WEBVTT - The History of Music in Video Games

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<v Speaker 1>Brought to you by the reinvented two thousand twelve Camray.

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<v Speaker 1>It's ready. Are you get in touch with technology? With

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<v Speaker 1>tech Stuff from how stuff works dot com. Hello again, everyone,

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<v Speaker 1>Welcome to tech stuff. My name is Chris Polette and

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<v Speaker 1>I'm an editor here at how stuff works dot com.

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<v Speaker 1>And I just made the person sitting across from me

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<v Speaker 1>crack up his name entitled our senior writer, Jonathan Strickland.

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<v Speaker 1>But reverse that. Yes, I love the band, we all do,

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<v Speaker 1>but there's other things in life, you know that's more important.

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<v Speaker 1>M hm uh yeah. Actually we're not gonna be talking

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<v Speaker 1>a lot about bands per se, no, but we are

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<v Speaker 1>talking about music, definitely the history of music and video games.

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<v Speaker 1>And I have an interest in this because, of course,

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<v Speaker 1>you know, I'm I'm a gamer. I enjoyed playing video games,

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<v Speaker 1>but I really had early on a very deep fascination

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<v Speaker 1>and admiration for some of the greats in video game music.

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<v Speaker 1>And you have to remember, Chris and I both come

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<v Speaker 1>from an era in which home video games either had

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<v Speaker 1>no music at all when they first came out, or

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<v Speaker 1>or no sounds at all when they first came out,

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<v Speaker 1>or the sounds were let's call them primitive. Well, I, well,

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<v Speaker 1>I don't know. I think that's uh, that may be

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<v Speaker 1>an oversimplification because we had well, you know, the early

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<v Speaker 1>palm games Boop. You're right, that's incredibly sophisticated. I retract

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<v Speaker 1>my statement. Beat Boop is an amazing, amazing soundtrack. Okay, okay,

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<v Speaker 1>let's just point that out now. We We've talked about

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<v Speaker 1>the history of video games in different contexts in many

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<v Speaker 1>in many podcasts, um. And not to get back into that,

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<v Speaker 1>but you know, video games are are several decades old, now, Okay.

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<v Speaker 1>The first one that I found, according to my research,

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<v Speaker 1>was Pong Nolan Bushnell's amazing video game Pong with Magnificent Octopus,

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<v Speaker 1>his Magnificent Octopus. I actually, actually I I still enjoy

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<v Speaker 1>Pong to something degree. It's very simple, but sometimes the

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<v Speaker 1>simple games are are fun. I was just played exclusively.

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<v Speaker 1>If there's no paint for me to watch dry, I

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<v Speaker 1>love a Pong alright, well, alright, but yes, I actually

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<v Speaker 1>do like playing Pong too. I'm just I'm grouchy because

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<v Speaker 1>my medication is wearing of note to self, don't record

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<v Speaker 1>more podcasts with with Jonathan when he's sick. Um. So yeah,

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<v Speaker 1>Pong Okay, we're not talking a lot of soundtrack here,

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<v Speaker 1>but it did have at least have noise. It had

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<v Speaker 1>sound sound effects that went along with the ball hitting

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<v Speaker 1>the paddle and then of course the ball missing the paddle,

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<v Speaker 1>also hitting the walls and hitting the walls yes, boop whoop.

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<v Speaker 1>And to elaborate on that, before Palm came out, there

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<v Speaker 1>were a few home game systems, but none of them

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<v Speaker 1>incorporate sound. They were absolutely silent. Yep, yep. Now, UM

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<v Speaker 1>one of the games that I had sort of forgotten about,

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<v Speaker 1>and basically I went to UH in search of video

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<v Speaker 1>game music history and I found it a really awesome

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<v Speaker 1>timeline by Glenn McDonald out there. If you can find

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<v Speaker 1>it should be pretty easy to find. UM. But he

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<v Speaker 1>brought up one that I had completely forgotten and didn't

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<v Speaker 1>think of as a video game, but and it's really

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<v Speaker 1>I guess technically not but as an electronic game, Simon,

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<v Speaker 1>And I didn't realize it was that old. UM. But yeah, Simon.

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<v Speaker 1>It revolves around sound because you're trying to match the

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<v Speaker 1>colors and and lights and sounds UM in a pattern.

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<v Speaker 1>And it's a very very simple game. You just try

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<v Speaker 1>to repeat it goes you know, from the first note

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<v Speaker 1>to the second note of the third and you're supposed

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<v Speaker 1>to repeat back the atter in it plays for you

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<v Speaker 1>and until you finally miss one and it buzzes. It

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<v Speaker 1>gets too complex for you to be able to follow.

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<v Speaker 1>But but yeah, it's it's funny because I had I

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<v Speaker 1>had completely not thought about that as an electronic uh,

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<v Speaker 1>you know, a step in the history of electronic gaming

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<v Speaker 1>and the sound UM. But the next one he mentioned

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<v Speaker 1>was another favorite of mine back from my days hanging

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<v Speaker 1>out at the skating rink, UM Tito's Gunfight UM, which

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<v Speaker 1>was the first to use rather than using hardwired circuits,

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<v Speaker 1>it used the actual microprocessor to make the sounds. Yeah,

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<v Speaker 1>we should point out that these early game systems, everything

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<v Speaker 1>was hardwired into the console. Like the Pong game. You

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<v Speaker 1>couldn't play other games on that system. That's all it did.

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<v Speaker 1>Let's play the variations of Pong, and so all the

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<v Speaker 1>sounds that the console could make were hardwired into the circuitry. Um.

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<v Speaker 1>There was nothing beyond that. And a lot of these

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<v Speaker 1>early games like Simon, same thing. If you had assignment,

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<v Speaker 1>It's not like you could suddenly play music. I mean,

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<v Speaker 1>apart from music that would have four notes to it

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<v Speaker 1>and a little noise if you got anything wrong wrong.

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<v Speaker 1>You couldn't play a song on it, no, because it

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<v Speaker 1>only had those four tones that was capable of making. Yes,

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<v Speaker 1>now that's you know, in in contrast to two other machines. UM. Actually,

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<v Speaker 1>it reminds me a little bit of Loops, which just

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<v Speaker 1>came out in the last year. I have one of those.

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<v Speaker 1>You do have loops, so do I. That's funny. I

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<v Speaker 1>didn't know that, but yeah, you can. You can actually

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<v Speaker 1>play music on that to some degree. But the sounds,

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<v Speaker 1>they're far more advanced sounds on that. UM. Another system actually,

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<v Speaker 1>one that I owned, the Attar, also had hardwired sounds

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<v Speaker 1>on it. UM you were you were limited the people

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<v Speaker 1>who would program games that would come on the cartridges,

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<v Speaker 1>which are using ROMs you snap into place in the

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<v Speaker 1>cartridge slot read only memory. Yes. Uh, the people who

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<v Speaker 1>programmed games had to take advantage of the sounds that

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<v Speaker 1>are hardwired into the console itself. It's a very limited

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<v Speaker 1>sound library and so you know what what you had

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<v Speaker 1>to deal with was, you know, your standard and lots

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<v Speaker 1>of little I still remember the McDonald brought it up,

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<v Speaker 1>but I still remember the tank sound from combat that right, Yeah,

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<v Speaker 1>there were there were various beeps and bloops that were

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<v Speaker 1>at different pitches, so you could make some very very

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<v Speaker 1>primitive music. Essentially would program it, hard program it onto

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<v Speaker 1>the cartridge and that would tell the console, okay, make

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<v Speaker 1>these noises. So this is still like besides the Gunfight game.

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<v Speaker 1>These are more like Simon, and as far as music goes,

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<v Speaker 1>they're more like Simon than they are a computer with

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<v Speaker 1>a dedicated sound card or system for handling sound files. Yes,

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<v Speaker 1>just just to to clarify, Gunfight was an our standalone

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<v Speaker 1>arcade game, and so was the initial version of Pong.

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<v Speaker 1>But there were Pong in its many many clones made

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<v Speaker 1>it into the home and along with the UM But

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<v Speaker 1>do you know what the the first UH system was

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<v Speaker 1>that took advantage that didn't have to be hardwired on

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<v Speaker 1>a home system. UH. If I had to guess, I'd

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<v Speaker 1>say it was the NES UH. No, Actually it was

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<v Speaker 1>another system that you probably did not have. I don't

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<v Speaker 1>think you've ever mentioned having that. The Odyssey to UH

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<v Speaker 1>had programmable stop laughing, had programmable cartridges and the programmers

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<v Speaker 1>could encode sound a sound library on the cartridge itself.

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<v Speaker 1>Um so, and it also had speech synthesis, which explained

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<v Speaker 1>why it sold so well. Oh wait a minute, the

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<v Speaker 1>Intellivision also had speech synthesis usually was pretty primitive. There

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<v Speaker 1>were normally just a few words that each game would

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<v Speaker 1>be able to do. I had B seventeen balm or

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<v Speaker 1>that's exactly how it's on it too. I'm not if

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<v Speaker 1>any of you guys had that game out there, you

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<v Speaker 1>know what I'm talking about. Well, actually, uh, McDonald said

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<v Speaker 1>that Major League Baseball was the first talking game. Did

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<v Speaker 1>you have that one with Strike? Yeah? Yeah, I had

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<v Speaker 1>that game as well. I'm not proud of this, it's okay. Well,

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<v Speaker 1>you know what. At the time though, it was, it

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<v Speaker 1>was a big deal and it's funny. Uh Uh. One

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<v Speaker 1>of the things that he that McDonald pointed out in

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<v Speaker 1>his timeline was, um, even though these systems were primitive

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<v Speaker 1>in terms of sound design and soundscaping, uh, compared to now,

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<v Speaker 1>I mean what we have now we've got actual songs

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<v Speaker 1>from regular recording arts that are actually encoded into the game. Um. Well,

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<v Speaker 1>even without that level of sophistication, they still provided um

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<v Speaker 1>a lot of context and character and richness for the

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<v Speaker 1>game player. Uh. He specifically mentioned Space Invaders because you

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<v Speaker 1>hear the marching and and as they get closer and

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<v Speaker 1>closer to the planet, it speeds up, and you hear

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<v Speaker 1>the sound of it speed up, and then that you know, constant,

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<v Speaker 1>you know, triggers your panic response. It does. And you

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<v Speaker 1>wouldn't think, you know, yeah, that's that's kids stuff, that's

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<v Speaker 1>no big deal. It really does have an effect, and

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<v Speaker 1>it has effect on how you feel when you're playing

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<v Speaker 1>the game and increases your uh, your desire to kill

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<v Speaker 1>off those little buggers so you can face another wave

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<v Speaker 1>of those little buggers. And some of the early ar

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<v Speaker 1>kid games like well, you know, things like pac Man

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<v Speaker 1>and Donkey Kong had their little, little tiny elements of

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<v Speaker 1>music to them. It was almost like a jingle for

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<v Speaker 1>a commercial in the sense that it was not terribly sophisticated,

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<v Speaker 1>not terribly lone, but very very catching. Right do do

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<v Speaker 1>do do do do do? Yeah, you can do that

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<v Speaker 1>if you if you try that to someone and they

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<v Speaker 1>do that what Chris just did. That means that they

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<v Speaker 1>were around in the early eighties and they played a

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<v Speaker 1>lot of Donkey Kong yes um Unfo Sinately, as I

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<v Speaker 1>was doing research for this podcast, I got sidelined by

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<v Speaker 1>VG Music dot com is the video game Music Archive,

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<v Speaker 1>and it has all those different files that you could

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<v Speaker 1>listen to the music from those video games. There's a

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<v Speaker 1>good hour of my life that just disappeared, and I

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<v Speaker 1>don't know where it went. Well, let's do you mind

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<v Speaker 1>if I if I skip ahead a bit. I mean

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<v Speaker 1>we're talking about a lot of the Arcade games and

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<v Speaker 1>a lot of the the like Atari bas games. But

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<v Speaker 1>really the Atari system was pretty primitive. I was just

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<v Speaker 1>gonna ask you a triviuta, a quick trivia question. Hit me,

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<v Speaker 1>do you know? Really I'm grouchy. He never says that

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<v Speaker 1>I will take it out on tyler Um. He had

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<v Speaker 1>one thing to do today. Okay, So do you know

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<v Speaker 1>who wrote the music for Donkey Kong? I do not.

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<v Speaker 1>It was, in fact Miyamoto San himself, Miamoto, Yes, Shigeru

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<v Speaker 1>Miyamoto who wrote the music for for Donkey Kong on

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<v Speaker 1>a small electronic keyboard, according to UH. According to Glenn McDonald,

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<v Speaker 1>so Miyamoto is a giant the game industry. But I

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<v Speaker 1>had no idea. And it's it's funny to show you that.

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<v Speaker 1>That again shows you what how ground level he was.

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<v Speaker 1>And this whole thing, well, the reason why I was

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<v Speaker 1>going to skip ahead, was that if if we want

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<v Speaker 1>to talk about home consoles, which really, yeah, we eventually

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<v Speaker 1>are going to be focusing mostly on the console system

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<v Speaker 1>because you know, the arcades eventually faded from popularity, not

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<v Speaker 1>that they don't exist anymore, but in the United States

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<v Speaker 1>they're few and far between, and the development for games

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<v Speaker 1>tends to be more focused on the home market than

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<v Speaker 1>on the arcade market in the United States. There's still

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<v Speaker 1>places like Japan arcades are huge, but um not in

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<v Speaker 1>the United States so much. Well, I wanted to talk

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<v Speaker 1>about the original Nintendo system and how it was kind

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<v Speaker 1>of a huge jump ahead of everything else. Now, one

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<v Speaker 1>of the reasons why when I say huge jump ahead,

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<v Speaker 1>I mean it's primitive compared to today's consoles, but at

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<v Speaker 1>the time was a big deal. It had four whole

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<v Speaker 1>channels for music. Well, when you think about it, was

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<v Speaker 1>came out in the mid eighties and four channel stereo

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<v Speaker 1>was kind of a big deal. Yeah, And you've got

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<v Speaker 1>to remember that most of these game systems had one channel, like,

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<v Speaker 1>so if there was a sound effect, it had to

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<v Speaker 1>interrupt the music or so if there's so like when

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<v Speaker 1>Mario would jump in Dulu, do the they'tle thing it

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<v Speaker 1>would it would interrupt the music in the middle of it. Um. So,

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<v Speaker 1>so having a system that would allow you to play

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<v Speaker 1>four channels of sound was a big deal. Now, one

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<v Speaker 1>of those channels was usually used for sound effects, and

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<v Speaker 1>the other three would be used in various forms for music. UM.

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<v Speaker 1>I read about game composers who would try and try

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<v Speaker 1>figure out ways to make a a four note chord,

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<v Speaker 1>which is hard to do if you've only got three channels.

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<v Speaker 1>So what they would do is they would do a

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<v Speaker 1>instead of doing a true chord, they would do essentially

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<v Speaker 1>a broken chord. They would play the notes back to

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<v Speaker 1>back so quickly that to us it sounds almost like

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<v Speaker 1>they were played simultaneously. So so you would get the

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<v Speaker 1>effect of the chord without actually truly playing a chord.

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<v Speaker 1>And then there were other game developers who would allow

0:13:21.000 --> 0:13:23.640
<v Speaker 1>for music to take over and then when a sound

0:13:23.640 --> 0:13:26.720
<v Speaker 1>effect comes in, it would drop one channel out of

0:13:26.720 --> 0:13:31.120
<v Speaker 1>the four out so the sound effect could take place. Um. Yeah,

0:13:31.120 --> 0:13:34.440
<v Speaker 1>because typically, uh, you know, I'm sure a lot of

0:13:34.440 --> 0:13:37.600
<v Speaker 1>our musician listeners are going to say, well, would you know,

0:13:37.720 --> 0:13:42.040
<v Speaker 1>chord really only requires three notes, but you would want, um,

0:13:42.080 --> 0:13:46.880
<v Speaker 1>the richness and depth of additional octaves in there too, right,

0:13:47.400 --> 0:13:51.559
<v Speaker 1>And and I want to mention one guy in particular

0:13:52.240 --> 0:13:57.360
<v Speaker 1>as really being instrumental, if you will, for you in

0:13:57.440 --> 0:14:00.480
<v Speaker 1>the development of video game music as far as as

0:14:00.520 --> 0:14:03.120
<v Speaker 1>its effect in the game industry. I'm interested to see

0:14:03.120 --> 0:14:08.360
<v Speaker 1>who this is. Cochi Condo, the composer for both Super

0:14:08.400 --> 0:14:13.000
<v Speaker 1>Mario Brothers and Legend of Zelda. And that's the reason

0:14:13.040 --> 0:14:16.920
<v Speaker 1>why I'm singling out Cochi Condo. And please people don't

0:14:17.000 --> 0:14:19.120
<v Speaker 1>write into me and tell me that I should talk

0:14:19.120 --> 0:14:21.200
<v Speaker 1>about some other composer, because we're gonna talk about a

0:14:21.200 --> 0:14:23.920
<v Speaker 1>few others before the end of this. But the reason

0:14:23.920 --> 0:14:26.680
<v Speaker 1>why I wanted to single him out and mentioned him

0:14:26.760 --> 0:14:31.720
<v Speaker 1>is because, uh, he sort of created this this idea

0:14:32.120 --> 0:14:35.920
<v Speaker 1>in the video games of different environments having different soundtracks, right,

0:14:36.360 --> 0:14:39.560
<v Speaker 1>so when you moved from one environment into another, you

0:14:39.600 --> 0:14:43.280
<v Speaker 1>would get a new uh tune playing in the background,

0:14:43.760 --> 0:14:46.360
<v Speaker 1>and this would enhance your your video gaming experience. That

0:14:46.440 --> 0:14:48.960
<v Speaker 1>was Super Mario Brothers. It was pretty simple. There was

0:14:49.040 --> 0:14:50.960
<v Speaker 1>one tune for when you were above ground, and there

0:14:51.000 --> 0:14:53.760
<v Speaker 1>was one tune when you were in the dungeon levels,

0:14:54.280 --> 0:14:55.920
<v Speaker 1>and then I think there was a different one when

0:14:55.960 --> 0:14:59.200
<v Speaker 1>you were underwater. So the interesting part there is that

0:14:59.360 --> 0:15:03.320
<v Speaker 1>this this really gave composers for video games that really

0:15:03.360 --> 0:15:05.880
<v Speaker 1>gave them a shot in the arms, saying, oh, you know,

0:15:05.920 --> 0:15:08.320
<v Speaker 1>this can be more than just adding a little extra

0:15:08.400 --> 0:15:10.520
<v Speaker 1>element into a video game. It's more than just the

0:15:10.720 --> 0:15:13.840
<v Speaker 1>icing on the cake. There's there's an element here that

0:15:13.880 --> 0:15:17.640
<v Speaker 1>can be intrinsic to the video game playing experience. Now,

0:15:17.680 --> 0:15:21.440
<v Speaker 1>at the time, most of the composers for video games

0:15:21.480 --> 0:15:26.760
<v Speaker 1>were working exclusively with one developer, and in a way,

0:15:26.880 --> 0:15:29.960
<v Speaker 1>actually some of the earliest video games, the composers were

0:15:29.960 --> 0:15:32.440
<v Speaker 1>people who were just on staff who happened to also

0:15:32.480 --> 0:15:37.000
<v Speaker 1>be musicians. So, you know, in the video game industry

0:15:37.040 --> 0:15:39.640
<v Speaker 1>when it first started out, they didn't have the resources

0:15:39.720 --> 0:15:43.280
<v Speaker 1>or the cloud really or the prestige to attract quote

0:15:43.360 --> 0:15:47.400
<v Speaker 1>unquote real composers. Now, I say quote unquote because I

0:15:47.480 --> 0:15:49.680
<v Speaker 1>consider the guys who came up with these video game

0:15:49.720 --> 0:15:52.240
<v Speaker 1>tunes to be real composers, because I mean a lot

0:15:52.280 --> 0:15:55.520
<v Speaker 1>of these tunes I'm still a big fan of. Yeah,

0:15:55.760 --> 0:15:58.280
<v Speaker 1>you're you're speaking of people who are dedicated to composing.

0:15:58.320 --> 0:16:02.240
<v Speaker 1>That what they do, that's that's their main And then

0:16:02.560 --> 0:16:04.880
<v Speaker 1>eventually you got to a point where video game developers

0:16:04.880 --> 0:16:09.560
<v Speaker 1>would be able to hire someone who specifically specialized in music,

0:16:09.720 --> 0:16:12.800
<v Speaker 1>but even then they were another person in the company payroll.

0:16:12.920 --> 0:16:16.120
<v Speaker 1>It's not like you commissioned someone to compose music for

0:16:16.200 --> 0:16:20.320
<v Speaker 1>your video game. The thing that makes the video game

0:16:20.400 --> 0:16:24.680
<v Speaker 1>music really interesting that I think uh kachy Condo uh

0:16:25.000 --> 0:16:29.080
<v Speaker 1>kind of launched was this idea of the interactive experience,

0:16:29.120 --> 0:16:34.040
<v Speaker 1>and that things that the player does changes the environment

0:16:34.080 --> 0:16:36.400
<v Speaker 1>in some way, and in this case, it would change

0:16:36.440 --> 0:16:38.280
<v Speaker 1>the music that's playing in the background depending on where

0:16:38.320 --> 0:16:43.520
<v Speaker 1>the player was. And that's fundamentally a different experience than

0:16:44.040 --> 0:16:48.560
<v Speaker 1>composing music for either a film or just composing music period,

0:16:48.600 --> 0:16:53.440
<v Speaker 1>like creating a symphony, right because in those it's the

0:16:53.480 --> 0:16:57.120
<v Speaker 1>audience is passive. There's nothing the audience can do that's

0:16:57.160 --> 0:17:00.920
<v Speaker 1>going to alter the progressional music sort of causing a

0:17:00.960 --> 0:17:04.080
<v Speaker 1>scene at a life symphony. Don't do that, by the way,

0:17:05.560 --> 0:17:07.399
<v Speaker 1>I've done hundreds of years ago. I don't want to

0:17:07.440 --> 0:17:09.240
<v Speaker 1>do that anymore. I'm tired of being thrown out of

0:17:09.240 --> 0:17:12.280
<v Speaker 1>all the symphony halls in the United States though I

0:17:12.280 --> 0:17:14.200
<v Speaker 1>couldn't you know what to him, but throughout the Opera

0:17:14.200 --> 0:17:18.399
<v Speaker 1>House in Sydney. So anyway, the there's a goal the

0:17:20.240 --> 0:17:22.160
<v Speaker 1>it's it's it seems like it would almost be closer

0:17:22.200 --> 0:17:26.080
<v Speaker 1>to movie music and in a lot of ways than

0:17:26.119 --> 0:17:29.520
<v Speaker 1>it would be to traditional symphonic music, because it's programmatic,

0:17:29.560 --> 0:17:31.760
<v Speaker 1>it has a it has a theme to it, and

0:17:31.920 --> 0:17:34.680
<v Speaker 1>it actually is helping tell the story. Right, It's meant

0:17:34.680 --> 0:17:37.960
<v Speaker 1>to help elevate the experience. But even with movie music,

0:17:38.200 --> 0:17:43.040
<v Speaker 1>you still have a set, uh set series of events. Right,

0:17:43.520 --> 0:17:48.000
<v Speaker 1>that's exactly exactly. But but to just to elaborate on

0:17:48.000 --> 0:17:50.080
<v Speaker 1>your point, the reason why it's even different from that

0:17:50.240 --> 0:17:52.840
<v Speaker 1>is the second time you watch that movie, that movie,

0:17:53.280 --> 0:17:56.040
<v Speaker 1>unless you're watching some really weird choose your own adventure

0:17:56.080 --> 0:17:58.159
<v Speaker 1>thing is going to progress the exact same way, so

0:17:58.240 --> 0:18:01.840
<v Speaker 1>that the first time clue any and the hundredth time, okay,

0:18:01.960 --> 0:18:04.320
<v Speaker 1>sure clue the end of Clue for those of you

0:18:04.359 --> 0:18:07.080
<v Speaker 1>who don't know, Clue came out in four starring Tim

0:18:07.160 --> 0:18:11.640
<v Speaker 1>Curry and it was phenomenal and had three different dings. Um.

0:18:11.680 --> 0:18:16.160
<v Speaker 1>But but apart from that, in most situations, the the

0:18:16.200 --> 0:18:18.159
<v Speaker 1>eight hundredth time you watch the movie is going to

0:18:18.200 --> 0:18:19.560
<v Speaker 1>be the same as the first as far as the

0:18:19.560 --> 0:18:24.080
<v Speaker 1>progression of scenes go, barring director's cuts and all that mess.

0:18:24.119 --> 0:18:26.800
<v Speaker 1>So in other words, the composer does not have to

0:18:26.880 --> 0:18:33.160
<v Speaker 1>create musical segues or musical themes that will be incorporated

0:18:33.240 --> 0:18:36.199
<v Speaker 1>or perhaps mixed in with other themes based upon what

0:18:36.280 --> 0:18:41.639
<v Speaker 1>the characters going through. So this is also the era

0:18:41.800 --> 0:18:45.959
<v Speaker 1>in which I think, possibly because a lot of us

0:18:45.960 --> 0:18:47.920
<v Speaker 1>grew up with this type of music, but I think

0:18:47.920 --> 0:18:53.120
<v Speaker 1>this era is also what inspired, um, what would later become. Uh.

0:18:53.280 --> 0:18:57.359
<v Speaker 1>You know people who play these kinds of video game

0:18:57.440 --> 0:19:02.280
<v Speaker 1>scores for others as you know, a symphonic piece and things,

0:19:02.280 --> 0:19:05.440
<v Speaker 1>because some of this music is just so memorable for us. Uh.

0:19:05.480 --> 0:19:08.639
<v Speaker 1>And I wanted to mention, um the work of no

0:19:08.760 --> 0:19:14.280
<v Speaker 1>Boo Boo Yomatsu, is that the guy who did Final Fantasy,

0:19:14.800 --> 0:19:17.639
<v Speaker 1>because that for so many people, is that's like a

0:19:17.680 --> 0:19:20.800
<v Speaker 1>big deal, the definitive video game music for a large

0:19:21.000 --> 0:19:23.359
<v Speaker 1>portion of the players out there. Not me because I

0:19:23.400 --> 0:19:25.720
<v Speaker 1>like playing games, that makes sense. But you know, people

0:19:25.720 --> 0:19:28.359
<v Speaker 1>who enjoy Final Fantasy. I don't know what's wrong with you,

0:19:28.440 --> 0:19:32.600
<v Speaker 1>but they're all I'm on medication. Yeah, blame it on

0:19:32.640 --> 0:19:38.480
<v Speaker 1>that direct your hate mail too, Um, but no, they

0:19:39.400 --> 0:19:45.000
<v Speaker 1>but yeah they Final Fantasy has soundtracks available. Um, and

0:19:45.240 --> 0:19:48.280
<v Speaker 1>you know, I don't know that when all of this

0:19:48.440 --> 0:19:50.840
<v Speaker 1>started when the video game craze started, people would have

0:19:50.880 --> 0:19:54.680
<v Speaker 1>assumed that this's you buy a soundtrack for a video game.

0:19:55.280 --> 0:19:58.760
<v Speaker 1>Maybe not, but it happens, and it's not unusual anymore. No.

0:19:58.880 --> 0:20:02.920
<v Speaker 1>In fact, and and there are live performances video everything

0:20:03.000 --> 0:20:07.640
<v Speaker 1>from I've seen some great a cappella renditions of classic

0:20:07.720 --> 0:20:11.160
<v Speaker 1>video game music where they run through several like including

0:20:11.160 --> 0:20:14.200
<v Speaker 1>Super Mario Brothers and the Legend of Zelda, and and

0:20:14.200 --> 0:20:16.520
<v Speaker 1>and you know the classic games of the NES era

0:20:16.920 --> 0:20:19.520
<v Speaker 1>all the way up. Yeah. See, that's that's all from

0:20:19.520 --> 0:20:21.920
<v Speaker 1>this period. So I think that's this That period is

0:20:21.960 --> 0:20:25.320
<v Speaker 1>really when it's taken off to the point where it's

0:20:25.359 --> 0:20:28.960
<v Speaker 1>something that's noticeable, right and then so so the NES

0:20:29.000 --> 0:20:33.639
<v Speaker 1>really helps set some standards. The next big leap was

0:20:34.320 --> 0:20:38.199
<v Speaker 1>probably from in n with the introduction of the Sony PlayStation.

0:20:39.520 --> 0:20:41.360
<v Speaker 1>So I mean this is a big leap, okay, there

0:20:41.400 --> 0:20:45.320
<v Speaker 1>there there were, Yeah, there were incremental improvements with the

0:20:45.400 --> 0:20:48.240
<v Speaker 1>systems between the NES and when the PlayStation came out.

0:20:48.240 --> 0:20:50.600
<v Speaker 1>Don't get me wrong, Um there were and there were

0:20:50.600 --> 0:20:53.359
<v Speaker 1>some great video games songs that came out during that time.

0:20:53.359 --> 0:20:56.600
<v Speaker 1>But when the Sony PlayStation came out, that allowed up

0:20:56.640 --> 0:21:01.440
<v Speaker 1>to twenty four sampled voices. Yes to play um now

0:21:01.680 --> 0:21:06.000
<v Speaker 1>again in the in the previous generation, and yes, you

0:21:06.000 --> 0:21:10.159
<v Speaker 1>could only play discreet sounds capable that that that the

0:21:10.200 --> 0:21:14.040
<v Speaker 1>machine was capable of sending to the TV. The PlayStation

0:21:14.080 --> 0:21:17.119
<v Speaker 1>allows you to actually sample music yep, and even and

0:21:17.359 --> 0:21:20.960
<v Speaker 1>even to let you use effects like looping in reverb

0:21:21.640 --> 0:21:23.800
<v Speaker 1>what you you couldn't do before. And it and it

0:21:23.960 --> 0:21:27.640
<v Speaker 1>also you know, had CD equality c D quality audio

0:21:27.760 --> 0:21:31.120
<v Speaker 1>since rather than using cartridges as so many of these

0:21:31.119 --> 0:21:34.000
<v Speaker 1>other games did in the past, we were actually dealing

0:21:34.000 --> 0:21:36.679
<v Speaker 1>with an optical disc and it allowed for three different

0:21:36.680 --> 0:21:40.240
<v Speaker 1>types of music within video games. The first one bad

0:21:40.280 --> 0:21:43.919
<v Speaker 1>and carible. You could argue that the first one was

0:21:44.560 --> 0:21:49.600
<v Speaker 1>musical instrument digital interface middi midi uh now miny is

0:21:50.080 --> 0:21:53.280
<v Speaker 1>it's essentially like a language really uh and depending upon

0:21:53.320 --> 0:21:57.000
<v Speaker 1>the synthesizer that's in your UM what I was just

0:21:57.040 --> 0:21:59.120
<v Speaker 1>going to mention, you know, some of them are very

0:21:59.160 --> 0:22:02.359
<v Speaker 1>tiny and give you the force, good lord, So not

0:22:02.480 --> 0:22:08.320
<v Speaker 1>the many Glorians, um, I do hate them. Passion that

0:22:08.400 --> 0:22:14.280
<v Speaker 1>birds brighter than the exploding suns, so so many, so many.

0:22:14.359 --> 0:22:17.040
<v Speaker 1>You know. It's it's a like any any device in

0:22:17.119 --> 0:22:19.879
<v Speaker 1>a computer that has a synthesizer in it can play

0:22:19.920 --> 0:22:25.280
<v Speaker 1>back the information stored in a MIDI file and um,

0:22:25.320 --> 0:22:29.720
<v Speaker 1>depending upon the synthesizer, it all sound different in each machine, right,

0:22:30.119 --> 0:22:32.880
<v Speaker 1>So it's so many is not like a standardized sound

0:22:32.880 --> 0:22:36.400
<v Speaker 1>as a standardized way of recording, like of presenting music.

0:22:36.440 --> 0:22:39.040
<v Speaker 1>It's kind of like a piano role an old player piano.

0:22:39.600 --> 0:22:42.040
<v Speaker 1>So you have two different player pianos, and one of

0:22:42.040 --> 0:22:43.919
<v Speaker 1>them is in the style of grand piano, and one

0:22:43.920 --> 0:22:45.719
<v Speaker 1>of them is in the style of a honky tonk piano,

0:22:45.800 --> 0:22:49.879
<v Speaker 1>and you put the same role of piano player paper

0:22:49.920 --> 0:22:52.240
<v Speaker 1>in them. One of them is gonna sound very different

0:22:52.280 --> 0:22:56.360
<v Speaker 1>from the other, even though they're both playing the same notes. Okay,

0:22:56.400 --> 0:22:59.679
<v Speaker 1>so the Sunny PlayStation was capable of playing mini music.

0:22:59.720 --> 0:23:04.880
<v Speaker 1>It was also capable of playing mods or digital modules. Yes,

0:23:04.960 --> 0:23:09.720
<v Speaker 1>I remember that now. It's worth noting that some computers

0:23:09.880 --> 0:23:14.760
<v Speaker 1>had been using these different types of formats for years,

0:23:14.800 --> 0:23:19.240
<v Speaker 1>but they weren't really common in home video game consoles,

0:23:19.280 --> 0:23:24.639
<v Speaker 1>probably because the hardware I'm guessing hardware needed uh to

0:23:24.880 --> 0:23:28.480
<v Speaker 1>do that was probably going to be pretty expensive comparatively

0:23:28.480 --> 0:23:32.000
<v Speaker 1>in computer games. This this ability had been there for

0:23:32.080 --> 0:23:34.720
<v Speaker 1>years because this is the era when we've already got

0:23:34.920 --> 0:23:38.520
<v Speaker 1>sound cards for computers like sound Blaster and Roland and

0:23:38.560 --> 0:23:40.760
<v Speaker 1>all those devices that would come out, and you would

0:23:40.760 --> 0:23:43.560
<v Speaker 1>you would actually install the sound card into your computer,

0:23:43.600 --> 0:23:46.000
<v Speaker 1>which would give your computer the capability of playing back

0:23:46.040 --> 0:23:48.560
<v Speaker 1>these kinds of sounds plug speakers and to them, and

0:23:48.600 --> 0:23:51.800
<v Speaker 1>the need to have that music. This was before computers

0:23:51.800 --> 0:23:55.280
<v Speaker 1>would come standard with sound cards. Now, most times if

0:23:55.320 --> 0:23:57.160
<v Speaker 1>you go out and buy a computer, there's at least

0:23:57.200 --> 0:24:00.560
<v Speaker 1>some sort of sound card pre installed where it will

0:24:00.600 --> 0:24:04.080
<v Speaker 1>play back these these file formats. But back in the day,

0:24:04.400 --> 0:24:06.960
<v Speaker 1>you had to do it yourself. Now, like I said,

0:24:06.960 --> 0:24:08.440
<v Speaker 1>it took like Chris was saying, it took a while

0:24:08.480 --> 0:24:10.600
<v Speaker 1>for the consoles to catch up, and Sony PlayStation was

0:24:10.640 --> 0:24:13.520
<v Speaker 1>the first one. So so these digital modules. What was

0:24:13.560 --> 0:24:17.000
<v Speaker 1>interesting to me about these is that it would allow

0:24:17.040 --> 0:24:21.480
<v Speaker 1>you to record the sound of an individual note of

0:24:21.480 --> 0:24:27.160
<v Speaker 1>of a particular instrument. So you would record every sound

0:24:27.359 --> 0:24:31.359
<v Speaker 1>that a tenor saxophone can play individually, each note. You

0:24:31.680 --> 0:24:36.040
<v Speaker 1>then record every single note that a that a a

0:24:36.080 --> 0:24:39.320
<v Speaker 1>piccolo can play. You would record every single note that

0:24:39.440 --> 0:24:42.359
<v Speaker 1>a violin can play, and so you would have a

0:24:42.440 --> 0:24:45.160
<v Speaker 1>sample of each of those notes, and then you could

0:24:45.240 --> 0:24:48.960
<v Speaker 1>build music based on that library of sounds and the

0:24:49.280 --> 0:24:51.760
<v Speaker 1>various notes they are able to play, and you could

0:24:52.359 --> 0:24:56.760
<v Speaker 1>um sort of synthesize the sound of actual music and

0:24:56.800 --> 0:24:58.879
<v Speaker 1>it it was okay, I mean it wasn't you know.

0:25:00.000 --> 0:25:02.440
<v Speaker 1>It was obviously synthesized stuff. But if you were really

0:25:02.440 --> 0:25:06.320
<v Speaker 1>good at programming with mods, you could make some some

0:25:06.440 --> 0:25:11.720
<v Speaker 1>decent music. Now, the problem is that mods are tend

0:25:11.800 --> 0:25:15.720
<v Speaker 1>to be larger file sizes. MIDI is actually a very

0:25:15.720 --> 0:25:18.159
<v Speaker 1>small file size, yes, and so that's one of the

0:25:18.200 --> 0:25:20.600
<v Speaker 1>reasons why it was so popular in early games, because

0:25:20.680 --> 0:25:22.000
<v Speaker 1>it didn't take up a lot of space and you

0:25:22.040 --> 0:25:28.600
<v Speaker 1>could dedicate that space for things like gameplay. It's also

0:25:28.640 --> 0:25:33.960
<v Speaker 1>why it was so popular and the mides on people's

0:25:34.040 --> 0:25:36.919
<v Speaker 1>home pages, yes, because you could host a MIDI file

0:25:37.040 --> 0:25:38.960
<v Speaker 1>on your homepage and you didn't have to worry about

0:25:39.000 --> 0:25:41.960
<v Speaker 1>going over your tiny little cap for your web page.

0:25:42.119 --> 0:25:44.119
<v Speaker 1>So that's why if you visited a web page in

0:25:44.119 --> 0:25:46.639
<v Speaker 1>the early nineties, early to mid nineties, you had that

0:25:46.760 --> 0:25:51.119
<v Speaker 1>looping midi that played some irritating tune and it was terrible.

0:25:51.160 --> 0:25:54.280
<v Speaker 1>And I had those for me. It was Rule Britannia

0:25:54.720 --> 0:25:56.760
<v Speaker 1>was one of them, and Yoho a Pirate's Life for

0:25:56.840 --> 0:25:59.000
<v Speaker 1>me another because I had a page on the British

0:25:59.040 --> 0:26:01.440
<v Speaker 1>Navy and on a page on piracy, and you'll never

0:26:01.560 --> 0:26:05.240
<v Speaker 1>find them people, so don't worry about it. I think

0:26:05.240 --> 0:26:06.960
<v Speaker 1>even if you win the way Back Machine you would

0:26:06.960 --> 0:26:09.199
<v Speaker 1>have trouble finding it. I can't even tell you what

0:26:09.240 --> 0:26:12.040
<v Speaker 1>the address is now. It's too long. That's just funny.

0:26:12.119 --> 0:26:17.960
<v Speaker 1>So we're releasing the Jonathan Strickland find his homepage from

0:26:20.240 --> 0:26:22.480
<v Speaker 1>Don't Don't. I really don't want to see that again.

0:26:22.920 --> 0:26:25.040
<v Speaker 1>But okay, So so it could play the MIDI files,

0:26:25.080 --> 0:26:26.360
<v Speaker 1>you can play the mod files, I said, I could

0:26:26.359 --> 0:26:28.800
<v Speaker 1>play three different times of music. The third was referred

0:26:28.800 --> 0:26:31.960
<v Speaker 1>to at the time as red Book red Book, which

0:26:32.000 --> 0:26:37.080
<v Speaker 1>is now red Book. Of course, you could make CD

0:26:37.119 --> 0:26:40.800
<v Speaker 1>equality music, so you could create a song or or

0:26:40.840 --> 0:26:43.840
<v Speaker 1>a score with a full orchestra if you wanted to

0:26:44.720 --> 0:26:47.679
<v Speaker 1>record it to this format, and it would play it

0:26:47.720 --> 0:26:50.240
<v Speaker 1>back like that. But the problem is that it takes

0:26:50.280 --> 0:26:53.800
<v Speaker 1>a lot of processor power to do it. And the

0:26:53.920 --> 0:26:56.400
<v Speaker 1>article I read, which let me let me pull out

0:26:56.440 --> 0:26:59.800
<v Speaker 1>the title here, it was specific. The article is called

0:27:00.040 --> 0:27:04.440
<v Speaker 1>do game music Not just kids Stuff? By Matthew blinky Um.

0:27:04.440 --> 0:27:07.320
<v Speaker 1>He said that engineers at the time called it stealing

0:27:07.400 --> 0:27:11.320
<v Speaker 1>time from the laser because the lasers meant to let

0:27:11.359 --> 0:27:13.480
<v Speaker 1>you play the game. I was reading the data off

0:27:13.520 --> 0:27:17.080
<v Speaker 1>of the CD, and if you were dedicating some of

0:27:17.119 --> 0:27:20.040
<v Speaker 1>that to audio, it was stealing that time to play

0:27:20.080 --> 0:27:24.400
<v Speaker 1>audio rather than to play the game. So um, that

0:27:24.480 --> 0:27:27.840
<v Speaker 1>was But the PlayStation era really kind of push things

0:27:27.880 --> 0:27:31.080
<v Speaker 1>to a new level. And uh and since then, we've

0:27:31.200 --> 0:27:35.440
<v Speaker 1>got much more sophisticated consoles that are essentially just specialized

0:27:35.440 --> 0:27:38.360
<v Speaker 1>computers that could do it essentially the same thing computers

0:27:38.400 --> 0:27:40.119
<v Speaker 1>can do. So they can read all the different foul

0:27:40.160 --> 0:27:43.760
<v Speaker 1>formats that computers can read. So depending upon what the person,

0:27:43.840 --> 0:27:46.760
<v Speaker 1>what the video game developers preferences, that's what you're gonna get.

0:27:47.520 --> 0:27:50.240
<v Speaker 1>And UM, did you want to add anything. I've got

0:27:50.240 --> 0:27:53.320
<v Speaker 1>a list of some of some composers I wanted to

0:27:53.359 --> 0:27:55.920
<v Speaker 1>go through, but um, and we've mentioned a couple of

0:27:55.920 --> 0:28:02.440
<v Speaker 1>them already. I wanted to, uh to mention another note. Um,

0:28:02.480 --> 0:28:04.679
<v Speaker 1>and this is actually something that sort of came up

0:28:04.680 --> 0:28:11.120
<v Speaker 1>in our Sega Saga podcast. Um. Do you remember Resident Evil. Yes,

0:28:11.520 --> 0:28:14.000
<v Speaker 1>it was one of the very first games to start

0:28:14.080 --> 0:28:19.240
<v Speaker 1>using realistic sound effects, which when you're playing a survival

0:28:19.280 --> 0:28:23.160
<v Speaker 1>horror game that's important can be it's very important. Again,

0:28:23.200 --> 0:28:25.919
<v Speaker 1>it adds a lot of depth and feeling to the

0:28:25.960 --> 0:28:29.199
<v Speaker 1>game that you wouldn't have gotten with just music. But

0:28:29.280 --> 0:28:32.360
<v Speaker 1>it's also uh taking us a little that that other

0:28:32.400 --> 0:28:35.719
<v Speaker 1>step closer to being in sort of an interactive movie

0:28:35.920 --> 0:28:38.640
<v Speaker 1>environment where things are you you do have some control

0:28:38.640 --> 0:28:42.440
<v Speaker 1>over it, but it's much more realistic and cinematic than

0:28:42.720 --> 0:28:47.880
<v Speaker 1>it would have been playing you know, berserk. Yeah, you know,

0:28:48.000 --> 0:28:53.720
<v Speaker 1>also not zombies, but you know still yes, don't touch

0:28:53.760 --> 0:28:57.360
<v Speaker 1>the walls. Um. Yeah. And you know we mentioned earlier

0:28:57.400 --> 0:29:00.840
<v Speaker 1>about live performances of these. One of the performance, as

0:29:00.880 --> 0:29:05.160
<v Speaker 1>I should mention, is it's a touring show called Video

0:29:05.200 --> 0:29:08.440
<v Speaker 1>Games Live. Ah, yes, I remember that. It's an orchestral

0:29:08.600 --> 0:29:12.000
<v Speaker 1>performance of video game music. And they even do things

0:29:12.000 --> 0:29:14.720
<v Speaker 1>like they'll they'll do. There's usually a section that walks

0:29:14.760 --> 0:29:17.440
<v Speaker 1>you through the early early days of video gaming, where

0:29:17.720 --> 0:29:19.360
<v Speaker 1>like I was saying, you know, the songs tend to

0:29:19.400 --> 0:29:22.640
<v Speaker 1>be of jingle length. You know, it might be at

0:29:22.760 --> 0:29:27.360
<v Speaker 1>most thirty seconds of music that would loop and so,

0:29:27.440 --> 0:29:29.960
<v Speaker 1>but they'll they'll play that, and and it even begins

0:29:30.080 --> 0:29:34.400
<v Speaker 1>usually humorously with pong, where the entire orchestra is going

0:29:34.640 --> 0:29:40.040
<v Speaker 1>bing bong, bing bong. But works its way up to

0:29:40.200 --> 0:29:44.120
<v Speaker 1>some of my favorites like Elevator Action and Gauntlet Tolude

0:29:44.240 --> 0:29:48.760
<v Speaker 1>do anyway, So the those that's a fun way of

0:29:48.800 --> 0:29:51.719
<v Speaker 1>going to to experience this video game music, and they

0:29:51.760 --> 0:29:54.240
<v Speaker 1>do work their way up to more modern songs. And

0:29:54.280 --> 0:29:57.560
<v Speaker 1>in fact, there have been some composers for television and

0:29:57.600 --> 0:30:01.800
<v Speaker 1>movies who have composed music for video deo games. So, um,

0:30:01.840 --> 0:30:03.680
<v Speaker 1>I have a quick list of some of the folks

0:30:03.760 --> 0:30:08.000
<v Speaker 1>that I think would be interesting. Just to mention Clint

0:30:08.080 --> 0:30:11.600
<v Speaker 1>Bahakian I hope I'm seeing his name correctly. B A

0:30:11.920 --> 0:30:15.120
<v Speaker 1>J A K I A n. Is the fellow who

0:30:15.120 --> 0:30:18.080
<v Speaker 1>wrote the music for Star Wars Knights of the Old

0:30:18.120 --> 0:30:21.440
<v Speaker 1>Republic as well some other Star Wars. So here's here's

0:30:21.440 --> 0:30:24.840
<v Speaker 1>a challenge is taking a franchise which already has a

0:30:24.960 --> 0:30:28.840
<v Speaker 1>very established sound to it, right, so you have to

0:30:28.920 --> 0:30:33.120
<v Speaker 1>essentially take the foundation that John Williams, the composer for

0:30:33.160 --> 0:30:37.160
<v Speaker 1>the original movies, that the foundation he created, and then

0:30:37.200 --> 0:30:40.080
<v Speaker 1>to build on that in a way that is respectful

0:30:40.160 --> 0:30:42.680
<v Speaker 1>and yet is not just a carbon copy of what's

0:30:42.720 --> 0:30:48.600
<v Speaker 1>already come before. Um here's uh Mark Barrel, who wrote

0:30:48.600 --> 0:30:51.760
<v Speaker 1>the music for the Crash Bandicoot series, do a barrel roll,

0:30:52.480 --> 0:31:01.000
<v Speaker 1>barrel roll. Uh. David burgoed Ratchet and Clank. Uh. Greg

0:31:01.120 --> 0:31:05.200
<v Speaker 1>Edmondson who did the music for Uncharted in Firefly. There

0:31:05.240 --> 0:31:09.560
<v Speaker 1>you go. See, there's that that crossover. Uh. There's Dan

0:31:09.640 --> 0:31:14.160
<v Speaker 1>ford in he did Mortal Kombat. Get over here. Um.

0:31:14.280 --> 0:31:17.400
<v Speaker 1>Jason Hayes did the music for World of Warcraft. Uh.

0:31:17.440 --> 0:31:21.720
<v Speaker 1>Let's see Michael Michael Hinnig who wrote the music for

0:31:21.760 --> 0:31:26.320
<v Speaker 1>Balder's Gate, one of the games I really enjoyed playing. Um.

0:31:26.440 --> 0:31:29.600
<v Speaker 1>Let's see. Oh, Michael Hunter, who did the music for

0:31:29.640 --> 0:31:32.200
<v Speaker 1>Grand Theft Auto San Andreas and Grand Theft Auto four.

0:31:33.000 --> 0:31:35.280
<v Speaker 1>The theme to Grand Theft Auto four is one of

0:31:35.280 --> 0:31:38.240
<v Speaker 1>my favorite video game themes to come out over the

0:31:38.280 --> 0:31:41.600
<v Speaker 1>last few years. It's um, it's the Soviet one and

0:31:41.640 --> 0:31:45.840
<v Speaker 1>it has this sort of mix between uh, kind of

0:31:45.920 --> 0:31:49.520
<v Speaker 1>a techno sound in the old Soviet sort of music

0:31:49.600 --> 0:31:52.560
<v Speaker 1>that that kind of military style music from the Soviet era.

0:31:53.080 --> 0:31:56.760
<v Speaker 1>And is I really enjoyed that one quite a bit. Uh.

0:31:57.520 --> 0:32:00.320
<v Speaker 1>Let's see, there's a well we mentioned cog On though,

0:32:00.320 --> 0:32:06.920
<v Speaker 1>of course. Um. There is Michael Land who wrote one

0:32:06.960 --> 0:32:10.240
<v Speaker 1>of my favorite, probably my favorite video game score of

0:32:10.240 --> 0:32:13.000
<v Speaker 1>all time. Do you know what that is? It's the

0:32:13.080 --> 0:32:18.240
<v Speaker 1>Monkey Island Games, The Monkey. I actually have the theme

0:32:18.400 --> 0:32:21.360
<v Speaker 1>to the to the Monkey Island Games on my MP

0:32:21.440 --> 0:32:23.640
<v Speaker 1>three player because that's how much. That's the only video

0:32:23.680 --> 0:32:25.920
<v Speaker 1>game song. No wait, I'm sorry. I also grant the

0:32:25.960 --> 0:32:27.719
<v Speaker 1>thought of four on there, but those are the only

0:32:27.760 --> 0:32:30.680
<v Speaker 1>two video game songs I have on my MP three player. Uh.

0:32:30.720 --> 0:32:35.000
<v Speaker 1>There's Robin Miller, who wrote the music for Missed and Riven.

0:32:36.200 --> 0:32:38.200
<v Speaker 1>Now you could argue that the music in those games

0:32:38.280 --> 0:32:41.320
<v Speaker 1>was very much important to the role of the game,

0:32:41.320 --> 0:32:44.520
<v Speaker 1>to to really get that feeling across. And then I

0:32:44.560 --> 0:32:49.040
<v Speaker 1>have Martin O'Donnell, who wrote the music to the Halo series,

0:32:49.560 --> 0:32:53.960
<v Speaker 1>which is very distinctive with the the Men's chorus, and

0:32:54.000 --> 0:32:57.480
<v Speaker 1>then later on there's a full chorus. Uh. It's actually

0:32:57.520 --> 0:33:00.480
<v Speaker 1>really some cool stuff. And what's funny is that, as

0:33:00.520 --> 0:33:04.800
<v Speaker 1>I recall the original recording of the Men's Chorus were

0:33:04.840 --> 0:33:08.080
<v Speaker 1>that was actually guys who are working for Bungee who

0:33:08.160 --> 0:33:13.200
<v Speaker 1>got together in a recording studio and oh, they just

0:33:13.280 --> 0:33:16.960
<v Speaker 1>they all just sang into the microphones. And I apologize people,

0:33:17.120 --> 0:33:19.520
<v Speaker 1>I'm sick. I don't know what I'm doing. But yeah,

0:33:19.520 --> 0:33:22.360
<v Speaker 1>that's that's my my list. Now. I know there's a

0:33:22.400 --> 0:33:25.520
<v Speaker 1>Bowels and other video game composers out there. But that's

0:33:25.680 --> 0:33:28.080
<v Speaker 1>that's just a quick list that I grab together, you know.

0:33:28.200 --> 0:33:30.920
<v Speaker 1>You know one, I'm surprised you didn't mention who's that

0:33:31.120 --> 0:33:34.520
<v Speaker 1>Michael Giaquino. Oh, yes, Yes, Michael Giaquino, who who went

0:33:34.560 --> 0:33:37.800
<v Speaker 1>on to write the music for television like Lost, Yes,

0:33:37.960 --> 0:33:40.760
<v Speaker 1>and The Incredibles, which is I'm actually more of a

0:33:40.800 --> 0:33:44.520
<v Speaker 1>fan of his, his his movie music. He wrote for

0:33:44.840 --> 0:33:48.360
<v Speaker 1>music for Medal of Honor. Right, Yes he did, see

0:33:48.360 --> 0:33:50.920
<v Speaker 1>it's all up there somewhere there, you go. I didn't

0:33:50.920 --> 0:33:53.040
<v Speaker 1>even have that written down. And that's the funny thing too,

0:33:53.040 --> 0:33:55.240
<v Speaker 1>when you now that now that we have this kind

0:33:55.240 --> 0:33:58.320
<v Speaker 1>of level of crossover that we we really didn't have

0:33:58.440 --> 0:34:01.760
<v Speaker 1>before between move movies, TV and video games. I mean,

0:34:01.760 --> 0:34:04.000
<v Speaker 1>they're all franchising one another. Once you come up with

0:34:04.000 --> 0:34:08.120
<v Speaker 1>a good title, you try to hit as many variations

0:34:08.120 --> 0:34:10.600
<v Speaker 1>of media as he possibly can, so their crossovers too.

0:34:10.760 --> 0:34:12.279
<v Speaker 1>He also, you know, he also did the music for

0:34:12.320 --> 0:34:16.120
<v Speaker 1>Alias Um. But did the video games too, I mean,

0:34:16.160 --> 0:34:21.359
<v Speaker 1>the the the incredible game up Rattui. I'm just looking

0:34:21.400 --> 0:34:22.839
<v Speaker 1>at some of the video game titles. You can see

0:34:22.880 --> 0:34:24.640
<v Speaker 1>him on his sight. But yes, he did the whole

0:34:24.719 --> 0:34:27.440
<v Speaker 1>the U the Medal of Honor series, and also did

0:34:27.480 --> 0:34:30.840
<v Speaker 1>a Call of Duty Finest Hour UM and some of

0:34:30.840 --> 0:34:34.200
<v Speaker 1>the other Call of Duty games. So um, it's just

0:34:34.239 --> 0:34:37.919
<v Speaker 1>it's just amazing too that it has come this far.

0:34:38.040 --> 0:34:40.640
<v Speaker 1>But wouldn't have been able to do that without the

0:34:40.719 --> 0:34:44.040
<v Speaker 1>hardware necessary to to make that happen, and you know,

0:34:44.080 --> 0:34:46.440
<v Speaker 1>the programming ability to add that in. And there's some

0:34:46.480 --> 0:34:48.920
<v Speaker 1>games out there that do this, do this ability of

0:34:49.000 --> 0:34:52.320
<v Speaker 1>this interactive experience of really meshing all the music together

0:34:52.400 --> 0:34:57.319
<v Speaker 1>in ways that are truly phenomenal. For example, the Red

0:34:57.360 --> 0:35:00.440
<v Speaker 1>Dead Redemption game. As you know, it's a Western. It's

0:35:00.440 --> 0:35:02.359
<v Speaker 1>setting it's set in the West, just as the Old

0:35:02.400 --> 0:35:04.200
<v Speaker 1>West is dying. It's the turn of the century, so

0:35:04.200 --> 0:35:09.120
<v Speaker 1>it's the early and it has a music that changes

0:35:09.160 --> 0:35:11.640
<v Speaker 1>based upon the environment you're in. So when you are

0:35:11.719 --> 0:35:14.520
<v Speaker 1>in the the Old West, it's kind of that Old

0:35:14.520 --> 0:35:16.799
<v Speaker 1>West sort of music. When you move into Mexico, it's

0:35:16.800 --> 0:35:20.439
<v Speaker 1>a lot of like horns and mariachi style music. But

0:35:20.640 --> 0:35:24.640
<v Speaker 1>it also uses music to songs to a really really

0:35:24.640 --> 0:35:28.640
<v Speaker 1>good effect. There's a spoiler alert. Spoiler alert for people

0:35:28.640 --> 0:35:31.360
<v Speaker 1>who have not played Red Dead Redemption yet. When you

0:35:31.520 --> 0:35:37.200
<v Speaker 1>first managed to make your way to Mexico. UM as

0:35:37.200 --> 0:35:39.920
<v Speaker 1>soon as you land, once you get past the big

0:35:39.920 --> 0:35:42.960
<v Speaker 1>mission that lets you get there, there's a song that

0:35:43.080 --> 0:35:46.319
<v Speaker 1>plays and it it is shocking when you first hear it,

0:35:46.360 --> 0:35:48.440
<v Speaker 1>not for the content of the song, but because you

0:35:48.520 --> 0:35:52.600
<v Speaker 1>had only been listening to environmental music and uh instrumentation

0:35:52.960 --> 0:35:55.680
<v Speaker 1>up to that point. But then you get into Mexico

0:35:55.760 --> 0:35:58.640
<v Speaker 1>and an actual song with lyrics and vocals, you know,

0:35:58.640 --> 0:36:03.560
<v Speaker 1>it starts up and that's it's it's so powerful a

0:36:03.680 --> 0:36:06.839
<v Speaker 1>moment that it surprises you. And by the way, don't

0:36:06.880 --> 0:36:08.960
<v Speaker 1>get off your horse if you want to listen to

0:36:09.000 --> 0:36:11.520
<v Speaker 1>the song, because I found out the hard way when

0:36:11.520 --> 0:36:13.480
<v Speaker 1>I saw something like, oh, there's a plant I need

0:36:13.520 --> 0:36:15.200
<v Speaker 1>to pick up, and I got off the horse and

0:36:15.239 --> 0:36:17.400
<v Speaker 1>started picking up. The song faded away, and then I

0:36:17.440 --> 0:36:19.439
<v Speaker 1>got on the horse, thinking well, and maybe it'll come back.

0:36:19.520 --> 0:36:23.359
<v Speaker 1>New had to reload. But it was really I mean

0:36:23.360 --> 0:36:27.160
<v Speaker 1>that that those kind of moments are You can see

0:36:27.160 --> 0:36:29.759
<v Speaker 1>that that's built on that foundation from any es days,

0:36:30.520 --> 0:36:32.879
<v Speaker 1>you know, and now we're just capable of making much

0:36:32.920 --> 0:36:36.520
<v Speaker 1>more sophisticated music than we were back then. So I

0:36:36.600 --> 0:36:39.560
<v Speaker 1>expect that the musical aspect of video games will continue

0:36:39.600 --> 0:36:41.960
<v Speaker 1>to grow in importance, and of course we'll we'll continue

0:36:41.960 --> 0:36:45.360
<v Speaker 1>to cherish those older tunes that just sort of evoke

0:36:45.560 --> 0:36:47.680
<v Speaker 1>that feeling that we got back when we were you know,

0:36:48.160 --> 0:36:52.160
<v Speaker 1>in our our our our teens, early teens playing various

0:36:52.239 --> 0:36:56.319
<v Speaker 1>video games that was awesome, and we didn't even get

0:36:56.360 --> 0:37:00.719
<v Speaker 1>into things like the music games. Yeah, like typically like

0:37:00.800 --> 0:37:07.359
<v Speaker 1>Guitar Hero and rock Band and Rapper, the Rapper, the Rapper. Yeah,

0:37:08.840 --> 0:37:12.279
<v Speaker 1>all the harmonics games, mean all the harmonics games. Yeah,

0:37:12.280 --> 0:37:15.920
<v Speaker 1>there's there's tons of That's the whole podcast to itself,

0:37:15.960 --> 0:37:18.800
<v Speaker 1>just where music is the gameplay. It's not just to

0:37:18.800 --> 0:37:21.480
<v Speaker 1>to enrich it, but it is the gameplay. A lot

0:37:21.520 --> 0:37:23.840
<v Speaker 1>to do another episode on that at some point. So

0:37:23.920 --> 0:37:26.080
<v Speaker 1>let's wrap this one up. If you guys have any

0:37:26.200 --> 0:37:28.399
<v Speaker 1>what's you know? Tell us what your favorite video game

0:37:28.440 --> 0:37:31.840
<v Speaker 1>music is. Let's know, we're curious. Tell us on Twitter

0:37:31.920 --> 0:37:34.600
<v Speaker 1>or Facebook, are handled There is tech Stuff h s

0:37:34.760 --> 0:37:37.879
<v Speaker 1>W or you can email us. That address is tech

0:37:37.960 --> 0:37:40.759
<v Speaker 1>stuff at how stuff works dot com and Chris and

0:37:40.760 --> 0:37:45.160
<v Speaker 1>I will talk to you again really soon for more

0:37:45.239 --> 0:37:47.359
<v Speaker 1>on this and thousands of other topics. Is it how

0:37:47.400 --> 0:37:50.080
<v Speaker 1>stuff Works dot com. So learn more about the podcast,

0:37:50.280 --> 0:37:52.800
<v Speaker 1>click on the podcast icon in the upper right corner

0:37:52.840 --> 0:37:56.920
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0:37:57.080 --> 0:38:04.319
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0:38:04.360 --> 0:38:07.640
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