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

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

  • Author: Enns, Mackenzie

Book

$62.00

Printed on demand

Estimated despatch time 7 - 10 days

Contents

  • Contents
  • List of Tables
  • List of Figures
  • Chapter 1 An Introduction to Game Scoring
  • Disasterpeace and FEZ: A Case Study of Game Scoring
  • Music System Overview: Sequence Context Menu
  • Music System Overview: Scripts Browser
  • Music System Overview: Main Composition Sequencer
  • Game Scoring as an Unique Mode of Musical Composition
  • Methodology and Outline
  • Bibliography
  • Chapter 2 Game Scoring's Interactive Multimedia Context
  • Spatial Emulation, the "Gaming Diegesis" and Game Scoring
  • Interactivity: A New Element
  • Audial Responsibility in the Interactive Multimedia Text: A Case Study of the Score for The Legend of Zelda (1987)
  • Case Study Conclusions: Williams, Cage and Game Scoring as Aleatoric Composition
  • Game Scoring Taxonomy: Title Music
  • Game Scoring Taxonomy: Source Music
  • Source Music Case Study: Kondo's "Lost Woods" Vs. Vreeland's "Reflection"
  • Game Scoring Taxonomy: Results Music
  • Chapter Conclusions
  • Bibliography
  • Chapter 3 Game Scoring and Gaming Technology
  • Case Study: The Nintendo Entertainment System's Sound Hardware Configuration
  • Channel Overview: Pulse Wave Channels
  • Channel Overview: Triangle Wave Channel
  • Channel Overview: Noise Channel
  • Channel Overview: Delta Modulation Channel
  • NES Game Scoring Techniques
  • NES Game Scoring Techniques: 2-Channel Echo
  • NES Game Scoring Techniques: Single Channel Echo
  • NES Game Scoring Techniques: Arpeggio & Psychoacoustic Block Chords
  • NES Game Scoring Techniques: TWC Kick Drum Sounds
  • NES Game Scoring Techniques: Melodic Samples
  • Putting It All Together: The APU Mixer
  • Case Study Summary
  • Game Scoring Taxonomy: Logo Jingles
  • Game Scoring Taxonomy: Loading Music
  • Game Scoring Taxonomy: Voice Acting and Vocals
  • Chapter Conclusions
  • Bibliography
  • Chapter 4 Game Design and Game Scoring as Software Programming
  • Game Scoring Taxonomy: Introduction Music
  • Game Scoring Taxonomy: Demo Music
  • Game Scoring Taxonomy: Gameplay Music
  • Gameplay Music: Hub Music
  • Gameplay Music: Area Music
  • Area Music Case Study: Game Scoring as Mimetic Music Technology in Tetris (1984) and Guitar Hero (2005)
  • Gameplay Music: Area Music, cont.
  • Gameplay Music: Time System Jingles
  • Gameplay Music: Battle Music
  • Gameplay Music: Rest Music
  • Gameplay Music: Dialogue Music
  • Dialogue Music Case Study: The Owl and The Legend of Zelda: Link's Awakening (1993)
  • Gameplay Music: Challenge Music
  • Chapter Conclusions
  • Bibliography
  • Chapter 5 Game Scoring: Gameplay as Performance of Aleatoric Composition
  • Before Video Games: The Aleatoric Tradition
  • A Note on Sound Effects
  • Case Study: Super Mario Bros. (World 6-2)
  • Game Scores Vs. Game Soundtracks: Super Mario Bros. on CD
  • Case Study Conclusions
  • Game Scoring Taxonomy: Menu Sound Effects
  • Mario Menus: A Case Study of Menu Sound Effects in Two Super Mario Games
  • Menu Sound Effects, Cont.
  • Game Scoring Taxonomy: Menu Music
  • Game Scoring Taxonomy: Status Music (Gameplay Music, Cont.)
  • Game Scoring Taxonomy: Gameplay Sound Effects
  • Game Scoring Taxonomy: "Ambiences" or Ambient Sound Effects
  • Chapter Conclusions
  • Bibliography
  • Chapter 6 Game Scoring: Conclusion
  • Future Directions
  • Significance
  • Implications
  • Conclusion
  • Bibliography
  • Index