were dedicating some of 462 00:27:17,119 --> 00:27:20,040 Speaker 1: that to audio, it was stealing that time to play 463 00:27:20,080 --> 00:27:24,400 Speaker 1: audio rather than to play the game. So um, that 464 00:27:24,480 --> 00:27:27,840 Speaker 1: was But the PlayStation era really kind of push things 465 00:27:27,880 --> 00:27:31,080 Speaker 1: to a new level. And uh and since then, we've 466 00:27:31,200 --> 00:27:35,440 Speaker 1: got much more sophisticated consoles that are essentially just specialized 467 00:27:35,440 --> 00:27:38,360 Speaker 1: computers that could do it essentially the same thing computers 468 00:27:38,400 --> 00:27:40,119 Speaker 1: can do. So they can read all the different foul 469 00:27:40,160 --> 00:27:43,760 Speaker 1: formats that computers can read. So depending upon what the person, 470 00:27:43,840 --> 00:27:46,760 Speaker 1: what the video game developers preferences, that's what you're gonna get. 471 00:27:47,520 --> 00:27:50,240 Speaker 1: And UM, did you want to add anything. I've got 472 00:27:50,240 --> 00:27:53,320 Speaker 1: a list of some of some composers I wanted to 473 00:27:53,359 --> 00:27:55,920 Speaker 1: go through, but um, and we've mentioned a couple of 474 00:27:55,920 --> 00:28:02,440 Speaker 1: them already. I wanted to, uh to mention another note. Um, 475 00:28:02,480 --> 00:28:04,679 Speaker 1: and this is actually something that sort of came up 476 00:28:04,680 --> 00:28:11,120 Speaker 1: in our Sega Saga podcast. Um. Do you remember Resident Evil. Yes, 477 00:28:11,520 --> 00:28:14,000 Speaker 1: it was one of the very first games to start 478 00:28:14,080 --> 00:28:19,240 Speaker 1: using realistic sound effects, which when you're playing a survival 479 00:28:19,280 --> 00:28:23,160 Speaker 1: horror game that's important can be it's very important. Again, 480 00:28:23,200 --> 00:28:25,919 Speaker 1: it adds a lot of depth and feeling to the 481 00:28:25,960 --> 00:28:29,199 Speaker 1: game that you wouldn't have gotten with just music. But 482 00:28:29,280 --> 00:28:32,360 Speaker 1: it's also uh taking us a little that that other 483 00:28:32,400 --> 00:28:35,719 Speaker 1: step closer to being in sort of an interactive movie 484 00:28:35,920 --> 00:28:38,640 Speaker 1: environment where things are you you do have some control 485 00:28:38,640 --> 00:28:42,440 Speaker 1: over it, but it's much more realistic and cinematic than 486 00:28:42,720 --> 00:28:47,880 Speaker 1: it would have been playing you know, berserk. Yeah, you know, 487 00:28:48,000 --> 00:28:53,720 Speaker 1: also not zombies, but you know still yes, don't touch 488 00:28:53,760 --> 00:28:57,360 Speaker 1: the walls. Um. Yeah. And you know we mentioned earlier 489 00:28:57,400 --> 00:29:00,840 Speaker 1: about live performances of these. One of the performance, as 490 00:29:00,880 --> 00:29:05,160 Speaker 1: I should mention, is it's a touring show called Video 491 00:29:05,200 --> 00:29:08,440 Speaker 1: Games Live. Ah, yes, I remember that. It's an orchestral 492 00:29:08,600 --> 00:29:12,000 Speaker 1: performance of video game music. And they even do things 493 00:29:12,000 --> 00:29:14,720 Speaker 1: like they'll they'll do. There's usually a section that walks 494 00:29:14,760 --> 00:29:17,440 Speaker 1: you through the early early days of video gaming, where 495 00:29:17,720 --> 00:29:19,360 Speaker 1: like I was saying, you know, the songs tend to 496 00:29:19,400 --> 00:29:22,640 Speaker 1: be of jingle length. You know, it might be at 497 00:29:22,760 --> 00:29:27,360 Speaker 1: most thirty seconds of music that would loop and so, 498 00:29:27,440 --> 00:29:29,960 Speaker 1: but they'll they'll play that, and and it even begins 499 00:29:30,080 --> 00:29:34,400 Speaker 1: usually humorously with pong, where the entire orchestra is going 500 00:29:34,640 --> 00:29:40,040 Speaker 1: bing bong, bing bong. But works its way up to 501 00:29:40,200 --> 00:29:44,120 Speaker 1: some of my favorites like Elevator Action and Gauntlet Tolude 502 00:29:44,240 --> 00:29:48,760 Speaker 1: do anyway, So the those that's a fun way of 503 00:29:48,800 --> 00:29:51,719 Speaker 1: going to to experience this video game music, and they 504 00:29:51,760 --> 00:29:54,240 Speaker 1: do work their way up to more modern songs. And 505 00:29:54,280 --> 00:29:57,560 Speaker 1: in fact, there have been some composers for television and 506 00:29:57,600 --> 00:30:01,800 Speaker 1: movies who have composed music for video deo games. So, um, 507 00:30:01,840 --> 00:30:03,680 Speaker 1: I have a quick list of some of the folks 508 00:30:03,760 --> 00:30:08,000 Speaker 1: that I think would be interesting. Just to mention Clint 509 00:30:08,080 --> 00:30:11,600 Speaker 1: Bahakian I hope I'm seeing his name correctly. B A 510 00:30:11,920 --> 00:30:15,120 Speaker 1: J A K I A n. Is the fellow who 511 00:30:15,120 --> 00:30:18,080 Speaker 1: wrote the music for Star Wars Knights of the Old 512 00:30:18,120 --> 00:30:21,440 Speaker 1: Republic as well some other Star Wars. So here's here's 513 00:30:21,440 --> 00:30:24,840 Speaker 1: a challenge is taking a franchise which already has a 514 00:30:24,960 --> 00:30:28,840 Speaker 1: very established sound to it, right, so you have to 515 00:30:28,920 --> 00:30:33,120 Speaker 1: essentially take the foundation that John Williams, the composer for 516 00:30:33,160 --> 00:30:37,160 Speaker 1: the original movies, that the foundation he created, and then 517 00:30:37,200 --> 00:30:40,080 Speaker 1: to build on that in a way that is respectful 518 00:30:40,160 --> 00:30:42,680 Speaker 1: and yet is not just a carbon copy of what's 519 00:30:42,720 --> 00:30:48,600 Speaker 1: already come before. Um here's uh Mark Barrel, who wrote 520 00:30:48,600 --> 00:30:51,760 Speaker 1: the music for the Crash Bandicoot series, do a barrel roll, 521 00:30:52,480 --> 00:31:01,000 Speaker 1: barrel roll. Uh. David burgoed Ratchet and Clank. Uh. Greg 522 00:31:01,120 --> 00:31:05,200 Speaker 1: Edmondson who did the music for Uncharted in Firefly. There 523 00:31:05,240 --> 00:31:09,560 Speaker 1: you go. See, there's that that crossover. Uh. There's Dan 524 00:31:09,640 --> 00:31:14,160 Speaker 1: ford in he did Mortal Kombat. Get over here. Um. 525 00:31:14,280 --> 00:31:17,400 Speaker 1: Jason Hayes did the music for World of Warcraft. Uh. 526 00:31:17,440 --> 00:31:21,720 Speaker 1: Let's see Michael Michael Hinnig who wrote the music for 527 00:31:21,760 --> 00:31:26,320 Speaker 1: Balder's Gate, one of the games I really enjoyed playing. Um. 528 00:31:26,440 --> 00:31:29,600 Speaker 1: Let's see. Oh, Michael Hunter, who did the music for 529 00:31:29,640 --> 00:31:32,200 Speaker 1: Grand Theft Auto San Andreas and Grand Theft Auto four. 530 00:31:33,000 --> 00:31:35,280 Speaker 1: The theme to Grand Theft Auto four is one of 531 00:31:35,280 --> 00:31:38,240 Speaker 1: my favorite video game themes to come out over the 532 00:31:38,280 --> 00:31:41,600 Speaker 1: last few years. It's um, it's the Soviet one and 533 00:31:41,640 --> 00:31:45,840 Speaker 1: it has this sort of mix between uh, kind of 534 00:31:45,920 --> 00:31:49,520 Speaker 1: a techno sound in the old Soviet sort of music 535 00:31:49,600 --> 00:31:52,560 Speaker 1: that that kind of military style music from the Soviet era. 536 00:31:53,080 --> 00:31:56,760 Speaker 1: And is I really enjoyed that one quite a bit. Uh. 537 00:31:57,520 --> 00:32:00,320 Speaker 1: Let's see, there's a well we mentioned cog On though, 538 00:32:00,320 --> 00:32:06,920 Speaker 1: of course. Um. There is Michael Land who wrote one 539 00:32:06,960 --> 00:32:10,240 Speaker 1: of my favorite, probably my favorite video game score of 540 00:32:10,240 --> 00:32:13,000 Speaker 1: all time. Do you know what that is? It's the 541 00:32:13,080 --> 00:32:18,240 Speaker 1: Monkey Island Games, The Monkey. I actually have the theme 542 00:32:18,400 --> 00:32:21,360 Speaker 1: to the to the Monkey Island Games on my MP 543 00:32:21,440 --> 00:32:23,640 Speaker 1: three player because that's how much. That's the only video 544 00:32:23,680 --> 00:32:25,920 Speaker 1: game song. No wait, I'm sorry. I also grant the 545 00:32:25,960 --> 00:32:27,719 Speaker 1: thought of four on there, but those are the only 546 00:32:27,760 --> 00:32:30,680 Speaker 1: two video game songs I have on my MP three player. Uh. 547 00:32:30,720 --> 00:32:35,000 Speaker 1: There's Robin Miller, who wrote the music for Missed and Riven. 548 00:32:36,200 --> 00:32:38,200 Speaker 1: Now you could argue that the music in those games 549 00:32:38,280 --> 00:32:41,320 Speaker 1: was very much important to the role of the game, 550 00:32:41,320 --> 00:32:44,520 Speaker 1: to to really get that feeling across. And then I 551 00:32:44,560 --> 00:32:49,040 Speaker 1: have Martin O'Donnell, who wrote the music to the Halo series, 552 00:32:49,560 --> 00:32:53,960 Speaker 1: which is very distinctive with the the Men's chorus, and 553 00:32:54,000 --> 00:32:57,480 Speaker 1: then later on there's a full chorus. Uh. It's actually 554 00:32:57,520 --> 00:33:00,480 Speaker 1: really some cool stuff. And what's funny is that, as 555 00:33:00,520 --> 00:33:04,800 Speaker 1: I recall the original recording of the Men's Chorus were 556 00:33:04,840 --> 00:33:08,080 Speaker 1: that was actually guys who are working for Bungee who 557 00:33:08,160 --> 00:33:13,200 Speaker 1: got together in a recording studio and oh, they just 558 00:33:13,280 --> 00:33:16,960 Speaker 1: they all just sang into the microphones. And I apologize people, 559 00:33:17,120 --> 00:33:19,520 Speaker 1: I'm sick. I don't know what I'm doing. But yeah, 560 00:33:19,520 --> 00:33:22,360 Speaker 1: that's that's my my list. Now. I know there's a 561 00:33:22,400 --> 00:33:25,520 Speaker 1: Bowels and other video game composers out there. But that's 562 00:33:25,680 --> 00:33:28,080 Speaker 1: that's just a quick list that I grab together, you know. 563 00:33:28,200 --> 00:33:30,920 Speaker 1: You know one, I'm surprised you didn't mention who's that 564 00:33:31,120 --> 00:33:34,520 Speaker 1: Michael Giaquino. Oh, yes, Yes, Michael Giaquino, who who went 565 00:33:34,560 --> 00:33:37,800 Speaker 1: on to write the music for television like Lost, Yes, 566 00:33:37,960 --> 00:33:40,760 Speaker 1: and The Incredibles, which is I'm actually more of a 567 00:33:40,800 --> 00:33:44,520 Speaker 1: fan of his, his his movie music. He wrote for 568 00:33:44,840 --> 00:33:48,360 Speaker 1: music for Medal of Honor. Right, Yes he did, see 569 00:33:48,360 --> 00:33:50,920 Speaker 1: it's all up there somewhere there, you go. I didn't 570 00:33:50,920 --> 00:33:53,040 Speaker 1: even have that written down. And that's the funny thing too, 571 00:33:53,040 --> 00:33:55,240 Speaker 1: when you now that now that we have this kind 572 00:33:55,240 --> 00:33:58,320 Speaker 1: of level of crossover that we we really didn't have 573 00:33:58,440 --> 00:34:01,760 Speaker 1: before between move movies, TV and video games. I mean, 574 00:34:01,760 --> 00:34:04,000 Speaker 1: they're all franchising one another. Once you come up with 575 00:34:04,000 --> 00:34:08,120 Speaker 1: a good title, you try to hit as many variations 576 00:34:08,120 --> 00:34:10,600 Speaker 1: of media as he possibly can, so their crossovers too. 577 00:34:10,760 --> 00:34:12,279 Speaker 1: He also, you know, he also did the music for 578 00:34:12,320 --> 00:34:16,120 Speaker 1: Alias Um. But did the video games too, I mean, 579 00:34:16,160 --> 00:34:21,359 Speaker 1: the the the incredible game up Rattui. I'm just looking 580 00:34:21,400 --> 00:34:22,839 Speaker 1: at some of the video game titles. You can see 581 00:34:22,880 --> 00:34:24,640 Speaker 1: him on his sight. But yes, he did the whole 582 00:34:24,719 --> 00:34:27,440 Speaker 1: the U the Medal of Honor series, and also did 583 00:34:27,480 --> 00:34:30,840 Speaker 1: a Call of Duty Finest Hour UM and some of 584 00:34:30,840 --> 00:34:34,200 Speaker 1: the other Call of Duty games. So um, it's just 585 00:34:34,239 --> 00:34:37,919 Speaker 1: it's just amazing too that it has come this far. 586 00:34:38,040 --> 00:34:40,640 Speaker 1: But wouldn't have been able to do that without the 587 00:34:40,719 --> 00:34:44,040 Speaker 1: hardware necessary to to make that happen, and you know, 588 00:34:44,080 --> 00:34:46,440 Speaker 1: the programming ability to add that in. And there's some 589 00:34:46,480 --> 00:34:48,920 Speaker 1: games out there that do this, do this ability of 590 00:34:49,000 --> 00:34:52,320 Speaker 1: this interactive experience of really meshing all the music together 591 00:34:52,400 --> 00:34:57,319 Speaker 1: in ways that are truly phenomenal. For example, the Red 592 00:34:57,360 --> 00:35:00,440 Speaker 1: Dead Redemption game. As you know, it's a Western. It's 593 00:35:00,440 --> 00:35:02,359 Speaker 1: setting it's set in the West, just as the Old 594 00:35:02,400 --> 00:35:04,200 Speaker 1: West is dying. It's the turn of the century, so 595 00:35:04,200 --> 00:35:09,120 Speaker 1: it's the early and it has a music that changes 596 00:35:09,160 --> 00:35:11,640 Speaker 1: based upon the environment you're in. So when you are 597 00:35:11,719 --> 00:35:14,520 Speaker 1: in the the Old West, it's kind of that Old 598 00:35:14,520 --> 00:35:16,799 Speaker 1: West sort of music. When you move into Mexico, it's 599 00:35:16,800 --> 00:35:20,439 Speaker 1: a lot of like horns and mariachi style music. But 600 00:35:20,640 --> 00:35:24,640 Speaker 1: it also uses music to songs to a really really 601 00:35:24,640 --> 00:35:28,640 Speaker 1: good effect. There's a spoiler alert. Spoiler alert for people 602 00:35:28,640 --> 00:35:31,360 Speaker 1: who have not played Red Dead Redemption yet. When you 603 00:35:31,520 --> 00:35:37,200 Speaker 1: first managed to make your way to Mexico. UM as 604 00:35:37,200 --> 00:35:39,920 Speaker 1: soon as you land, once you get past the big 605 00:35:39,920 --> 00:35:42,960 Speaker 1: mission that lets you get there, there's a song that 606 00:35:43,080 --> 00:35:46,319 Speaker 1: plays and it it is shocking when you first hear it, 607 00:35:46,360 --> 00:35:48,440 Speaker 1: not for the content of the song, but because you 608 00:35:48,520 --> 00:35:52,600 Speaker 1: had only been listening to environmental music and uh instrumentation 609 00:35:52,960 --> 00:35:55,680 Speaker 1: up to that point. But then you get into Mexico 610 00:35:55,760 --> 00:35:58,640 Speaker 1: and an actual song with lyrics and vocals, you know, 611 00:35:58,640 --> 00:36:03,560 Speaker 1: it starts up and that's it's it's so powerful a 612 00:36:03,680 --> 00:36:06,839 Speaker 1: moment that it surprises you. And by the way, don't 613 00:36:06,880 --> 00:36:08,960 Speaker 1: get off your horse if you want to listen to 614 00:36:09,000 --> 00:36:11,520 Speaker 1: the song, because I found out the hard way when 615 00:36:11,520 --> 00:36:13,480 Speaker 1: I saw something like, oh, there's a plant I need 616 00:36:13,520 --> 00:36:15,200 Speaker 1: to pick up, and I got off the horse and 617 00:36:15,239 --> 00:36:17,400 Speaker 1: started picking up. The song faded away, and then I 618 00:36:17,440 --> 00:36:19,439 Speaker 1: got on the horse, thinking well, and maybe it'll come back. 619 00:36:19,520 --> 00:36:23,359 Speaker 1: New had to reload. But it was really I mean 620 00:36:23,360 --> 00:36:27,160 Speaker 1: that that those kind of moments are You can see 621 00:36:27,160 --> 00:36:29,759 Speaker 1: that that's built on that foundation from any es days, 622 00:36:30,520 --> 00:36:32,879 Speaker 1: you know, and now we're just capable of making much 623 00:36:32,920 --> 00:36:36,520 Speaker 1: more sophisticated music than we were back then. So I 624 00:36:36,600 --> 00:36:39,560 Speaker 1: expect that the musical aspect of video games will continue 625 00:36:39,600 --> 00:36:41,960 Speaker 1: to grow in importance, and of course we'll we'll continue 626 00:36:41,960 --> 00:36:45,360 Speaker 1: to cherish those older tunes that just sort of evoke 627 00:36:45,560 --> 00:36:47,680 Speaker 1: that feeling that we got back when we were you know, 628 00:36:48,160 --> 00:36:52,160 Speaker 1: in our our our our teens, early teens playing various 629 00:36:52,239 --> 00:36:56,319 Speaker 1: video games that was awesome, and we didn't even get 630 00:36:56,360 --> 00:37:00,719 Speaker 1: into things like the music games. Yeah, like typically like 631 00:37:00,800 --> 00:37:07,359 Speaker 1: Guitar Hero and rock Band and Rapper, the Rapper, the Rapper. Yeah, 632 00:37:08,840 --> 00:37:12,279 Speaker 1: all the harmonics games, mean all the harmonics games. Yeah, 633 00:37:12,280 --> 00:37:15,920 Speaker 1: there's there's tons of That's the whole podcast to itself, 634 00:37:15,960 --> 00:37:18,800 Speaker 1: just where music is the gameplay. It's not just to 635 00:37:18,800 --> 00:37:21,480 Speaker 1: to enrich it, but it is the gameplay. A lot 636 00:37:21,520 --> 00:37:23,840 Speaker 1: to do another episode on that at some point. So 637 00:37:23,920 --> 00:37:26,080 Speaker 1: let's wrap this one up. If you guys have any 638 00:37:26,200 --> 00:37:28,399 Speaker 1: what's you know? Tell us what your favorite video game 639 00:37:28,440 --> 00:37:31,840 Speaker 1: music is. Let's know, we're curious. Tell us on Twitter 640 00:37:31,920 --> 00:37:34,600 Speaker 1: or Facebook, are handled There is tech Stuff h s 641 00:37:34,760 --> 00:37:37,879 Speaker 1: W or you can email us. That address is tech 642 00:37:37,960 --> 00:37:40,759 Speaker 1: stuff at how stuff works dot com and Chris and 643 00:37:40,760 --> 00:37:45,160 Speaker 1: I will talk to you again really soon for more 644 00:37:45,239 --> 00:37:47,359 Speaker 1: on this and thousands of other topics. Is it how 645 00:37:47,400 --> 00:37:50,080 Speaker 1: stuff Works dot com. So learn more about the podcast, 646 00:37:50,280 --> 00:37:52,800 Speaker 1: click on the podcast icon in the upper right corner 647 00:37:52,840 --> 00:37:56,920 Speaker 1: of our homepage. The House Stuff Works iPhone app has arrived. 648 00:37:57,080 --> 00:38:04,319 Speaker 1: Download it today on iTunes. Brought to you by the 649 00:38:04,360 --> 00:38:07,640 Speaker 1: reinvented two thousand twelve camera. It's ready, are you