Friday, January 16, 2009
Dan Pemberton - Phoenix
Kraftwerk - The Man Machine
A taping starts to play with a rapid, hollow, crispness. But is quickly interrupted by the start of some great classical symphony only being played by electrical instruments out of a Mario brothers video game and the tapping is layered into the background. Flowing at a constant speed each section of the electronic Mario brothers orchestra getting its chance to play its own part and layer itself on top of its neighbor beat by beat patter by patter. Each section of the orchestra interacting with each other and playing off each other, building the structure of the beat in a monophony than homophony than polyphony type of way. Only to be slightly broken up by an unrecognizable at first synthesized, chopped, and stretched voice that comes out of the back ground and from underneath all the layers of the electronic orchestra playing to announce its dominance over all the different layers of the electronic Mario brothers orchestra.
Grandmaster Flash and the Furious Five - The Adventures of Grandmaster Flash on the Wheels of Steel
John Oswald - Dont
Marvin Gaye - What's Happening Brother?
Monday, November 19, 2007
The Music of Mario - Time, Space, and Nostalgia
The notion of progress is built into the Super Mario series, also the notion of resolution. That music needs to resolve implies that it is problematized to begin with, and we can relate that problem back to the motivation to complete a videogame, and the fact that the “rhythm of the game” is something complex that we all (players, composers, and designers of games) feel. Videogames are often spoken of in a way that relates their value (either in dollars or whether they are worth a player's time) to the amount of gameplay they offer, given in units of time. Fifty hours of gameplay is widely considered a good value. Part of this can be attributed to the high cost of videogames, but I think another reason for this is that the sense of progress built into them is satisfying, and the Super Mario series represents this progress by collecting items, defeating enemies, and moving through spaces, each action having a specific associated sound. The quote above, from the sound designer for almost all of the Super Mario series, relates to the entire soundscape of a game but for the purposes of this paper I am interested in the musical themes (the background music, or BGM) of certain levels and items, how these relate to time and progress, and how the simple themes of the Super Mario series mixed with the interactivity of the videogame medium create such a strong nostalgia for players and encourage the remixes that are featured as part of my audio mix. Specifically, I review the classic “Main Theme,” the “Underground Theme,” “Starman,” “Overworld 2 Theme” (from Super Mario Bros. 3), and “Ragtime Theme” (my title, from Super Mario World).
Here's a link to a big zip of everything: get it.