<p><em>Understanding Game Scoring</em> explores the unique collaboration between gameplay and composition that defines musical scoring for video games.</p><p>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 case studies of the Nintendo Entertainment System sound hardware configuration, and game scores, including the canonic scores for <i>Super Mario Bros.</i> (1985) and <i>The Legend of Zelda</i> (1986).</p><p>This book is recommended reading for students and researchers interested in the composition and production of video game scores, as well as those interested in ludo-musicology.</p> <p>Contents</p><p>List of Figures </p><p>List of Tables </p><p>Chapter 1</p><p>An Introduction to Game Scoring </p><p>Disasterpeace and <i>FEZ</i>: A Case Study of Game Scoring</p><p>Music System Overview: Sequence Context Menu</p><p>Music System Overview: Scripts Browser</p><p>Music System Overview: Main Composition Sequencer</p><p>Game Scoring as an Unique Mode of Musical Composition</p><p>Methodology and Outline </p><p>Chapter 2 </p><p>Game Scoring’s Interactive Multimedia Context </p><p>Spatial Emulation, the "Gaming Diegesis" and Game Scoring</p><p>Interactivity: A New Element</p><p>Audial Responsibility in the Interactive Multimedia Text: A Case Study of the Score for <i>The Legend of Zelda</i> (1987)</p><p>Case Study Conclusions: John Cage and Game Scoring as Aleatoric Composition</p><p>Game Scoring Taxonomy: Title Music</p><p>Game Scoring Taxonomy: Source Music</p><p>Source Music Case Study: Kondo’s "Lost Woods" Vs. Vreeland’s "Reflection"</p><p>Game Scoring Taxonomy: Results Music</p><p>Chapter Conclusions</p><p>Chapter 3 </p><p>Game Scoring and Gaming Technology</p><p>Case Study: The Nintendo Entertainment System’s Sound Hardware Configuration</p><p>Channel Overview: Pulse Wave Channels</p><p>Channel Overview: Triangle Wave Channel</p><p>Channel Overview: Noise Channel</p><p>Channel Overview: Delta Modulation Channel</p><p>NES Game Scoring Techniques</p><p>NES Game Scoring Techniques: 2-Channel Echo </p><p>NES Game Scoring Techniques: Single Channel Echo</p><p>NES Game Scoring Techniques: Arpeggio and Psychoacoustic Block Chords </p><p>NES Game Scoring Techniques: TWC Kick Drum Sounds </p><p>NES Game Scoring Techniques: Melodic Samples</p><p>Putting It All Together: The APU Mixer </p><p>Case Study Summary</p><p>Game Scoring Taxonomy: Logo Jingles</p><p>Game Scoring Taxonomy: Loading Music</p><p>Game Scoring Taxonomy: Voice Acting and Vocals</p><p>Chapter Conclusions</p><p>Chapter 4</p><p>Game Design and Game Scoring as Software Programming</p><p>Game Scoring Taxonomy: Introduction Music </p><p>Game Scoring Taxonomy: Demo Music </p><p>Game Scoring Taxonomy: Gameplay Music </p><p>Gameplay Music: Hub Music </p><p>Gameplay Music: Area Music </p><p>Area Music Case Study: Game Scoring as Mimetic Music Technology in <i>Tetris</i> (1984) and <i>Guitar Hero</i> (2005)</p><p>Gameplay Music: Area Music, cont.</p><p>Gameplay Music: Time System Jingles</p><p>Gameplay Music: Battle Music </p><p>Gameplay Music: Rest Music</p><p>Gameplay Music: Dialogue Music </p><p>Dialogue Music Case Study: The Owl and <i>Link’s Awakening</i> (1993)</p><p>Gameplay Music: Challenge Music </p><p>Chapter Conclusions</p><p>Chapter 5 </p><p>Game Scoring: Gameplay as Performance of Aleatoric Composition </p><p>Before Video Games: The Aleatoric Tradition</p><p>A Note on Sound Effects</p><p>Case Study: <i>Super Mario Bros. </i>(World 6-2) </p><p>Game Scores Vs. Game Soundtracks: <i>Super Mario Bros.</i> on CD </p><p>Case Study Conclusions</p><p>Game Scoring Taxonomy: Menu Sound Effects</p><p><em>Mario</em> Menus: A Case Study of Menu Sound Effects in Two <i>Super Mario</i> Games</p><p>Menu Sound Effects, Cont.</p><p>Game Scoring Taxonomy: Menu Music</p><p>Game Scoring Taxonomy: Status Music (Gameplay Music, Cont.)</p><p>Game Scoring Taxonomy: Gameplay Sound Effects</p><p>Game Scoring Taxonomy: "Ambiences" or Ambient Sound Effects</p><p>Chapter Conclusions</p><p>Chapter 6 </p><p>Game Scoring: Conclusion </p><p>Future Directions </p><p>Significance</p><p>Implications</p><p>Conclusion </p><p>Index</p>
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