Showing posts with label From Pac Man to Pop Music. Show all posts
Showing posts with label From Pac Man to Pop Music. Show all posts

Wednesday, May 1, 2013

My Gaming Audio History: Ms. Pac-Man (1983)

For the last few days I've been taking in all that is Pac-Man.  My family didn't own the original, but when I listen to the music, I know I've played it.  However, Ms. Pac-Man, which we did own, is much more familiar-- I can sing the game start song from memory.  With more maze variety and random ghost movement, Ms. Pac-Man is considered superior to the original Pac-Man by many.  We probably owned it not because of these features, but because it targeted women and my mom wanted it.



Pac-Man was so popular in the US, it's kind of amazing.  In most games at this time, you were a dot, a spaceship, an unidentified FP tank, plane, etc, or perhaps a humanoid character.  In Pac-Man, inspired by a pizza with a slice eaten, you're something else-- a character made of video game dreams.  Who knows exactly why, but it caught on huge in America.  Pac-Man inspired a Hanna Barbara cartoon, which I dutifully watched an episode and a half of.  Here's Dick Clark hosting a Saturday Morning Pac Preview Party for the cartoon with kids literally screaming about Pac-Man.  The main theme of the Pac-Man Animated Series (which sounds to me like a version of Turkey in the Straw-- conjuring up memories of Steamboat Willie!) would become a part of the game PacLand.  Consider this: a video game, Pac-Man, inspired a cartoon, Pac-Man: The Animated Series, which then transformed back into a video game, Pac-Land.  The impact of Pac-Man can't be overstated: think about the Karen Collins essay collection I read last year entitled From Pac-Man to Pop Music; a title like that implies that Pac-Man is the beginning, and indeed it was the beginning of the video game phenomenon for many Americans.

Here's a commercial for the Atari 2600 version of Ms. Pac-Man, clearly aimed at drawing in women players.  Love the belting Ms. Pac-Man at the end! Pac-Man inspired a cartoon, which I dutifully watched an episode and a half of.  The theme song for the cartoon became the song for the later game, PacLand.  While John Williams and Henry Mancini already had themes cross from movies and TV to video games, PacLand is unique in being a TV show created about a video game.  Pac-Man Fever, a song by Bruckner and Garcia, was #9 on Billboard in March 1982 (the month before I was born).  The album has a number of songs that I've given a listen to.  Many contain game sound effects and lyrics that players would've identified with.  If you're interested in historical footage, here's some video from Midway as Ms. Pac-Man arcades are assembled.

Pac-Man is credited with all kinds of things: the first cutscene in a video game, the first video game character, and I think I read somewhere, although I can't find it now, that Pac-Man is credited by some as having the first video game theme song.  Coming from an era when many games simply launched into gameplay once you pressed start and the audio experience of the game simply began, hearing a musical prelude to gameplay is pretty huge.  Is this the very first though?  Games released a few months later like Donkey Kong would have gameplay start sounds, and I'd have to do more research to definitively say, but I've not heard anything like this up to this point.

When you're dealing with a brand like Pac-Man that has so many releases, versions, spinoffs, etc the sound effects aren't going to be the same from one console to another simply based on differences in the audio capabilities.  Here's a video that shows several different versions of Ms. Pac-Man.  I played many of these!  Each version maintains the Ms. Pac-Man theme (some sounding more in tune than others), but the sound effects: eating power pills, the "waka" sound of moving along the screen, change notably between the games.

Who created the audio experience?  The original Pac-Man's short audio was created by Toshio Kai.  Ms. Pac-Man's audio by Naoki Nigashio.  It's hard to find out much about either of these men, but I'm hoping more will become available soon.  It's pretty safe to say that they didn't turn into prolific game composers or there would be more information about them.  That said, their audio did change the gaming world!

What's the audio experience?  Ms. Pac-Man has a number of sound effects, but also quite notably is the first game on my list that has a musical start up theme (E major).  It's also got music during the cutscenes as well.  The first and third cutscenes have short music (in G minor and A major, respectively), but the second cutscene has a longer rag (D major) reminiscent of a carnival, or just to invoke an earlier era representing the vaudeville like chase scene on screen.  Here's a video that transcribes "the chase" music into standard music notation.  This cutscene has some Mickey Mousing, particularly right at the end with the quick dashes across the screen that are timed precisely with the music.  Note: I'm jotting down the keys of these sound clips to see how quickly composers became interested in key relationships of the music in a game.

How does the audio experience draw the player more deeply into the game?  Of course, the sound effect of eating as you move around the board is classic.  On the Atari version I played, the sound after you eat a power pill conveys the timing of the pill's duration simply as the pitch gets higher, implying urgency, that combines with the ghosts flashing at the end of the time to let you know your power up is expiring.  The cutscenes are literally short films without dialogue whose music helps to create a more enriching experience.  Music was important in these cutscenes!  Many games in the arcade ran video of gameplay as a demo-- perhaps almost immediately after you died or won-- and the cutscene music helped to remind the player that the game was still active and progress was being made.  

I could go on about Pac-Man and Ms. Pac-Man... but those few games end my Atari childhood.  I'm off to a new platform: the NES.

Sunday, January 6, 2013

Surveying Literature: From Pac-Man to Pop Music

I finished reading From Pac-Man to Pop Music today on my flight back from my dad's 60th birthday.  It's a great collection of essays, but I found some of them to be much more applicable to game sound, and particularly the areas of game music study that I'm interested in than others.  While all the essays are interesting, a few stood out to me.  Here are my immediate reaction to my favorite top two essays, followed by a brief mention of the other major features of the collection:

Left in the Dark: playing computer games with the sound turned off.  

This essay by Kristine Jørgensen is easily my favorite in the book.  She's compiled quantitative data from game players to study their reaction to playing games with the sound on and off.  I'm super interested in how game music draws the player deeper into the game and these are the first research oriented pages I've read about that, beyond the opinion Whalen has in his article.  I've got up next on my reading table Jørgensen's A comprehensive study of sound in computer games: how audio affects player action, which will quite likely be similar.  

Music Theory in Music Games

Peter Shultz's essay was probably my second favorite in the collection.  I like the way he describes music games and their representation of pitch and time in non-standard ways.  I'm contemplating an upcoming blog entry to show concrete examples of these descriptions.  

I also quite liked Rob Bridgett's Dynamic Range: subtlety and silence in video game sounds for describing the process of building game audio to climatic events.  And, even though I mentioned Antti-Ville Kärjä's Marketing Music Through Computer Games: the case of Poets of the Fall and Max Payne 2 in a previous blog, it's still of great interest to me because it's the only discussion I know of that directly correlates music marketing and game audio.  One of the other great features of the book is the selected annotated bibliography.  This will provide me several directions of study to follow, and I'm thrilled to see a list, albeit short, of online resources that music scholars have deemed important.  


Wednesday, August 22, 2012

Surveying Literature: From Pac-Man to Pop Music, Introduction

Using a Google search, I came across a collection of essays edited by Karen Collins entitled From Pac-Man to Pop Music: Interactive Audio in Games and New Media. I'm so excited to read this book and will, of course, chronicle my doing so here. I'm able to access the book through my UM library connection, but I believe parts of the book to be available through Google view.  Even though I've just started the book, I'm so excited to read it that I want to go ahead and post about the beginning of it.  Plus, the multi-author, collection of essays format allows for easy dipping in and out of the book for the purpose of reading and research. In contemporary academic style, the authors aren't only scholars, they are cross-discipline, industry experts.  This isn't your typical easy, light read; these are dense, well constructed essays that require, for me at least, a thoughtful read and good digestion.

In the Introduction, Collins provides a brief history of game music from the late '70s to present. I've been wondering what the first game with a soundtrack was; according to Collins, it was the descending bass in Space Invaders.  The intro ends with a short explanation of the various chapters, almost all of which-- except perhaps those on ringtones-- will be applicable to my study here.

Here are my reactions to reading the intro:

NES game soundtracks follow this standard four voice format: melody, voice fleshing out melody, bass, percussion. That's exactly what my study of Super Mario Bros music found. I'm interested to compare that against some other classics.

Collins mentions popular songs from the late 70's/early 80s that are about video games. An interesting side study might be to get familiar with music about video games.  I didn't even know songs like this existed!  Here's a Wierd Al song she mentions.



A distinction is made between music/sounds that happen as a result of player action-- jumping, or swinging a sword-- versus music/sounds that happen as a result of the parameters of the game: the music for a given level, or the speed up timer in Mario.  Collins names this distinction interactive audio versus adaptive audio.

In homage to the first game with a soundtrack: