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E-raamat: Understanding Game Scoring: The Evolution of Compositional Practice for and through Gaming

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"Understanding Game Scoring explores the unique collaboration between gameplay and composition that defines musical scoring for video games. Using an array of case studies reaching back into the canon of classic video games, this book illuminates the musical flexibility, user interactivity and sound programming that make game scoring so different from traditional modes of composition. Mack Enns explores the collaboration between game scorers and players to produce the final score for a game, through casestudies of the Nintendo Entertainment System sound hardware configuration, and game scores, including the canonic scores for Super Mario Bros. (1985) and The Legend of Zelda (1986). This book is recommended reading for students and researchers interestedin the composition and production of video game scores, as well as those interested in ludo-musicology"--

Understanding Game Scoring explores the unique collaboration between gameplay and composition that defines musical scoring for video games.

List of figures
viii
List of tables
x
Preface xi
1 An introduction to game scoring
1(19)
Disasterpeace and FEZ: a case study of game scoring
4(2)
Music system overview: sequence context menu
6(1)
Music system overview: scripts browser
7(2)
Music system overview: main composition sequencer
9(2)
Game scoring as a unique mode of musical composition
11(1)
Methodology and outline
11(9)
2 Game scoring's interactive multimedia context
20(29)
Spatial emulation, the gaming "diegesis," and game scoring
20(2)
Interactivity: a new element
22(1)
Audial responsibility in the interactive multimedia text: a case study of the score for The Legend of Zelda (1987)
23(3)
Case study conclusions: John Cage and game scoring as aleatoric composition
26(1)
Game scoring taxonomy: Title Music
27(7)
Game scoring taxonomy: Source Music
34(4)
Source Music case study: Kondo's "Lost Woods" vs. Vreeland's "Reflection"
38(2)
Game scoring taxonomy: Results Music
40(5)
Chapter conclusions
45(4)
3 Game scoring and gaming technology
49(26)
Case study -- the Nintendo Entertainment System's sound hardware configuration
50(1)
Channel overview: pulse wave channels
51(2)
Channel overview: triangle wave channel
53(1)
Channel overview: noise channel
54(1)
Channel overview: delta modulation channel
55(1)
NES game scoring techniques
56(1)
NES game scoring techniques: 2-channel echo
56(1)
NES game scoring techniques: single-channel echo
57(1)
NES game scoring techniques: arpeggio and psychoacoustic block chords
58(1)
NES game scoring techniques: TWC kick drum sounds
59(1)
NES game scoring techniques: melodic samples
59(3)
Putting it all together: the APU mixer
62(1)
Case study summary
62(1)
Game scoring taxonomy: Logo Jingles
63(2)
Game scoring taxonomy: Loading Music
65(2)
Game scoring taxonomy: voice acting and vocals
67(1)
Chapter conclusions
68(7)
4 Game design and game scoring as software programming
75(32)
Game scoring taxonomy: Introduction Music
75(2)
Game scoring taxonomy: Demo Music
77(1)
Game scoring taxonomy: Gameplay Music
78(2)
Gameplay Music: Hub Music
80(4)
Gameplay Music: Area Music
84(1)
Area Music case study: game scoring as mimetic music technology in Tetris (1984) and Guitar Hero (2005)
84(3)
Gameplay Music: Area Music (cont.)
87(4)
Gameplay Music: Time System Jingles
91(1)
Gameplay Music: Battle Music
92(5)
Gameplay Music: Rest Music
97(1)
Gameplay Music: Dialogue Music
98(2)
Dialogue Music case study: the Owl and Link's Awakening
100(2)
Gameplay Music: Challenge Music
102(1)
Chapter conclusions
103(4)
5 Game scoring: gameplay as performance of aleatoric composition
107(31)
Before video games: the aleatoric tradition
107(3)
A note on sound effects
110(2)
Case study: Super Mario Bros. ("World 6-2")
112(6)
Game scores vs. game soundtracks: Super Mario Bros, on CD
118(2)
Case study conclusions
120(1)
Game scoring taxonomy: Menu Sound Effects
120(1)
Mario menus: a case study of Menu Sound Effects in two Super Mario games
120(4)
Menu Sound Effects, cont.
124(1)
Game scoring taxonomy: Menu Music
125(3)
Game scoring taxonomy: Status Music (Gameplay Music, cont.)
128(2)
Game scoring taxonomy: Gameplay Sound Effects
130(4)
Game scoring taxonomy: "Ambiences" or Ambient Sound Effects
134(2)
Chapter conclusions
136(2)
6 Game scoring: conclusion
138(7)
Future directions
140(1)
Significance
141(1)
Implications
141(1)
Conclusion
142(3)
Index 145
Mack Enns is a Research Assistant Professor at Hong Kong Baptist University, specializing in music design and programming for video games and interactive media, music technology and popular music studies.