Date post: | 02-Jun-2018 |
Category: |
Documents |
Upload: | carlos-lopez-charles |
View: | 219 times |
Download: | 0 times |
of 21
8/10/2019 COLLINS KAREN Mobile Phone Music in Video Games Corrected_karen
1/21
P A R V I
GAM ING AE STHE TICS
OUP UNCORRECTED PROOF FIRSTPROOFS, Mon Jul 09 2007, NEWGEN
oxfordhb 9780199913657 part 6.indd 381oxordhb-9780199913657-part-6.indd 381 7/9/2007 8:52:42 AM7/9/2007 8:52:42 AM
8/10/2019 COLLINS KAREN Mobile Phone Music in Video Games Corrected_karen
2/21
OUP UNCORRECTED PROOF FIRSTPROOFS, Mon Jul 09 2007, NEWGEN
oxfordhb 9780199913657 part 6.indd 382oxordhb-9780199913657-part-6.indd 382 7/9/2007 8:52:44 AM7/9/2007 8:52:44 AM
8/10/2019 COLLINS KAREN Mobile Phone Music in Video Games Corrected_karen
3/21
CHAPTER
A HIS TORY OF HANDH ELD
AND MOBILE VIDEO
GAM E SOU ND
KAREN COLL INS
I
history o handheld gaming is an interesting one or many reasons: it represents
a constant battle o technological constraint against aesthetic choice; it has echoed
the development o home game consoles and arcades in its progress and approach tothese constraints; and it illustrates an ongoing desire or consumers to be able to play
games anywhere, anytime. O particular importance is that there are several distinc-
tions between console and handheld gaming that have impacted the way that handheld
gamesand their soundhave developed. Te portability o handhelds has meant that
these games are ofen played in a public space, and thus designers are conscious o the
act that sound may become intrusive, rather than an aid to gameplay. However, this
does not mean that sound does not play an important role. In act, the development
o headphones designed or handheld gaming, as well as rhythm-action and sound- or
music-based games or handhelds indicates that these devices are by no means meant to
be played silently. Rather, the consideration has to be made at the design stage what rolesound will play, and how to give an alternative to sound in the event that it is switched
off. For instance, speech balloons can be used to indicate events that have been typi-
cally used to represent sound effects, such as in Legend o Zelda: Phantom Compass
(Nintendo ), in which a balloon is used in conjunction with a sound change to
indicate approaching enemy. Tis Zeldagame, or Nintendo DS (a portable device), is
highly effective in integrating speech balloons so that the user can play the game with
the sound off and still be cued to important changes.
A second major distinction is, o course, the processing and memory capabili-
ties o portable devices. Tis directly inuences the type o games that get built, since
OUP UNCORRECTED PROOF FIRSTPROOFS, Mon Jul 09 2007, NEWGEN
oxfordhb 9780199913657 part 6.indd 383oxordhb-9780199913657-part-6.indd 383 7/9/2007 8:52:44 AM7/9/2007 8:52:44 AM
Phantom
Hourglass, 2007
8/10/2019 COLLINS KAREN Mobile Phone Music in Video Games Corrected_karen
4/21
KAREN COLLINS
large games (particularly in the downloadable space) can create processing problems.
Likewise, the act that these games are ofen played in public spaces means that there
is an expectation that the player may be interrupted, or just play or a short time (e.g.,on the bus on the way to school or work, waiting in line at an event, and so on). As
such, casual games have risen to the oreront o the handheld market. Te International
Game Developers Association (IGDA) denes casual games as games that generally
involve less complicated game controls and overall complexity in terms o gameplay or
investment required to get through [the] game (IGDA ). Tis idea o investment
is particularly important to the development o games or the devices: players generally
invest less time, invest less emotion, as well as invest less money in these types o games.
A market report on causal games notes that the games are
un, quick to access, easy to learn, and require no previous special video game skills,
expertise, or regular time commitment to play. Many o these games are basedaround amiliar game concepts that consumers played in arcades or the amily Atarirom childhood. In addition, casual games are usually easy to pause, stop and restartwith little consequence to the players enjoyment. (Casual Games Association )
A consequence o the casual nature o the games and lower price-point o handheld
games has meant that audio has in many cases been developed by non-proessional
sound designers and composers, as the games are ofen developed by an individual or
very small team. Many o the largest mobile phone developers, or instance, still have
no in-house sound designers or composers. Rather, sound is either contracted out
at best, or assigned to a team member whose primary unction is not sound-related.
ypically, contracting out would take place afer the game is already developed, and soaudio can play only a limited role, whereas with console games, it is increasingly the case
that the sound team gets involved early on in the design process in order to play a more
signicant role.
Te history and development o sound in handheld devices is interesting, there-
ore, because it highlights some o these distinctions between the handheld and home
console markets. Tis chapter explores this history o sound in handheld and mobile
games, ocusing on how the sound development has been shaped by both the techno-
logical constraints, and the constraints o the portability and unctions o gaming on
the devices. I rst introduce the market or handhelds, beore delving into this history.
I divide the history into several sections: the pre-digital era, early digital games, the riseo systems with dedicated sound chips, more recent handheld systems, and then nally
games on mobile phones and convergent media devices.
A I M M
Te astest growing area o the video game industry today is undoubtedly that o mobile
and handheld games. Having a consumer base now at ease with carrying a mobile
OUP UNCORRECTED PROOF FIRSTPROOFS, Mon Jul 09 2007, NEWGEN
oxfordhb 9780199913657 part 6.indd 384oxordhb-9780199913657-part-6.indd 384 7/9/2007 8:52:44 AM7/9/2007 8:52:44 AM
8/10/2019 COLLINS KAREN Mobile Phone Music in Video Games Corrected_karen
5/21
A HISTORY OF HANDHELD AND MOBILE VIDEO GAME SOUND
phone, MP player, and other electronic portable devices like digital cameras, portable
DVD players, and GPS units means that game developers can expect that we are now
accustomed to constant uninterrupted access to our media, whether it be music, theinternet, movies, or games. Although handheld portable electronic game devices have
been around or three decades, the convergence o these different portable hardware
units into smartphones and multimedia players has pushed the portable game market
into the mainstream, particularly as adults are no longer embarrassed to be carrying
around a catalogue o games in the guise o a work-related device. Some experts predict
that the industry, currently worth billion a year in the United States, will soar to .
billion by (Duryee ).1
Mobile smart phones are now cutting into the dedicated handheld gaming market.
Nintendo currently has a base o about million users or its DS/DSLite/DSi, and Sony
has about hal that or their Playstation Portable (PSP). However, Apples iPod ouch
is growing at a aster rate than each o these devices and has a base o about thirty mil-
lion users, and the iPhone an estimated twenty million (Wagner ).2Some orecasts
suggest that in the next ew years, the iPhone and iPod ouch will account or o
total handheld games sold (Graf ). In act, the iPhone has shown mobile phone
developers that it is the applications, not the hardware, that will drive mobile sales in the
uture (El Akkad ).
Te audience or mobile gaming is incredibly diverse. Currently, the Asia Pacic
region dominates the market or mobile games at about o the market-share, with
Europe ollowing at about and North America (the rest o the world making up
the remainder).3Statistics on gender rom show a near even distribution o women
and men playing mobile games, although males tend to play or longer lengths o time,and men tended to download more games ( o downloads) (Te Online Reporter
). However, more recent reports suggest that this is changing, and that women now
account or more than hal o mobile game purchases (Hetherington ). Likewise,
Nintendo DS reported a near even split on sales to women and men in , and has
begun targeting women with pink hardware, as well as advertising aimed at emale gam-
ers, such as the I Play or Me campaign that used Liv yler and Carrie Underwood
(OConnor and Breckon ).
T B D H G
Beore delving into a history o digital handheld games, it is worth mentioning a ew
pre-digital precursors. Some o the concepts that were and still are a part o the hand-
held game console marketparticularly the way that users interact with the devices
can be ound in much older non-electronic toys and games. Small mechanical wind-up
clockwork tableau, other clock-work toys in the late nineteenth century, and later
electric toys introduced elements o player interactivity with some orm o built-in
animated, automatic (mechanical or electro-mechanical) response. More recently,
OUP UNCORRECTED PROOF FIRSTPROOFS, Mon Jul 09 2007, NEWGEN
oxfordhb 9780199913657 part 6.indd 385oxordhb-9780199913657-part-6.indd 385 7/9/2007 8:52:44 AM7/9/2007 8:52:44 AM
8/10/2019 COLLINS KAREN Mobile Phone Music in Video Games Corrected_karen
6/21
KAREN COLLINS
Etch-A-Sketchintroduced an interace resembling a handheld television with a screen
and turning knobs (Ohio Art Company ) that brought the idea o a screen-based
toy to children.4
Teickle Bee(Endless Games ) preschool game used magnets anda magnetic wand to guide a bee around through a park without getting stung (touch-
ing the edges), a game play element that has been mimicked ofen in the Nintendo
DS touch-screen stylus, or instance in mini-games incorporated into the latest Zelda
game, Phantom Hourglass(Nintendo ). At times, some spring-driven or mechani-
cal handheld toys like handheld pinball machines and automata would have had small
bells or, later, piezo-electric buzzers and beepers, but the real contribution made was
the tools or devices o player interaction in a handheld device, including winding keys,
wands, turning knobs and buttons. Te simple pleasure and tactility o these interac-
tions undoubtedly helped to open up the market or the later digital games.
In addition to handhelds, o course, it is also necessary to point out that home video-
game consoles and arcades were an important precursor to their mobile cousins. Te
Magnavox Odyssey, the Atari VCS, various Pong games, and popular arcade games
helped to drive the desire or handhelds. Many o these early games were and still are
reproduced in a handheldNamco Bandai has re-released their classic games on the
Nintendo DS (as Namco Museum DS ) and or various mobile phone platorms.
Teir list o top selling games currently includes Pac-Man(originally ), Dig-Dug
(originally ) and Galaga(originally ).5
Finally, it is worth mentioning musical toys as precursors to the music-based and
rhythm-action handheld games in particular. Although musical toys have existed since
at least the eighteenth century with tiny bird-shaped whistles or children, the more
likely precursors to music-based video games are s toys like the Fisher-Price GiantScreen Music box V o , which played melodies while pictures scrolled across a
small screen, and Stylophone () and other pocket synthesizers and experimen-
tal synthesizer-based toys like General Electrics ote-A-une () and Ohio Arts
Sketch-a-une(). It is also worth mentioning Speak & Spelland other electronic
puzzle/learning games, some o whose ideas are ound in games like Nintendos Brain
Age. Lastly, electronic virtual toys and pets like amagotchi, cross over into the video
game realm and have been adapted or new simulation animal games on the Nintendo
DS. O course, toys that make sound are always popular with children, and its likely
that the developers o the very rst handheld games were well aware that the addition o
sound would be an important element in the adoption and popularity o these devices,and help to distinguish them rom existing portable electronics, which were largely con-
ned at the time to business devices.
E D H G
Mattels LED-based Auto Race,6 which came out in , was the rst all-electronic
handheld videogame. Using a simple variation o a calculator chip, it had just bytes
OUP UNCORRECTED PROOF FIRSTPROOFS, Mon Jul 09 2007, NEWGEN
oxfordhb 9780199913657 part 6.indd 386oxordhb-9780199913657-part-6.indd 386 7/9/2007 8:52:44 AM7/9/2007 8:52:44 AM
8/10/2019 COLLINS KAREN Mobile Phone Music in Video Games Corrected_karen
7/21
A HISTORY OF HANDHELD AND MOBILE VIDEO GAME SOUND
o memory. Programmed by Mark Lesser, he noted in an interview, Te sound was
implemented using a single output and a piezo-ceramic speakerone output line to
generate sounds and music, such as it was, without any sound driver hardware. Te tog-gling o the speaker had to occur within the program loop, with variable timing to pro-
duce tones (Stilphen n.d.). What this means was that the speaker itsel was a simple
tone generator. Te requency o a tone, measured in Hertz, is the cycles per second o
a waveorm. o generate a Hz tone through a speaker, a waveorm can be created by
toggling a voltage wave ten times per second. For a Hz tone, the wave would need
to be toggled at times per second. In other words, the speaker, sometimes reerred
to as a beeper or bipper, could only make one tone at a time and in only a primitive
ashion. Games, thereore, would have simple beeping sounds, or basic monophonic
melodies made out o these beeps or just a ew notes at a time. AlthoughAuto Racemay
have been the rst, it was Mattels Footballgame o that was probably Mattels most
popular seller. Right rom these early days, sound was nearly always used as a selling
point. A description in the Mattel oy Fair Catalogue advertised, Cut back, avoid
tacklers, run or daylight! Score and hear the Victory Sound! (). Football II, released
the ollowing year, boasted Simulated game sounds include whistle and the victory
tune or those hard-ought touchdowns and eld goals (Mattel oy Fair Catalogue
:). A simple monophonic melody o six notes was about all the games processor
could handle or its theme song. Although these early Mattel LED games primarily had
just simple, quite abstract square wave and noise sound effects, a ew did have such short
melodies at the start or end o the game.Missile Attack(; later released as Battlestar
Galactica Space Alert) or instance played aps when the player lost.
Another toy company, Milton Bradley, was also quick to get in on the handheld mar-ket in the late s with their LCD Microvision, which had been designed by Jay Smith,
previously the creator o the Vectrex home console game system. Te most signicant
difference between the Microvision and Mattels predecessors was that the handheld
could use interchangeable cartridges o games such as Star rek: Phaser Strike, Bowling,
and Pinball. Like the Mattel systems, sound was created with a piezoelectric speaker
beeper, and was limited to simple sound effects o hisses and buzzes, with the occasional
very brie monophonic melody at best.
aking advantage o the basic sound capabilities o early handhelds, Atari was one o
the rst to release an electronic musical-memory game with their ouch Me, released
as a coin-operated arcade machine in and later as a handheld in . ouchMes original yer discussed the use o sound: Beep or Bleep? ouch Mechal-
lenges the player to remember the sequence o sight and sound, and correctly repeat
the pattern. . . . When the sound occurs, the corresponding button lights to give a visual
clue. . . . Did you correctly repeat those sounds when the button lit?7Tere were our
colored buttons that lit up, and our tones on the machine whose patterns would get pro-
gressively more diffi cult. Ralph Baer recalled:
I was in Chicago attending an MOA (Music Operators o America) show o coin-opdevices. I went to these shows routinely on Sanders and Magnavoxs behal to check
OUP UNCORRECTED PROOF FIRSTPROOFS, Mon Jul 09 2007, NEWGEN
oxfordhb 9780199913657 part 6.indd 387oxordhb-9780199913657-part-6.indd 387 7/9/2007 8:52:45 AM7/9/2007 8:52:45 AM
8/10/2019 COLLINS KAREN Mobile Phone Music in Video Games Corrected_karen
8/21
KAREN COLLINS
on the presence o games that might inringe our patents, or which Magnavoxwas our primary licensee. Atari had several coin-op units at the show. One o thesewas ouch-Me. . . . Howard Morrison also saw ouch Me and played it. . . . Some
time later, we discussed the game. We both came to the same conclusion: Nice gameidea, terrible execution . . . visually lousy, miserable sounds! (n.d.)
ouch Me did not catch on, however, until it was redesigned by Baer or Milton
Bradley and released as Simonin . Similar to ouch Me, each button on Simonhad
a corresponding sound and color, and increasingly diffi cult melodies had to be memo-
rized. Tis time, Baer improved on the sounds, as he describes here:
I took on the job o selecting the our tones, which was a non-trivial matter becausethe tones actually dene much o Simons character. Looking through my kidsCompton Encyclopedia or an instrument that can play a variety o tunes with only
our notes, I ound what I was looking or: Te bugle! Henceorth, Simonwas pro-grammed to beep G, C, E and G . . . the bugle sounds that can be played in anysequence and still sound pleasant! (n.d.)
Simon,o course, perhaps because o its improvement overouch Mestones, became
a huge success. In the wake o Simonssales, a wave o copy-cat games ollowed, includ-
ing Super Simon (a two-player version by Milton Bradley in ), Parker Brothers
Merlin(), the iger Copy Cat(), and Castles Einstein(). More complex
was the Logix .E.A.M.M.A..E(Parker Bros ), a tabletop console, which had a
speaker and a primitive sequencer that allowed the user to create their own melo-
dies, described in a November Consumer Reportsmagazine: By way o intro-
duction to this musical entertainment, the toy provides a preprogrammed versiono Oh, Susanna. It didnt really encourage us to proceed, since it was rhythmically
aulty. Persevering, though, we ound music-writing rather a challengeat rst. But
we became rustrated when our laborious compositions were erased when the toy was
turned off ().8Simonhad perhaps paved the way or the success o handheld elec-
tronic games, proving to toy manuacturers that handhelds could enjoy tremendous
prots. It is interesting that Simon, one o the most popular early handheld games,
was sound-based. While other games rarely yet had an off switch or the sound, sound
was nevertheless ofen treated like an aferthought, and certainly played second ddle
to graphics. Simonmanaged to propel sound to the oreront o the handheld gam-
ing industry or a time. Finally, handheld manuacturers realized the important rolethat sound could play in games, and the technology was soon to enable the advance o
sound beyond monophonic beeping.
As the video game industrys rst wave o real successes propelled it beyond mere nov-
elty and into homes with the rise o home consoles like the Atari VCS, the Intellivision
and the Colecovision, handhelds also witnessed increasing sales and popularity. It was
a company which was not yet a household name in the Western world that would intro-
duce one o the most important early handheld systems: Nintendo. Nintendos Game
and Watch series, an LCD-based system eaturing a clock timer and alarm (perhaps the
rst handheld game device to include non-game unctions), went through a series o
OUP UNCORRECTED PROOF FIRSTPROOFS, Mon Jul 09 2007, NEWGEN
oxfordhb 9780199913657 part 6.indd 388oxordhb-9780199913657-part-6.indd 388 7/9/2007 8:52:45 AM7/9/2007 8:52:45 AM
8/10/2019 COLLINS KAREN Mobile Phone Music in Video Games Corrected_karen
9/21
A HISTORY OF HANDHELD AND MOBILE VIDEO GAME SOUND
different incarnations. Te rst was the Silver series o , with the game Ball. Other
games could be had, including Flagman, Vermin, and Fire. Te Gold version ollowed
a year later, along with a widescreen version, and then a multi-screen in . Tesegames had a simple piezoelectric speaker, like the Microvision and Mattel handhelds,
and so undemanding sound effects were the norm; sine-wave beeps o varying pitch
and white noises used or crashing sounds, gunshots, and explosions. Te rst really
signicant change, however, was the abletop editions in , with VFD color screens,
and improved use o the simple beeper to include some minimal music. Tese were
mini arcade consoles o single games and were soon copied or licensed by competi-
tors. Coleco, or instance, licensed the popular Donkey Konggame rom Nintendo. Te
manuals or the tabletop games ofen advertised that they played and sounded like the
original arcade versions o games like Frogger, Donkey Kong, Pac-Man,and Galaxian,
indicating that the goal was clearly to emulate the success o the arcade by mimicking
(albeit in a more limited ashion) its game play, graphics, and sound. Te games could
manage monophonic square wave or sine wave music as introduction and game over
music, but during gameplay it was still rare to have music, due to the demands o the
music on the processor.
It is interesting to note that the Consumer ReportsNovember report on these
games mentions sound in a ew cases, indicating that the sound played an important
role even this early on, although its effectiveness was questionable. Te description o
Vanity Fairs Computer Matician tabletop model or instance, which asked a series
o math questions, included sound: Te correct answer elicits a high-pitched, repeat-
ing beep and the word right ashing at the top o the screen. An incorrect answer is
punished by a penetrating low buzz and the word wrong ashing at the bottom othe screen. . . most o the children were unnerved and annoyed by the strident beeping
and buzzing (). Indeed, it was the lack o an understanding o the use o sound as a
eedback device that ofen led to the acoustic rustration o the early days. Since play-
ers could trigger the sounds, yet memory was limited, the sounds would repeat end-
lessly with ofen no control over volume. Moreover, the technology o the time meant
that harsh, abstract square wave sounds and white noise were the norm when it came
to sound, and though children may have enjoyed button-mashing to make noise, those
around them rarely did.
Te rst to introduce cartridge-based handheld tabletops was the Entex Adventure
Vision (Entex has previously made a variety o handheld tabletops like Pac-ManandGalaxian). It also improved sound quality over its predecessors, even including a head-
phone jack. Instructions or the hardware advertised, Your Adventure Vision game
unit has a special internal sound effects generator and a ull speaker to urnish the user
with ull delity sound effects (Entex Industries Inc. ). More critical to advancing
sound capabilities was a new hardware advance: a sound co-processor chip.9Te chip
in the Adventure Vision was capable o creating pure tones o about an octave and a
hal (feen tones), as well as thirteen different sound effects created rom noise. Te
chip, however, like that o the early Atari VCS home console was not precise, and the
requency could vary by about (Boris ; Collins ). With these advances, its
OUP UNCORRECTED PROOF FIRSTPROOFS, Mon Jul 09 2007, NEWGEN
oxfordhb 9780199913657 part 6.indd 389oxordhb-9780199913657-part-6.indd 389 7/9/2007 8:52:45 AM7/9/2007 8:52:45 AM
8/10/2019 COLLINS KAREN Mobile Phone Music in Video Games Corrected_karen
10/21
KAREN COLLINS
perhaps not surprising, then, that along with hardware innovations came some impor-
tant changes in the use o sound. Not merely sound effects, sound had a new unction in
requiring the listener to actively listen. Electronic Gamesmagazine rom July tellsthe player o Adventure Visions Super Cobra, a game that resembled Venture: Super
Cobra makes use o a range o sound effects to enhance the play. Listen to these spe-
cial tones since they requently warn you o what type o enemy the helicopter will ace
next (Electronic Games :). O Adventure Visions Space Force, the same guide
notes Pay close attention to the sound effects. Te approach o alien ships are signaled
by alien cannon re. Tis alerts you to be prepared to shoot. Since the small spacecraf
is worth points, you dont want to let it slip past you (). Space Force, however,
was suspiciously similar in sound to the arcade gameAsteroids, with a simple two-note
descending A to B-at repeated moti, with very similar laser-like space ship sounds. On
the other hand, perhaps or the rst time in handheld sound, the sound effectsbecame
an integral part o the game experience, and turning sound off (as was capable on the
Adventure Vision though not most o its predecessors) could be detrimental to game
play. As sound played more important alerting unctions in games, sound was less likely
to be turned off by the player, and on-going advances ollowed to improve quality o
sound through headphones and speaker, and the rise o dedicated sound chips.
T G B D S
C H
Te Nintendo Game Boy was a signicant advance in handheld game sound, having
a dedicated polyphonic sound chip.10Te original system was released in , and it
went through several changes (Pocket in , Light in , Color in ), eventually
selling over million units. Tough each o the models improved upon the graph-
ics and increasingly streamlined the hardware, the sound remained the same until the
Game Boy Advance. Also, although the sound chip was similar to that o the Nintendo
Entertainment System home console, the Game Boy had a very distinct sound, which
is perhaps one o the reasons why it has been so popular with chiptune musicians. Te
chip had three -bit semi-analog tone channels and one noise channel pseudo-stereoprogrammable sound generator. Te rst channels were square waves, which were com-
monly used or chords or melody. Tere were our duty cycle options or the square
waves, which set the timbre o the wave sound (., , , and ). Te rst
channel had volume and requency sweep, while the second was limited to volume con-
trol, which meant the rst channel was more commonly used or melodies (Gevaryahu
). Channel three was a variable wave channel with -bit programmable samples,
and was commonly used or bass-lines. Channel our was a white noise generator, most
ofen used or percussion sounds. A simple -bit digital to analogue converter with
high pass and low pass lter options output the sound to the amplier. With Game Boy,
OUP UNCORRECTED PROOF FIRSTPROOFS, Mon Jul 09 2007, NEWGEN
oxfordhb 9780199913657 part 6.indd 390oxordhb-9780199913657-part-6.indd 390 7/9/2007 8:52:45 AM7/9/2007 8:52:45 AM
8/10/2019 COLLINS KAREN Mobile Phone Music in Video Games Corrected_karen
11/21
A HISTORY OF HANDHELD AND MOBILE VIDEO GAME SOUND
thereore, polyphonic music could be created, and or the rst time complete songs were
heard during game play, such as in etris. Sound effects were still synthesized sounds,
mostly rom the white noise generator, however, and so Game Boy helped to create itsown aesthetic, one which is still popular with chip-tune composers today.
Te rst major challenger to the Game Boy was the Atari Lynx, released the same year
(). It was more expensive than the Game Boy, with an original US sales tag o .
versus or the Game Boy (Console Passion), and so despite the advanced sound
and graphics, did not are as well in terms o consumer sales. Te Lynx sound was con-
trolled by the -bit CPU, although it had a separate sound engine and an -bit digital to
analogue converter (DAC). Tere were our channels o -bit sound available (mono in
its original, and stereo in a redesign). Each channel had a programmable base re-
quency, programmable sequence generator, volume control and a wave shape selector
(including square, triangle, pseudo-random noise and sine waveorms).Te Lynx could,
like the Game Boy, handle polyphonic music and play background music during game
play, but like the Game Boy, the sound effects were most ofen white noise. Te docu-
mentation or the Lynx explains the choice o sound hardware:
What in the world were we thinking when we designed the sound hardware? Te
original design goals were that the circuits
. Be cheap
. Require relatively little CPU to make useul game noises
. Have suffi cient range and accuracy or tolerable music
. Have our channels
. Have direct access to the DACs. Be cheap (Domin and Schick )
Clearly, then, cost was a primary driving actor or the sound technology. Music was at
best an aferthought (note only the reerence to the goal o tolerable music). In these
early days o games, sound effects were viewed as more important than music, and the
ways that sound could be used in games were not ully realized.
Even less successul commercially (likely due to its cost) though equally important
in terms o advances in audio capabilities was the NEC urbo Express, basically a por-
table version o the home console urbograx. In act, the urbo Express could play
the home console cartridges (called Hucards), making it convenient or those who pur-chased the home version. It was, however, released at a prohibitively expensive original
price-point (), and so despite advanced capabilities was not widely adopted. Te
urbo Express eatured a separate sound CPU (a Z, popular in the arcades), and a
six-channel programmable sound generator. Compared to other handhelds, thereore,
the possibilities or polyphonic music were ar superior. Te rst two channels were
capable o simulating a low requency oscillator to create FM-synthesis-like sounds.
Channels ve and six could generate noise and so were used requently or sound effects.
Te channels could even use direct memory access to stream up to -bit sampled sound
into any channel.
OUP UNCORRECTED PROOF FIRSTPROOFS, Mon Jul 09 2007, NEWGEN
oxfordhb 9780199913657 part 6.indd 391oxordhb-9780199913657-part-6.indd 391 7/9/2007 8:52:45 AM7/9/2007 8:52:45 AM
8/10/2019 COLLINS KAREN Mobile Phone Music in Video Games Corrected_karen
12/21
KAREN COLLINS
H G A
Segas Game Gear was released in at a price o US, going backward in sound
quality rom the relatively progressive six-channel PSG o the urbo Express. Te Game
Gear was airly successul despite the lesser sound capabilities, partly due to the large
repertoire o games at Segas disposal. Te console eatured a simple exas Instruments
SN programmable sound generator.11Tis sound chip had been popular in the
arcades in the early s, and was the same chip ound in the ColecoVision, and BBC
Micro.12It had three channels o square wave sound generators, one noise generator,
and output to a mono speaker (stereo sound could be had via headphones). Although
Game Gears sonic capabilities did not represent an advance, its reduced price, along
with Segas large catalogue o games, ensured the success o the handheld.
Sega improved on the Game Gears sound with the release o their Nomad, a
handheld version o the popular Genesis/MegaDrive. Tis included the same SN
chip, but it was peripheral to the main sound chip, a Yamaha YM FM synthesis
chip that had six channels o digitized stereo sound, and one PCM -bit sample chan-
nel (the same chip used in the popular Yamaha DX and DX music keyboards).
Just as on the Genesis, instrument sounds and sound effects had to be coded by hand
in a cumbersome ormat, and thus sounds and instruments were used many times in
different games to save coding new ones. Each FM channel had our operators (wave-
orms) assigned, each with a requency and an envelope with which to modiy the
input. Operator One (the oscillator, or carrier wave) could eed back into itsel, creatinga more complex waveorm, and thus, a different instrument sound. Te other operators
served as modulating waveorms (known as slots). Te oscillator would produce a
basic sine-wave tone, and the modulators could then affect the output waveorm, alter-
ing the complexity o the waveorm, and thereore, its timbre. Tere were eight different
algorithmic congurations o these our operators, presented with suggested instru-
ment uses in Segas technical manual. Although they could be used or other instru-
ment sounds, these suggested sounds became the most common. Te result o the
assembly programming and the eight algorithms meant that many o the same types o
sounds were used over and over in games. ypically, one channel handled percussion,
one bass, one melody, and others were used or ller chords, or arpeggios. Te multiplechannels were also used to create various effects, including phasing and double track-
ing (Collins :).
Although Sega and Nintendo were the clear leaders in the handheld market in the
s, there were a ew other systems that had some moderate success. Te SNK Neo
Geo Pocket and Pocket Color o , a -bit handheld version o the Neo Geo
home console, with essentially two o the SN chips seen on the Game Gear, but
with just kB o RAM available or the sound processor (a Z) to access, and as a result
was similar to the Game Gear in its use o music and sound. Te Bandai Wonderswan
series, designed by Nintendos Game Boy creator Gunpei Yokoi, released in
OUP UNCORRECTED PROOF FIRSTPROOFS, Mon Jul 09 2007, NEWGEN
oxfordhb 9780199913657 part 6.indd 392oxordhb-9780199913657-part-6.indd 392 7/9/2007 8:52:45 AM7/9/2007 8:52:45 AM
8/10/2019 COLLINS KAREN Mobile Phone Music in Video Games Corrected_karen
13/21
A HISTORY OF HANDHELD AND MOBILE VIDEO GAME SOUND
with a our-channel digital sound chip also attempted to nudge in on the handheld mar-
ket without much success, although it managed to exclusively license the Final Fantasy
games or a time, leading to some moderate sales in Japan.It was to be the successor to Yokois popular Game Boy that would dominate the
handheld market or a time. Te Game Boy Advance, released in , was the rst o
the Game Boy series to upgrade the sound, by adding two -bit DACs to the original
conguration. Not only the hardware, but the sofware was also improved: the Advance
BIOS contained many sound-related unctions or converting MIDI to Game Boy data,
although it is worth noting that Nintendo did not even bother to release inormation
about sound in their press release specications, suggesting that sound was not consid-
ered as relevant on handheld games as it was on home consoles.
C P H
G C
Te Nintendo DS (and later DS Lite and DSi) was originally released in with a
ew very innovative ideas integrated, including built-in WiFi, microphone, and the
DS stylus. Te DS has virtual surround sound and a sixteen-channel Direct Memory
Access sound chip. Te DS has also become a popular sound toy and has a wide series o
home-brewed music sofware available. Tese include sequencers such as Blipracker,
Nitrotracker, DSstep, glitchDS, DStar; samplers such as Protein[DS], repeaterDS, andSampling Keyboard; and synthesizers, including Midipad, Soundcells, Monome DS,
KaosDS(which converts X/Y touch-screen inormation into synthesized sound), and
Pulse DS(which can use the DSs PSG chip to produce sounds similar to Game Boy).13
What is unique about the DS is the use o the stylus, and thus the Kaos pad can be treated
much like a Stylophone.
Tere are also several notable uses o sound in DS games, including in the Legend o
Zelda: Phantom Hourglass(music by Kenta Nagata and oru Minegishi; sound effects
by oru Asakawa and Sanae Susaki). Te game eatures several places where the user
is required to make noise (via the microphone) in order to advance, even at one place
having to shout at the machine. Sound has, thereore, become an input device or somerecent games.
Another innovative game in which sound plays an important role is Electroplankton,
a kind o art-piece by media artist oshio Iwai, who is the creator o a new handheld
instrument by Yamaha called enori-on. When players draw on the Electroplankton
game screen, plankton react and create unusual sounds. A rather Brian Eno-esque
ambient soundscape is created as a result. One mini-game inside Electroplanktoncalled
Beatnesuses tracks rom Nintendos early NES games, such as Super Mario Bros, and
allows the user to remix these tracks in real time by adjusting the plankton to make the
sound effects rom the game over the music.
OUP UNCORRECTED PROOF FIRSTPROOFS, Mon Jul 09 2007, NEWGEN
oxfordhb 9780199913657 part 6.indd 393oxordhb-9780199913657-part-6.indd 393 7/9/2007 8:52:45 AM7/9/2007 8:52:45 AM
8/10/2019 COLLINS KAREN Mobile Phone Music in Video Games Corrected_karen
14/21
KAREN COLLINS
Te Sony PlayStation Portable (PSP) was originally released in and remains
the primary competitor to Nintendos DS. More a ull multimedia device than merely
a game machine, the PSP is designed or music and movie playback, and so supportsDolby . multi-channel sound and integrated stereo speakers. Because the PSP sup-
ports MP and MP playback, there are ewer limitations in terms o audio capabili-
ties or games beyond the memory/CPU ootprint. It even has a built-in equalizer or
music playback. Although not quite as popular or music-makers as the DS, the PSP
does have a ew music-making options, including a homebrew wireless X/Y MIDI and
mouse control with sofware to control music sequencing sofware Ableton Live rom
the PSP calledplayLive. Tere is also PSPSeq, another Ableton Live controller, andPSP
Rhythm. Te rise o popularity in music-based applications in particular has meant
that handheld devices are increasingly improving sound technology or the devices.
Tis is particularly the case with the recent explosion o rhythm-action games, which
are helping to drive improvements in sound technologies and interace devices or
handhelds.
R-A G H
Rhythm-action games, in which the player must directly interact with the music and/
or sound as the main game play element, to some extent have been incorporated into
some other types o video gamesin several o the Legend o Zeldagames or the Game
Boy Advance, or instance, the player is required to memorize short melodies and playthem back (Ocarina o ime), or have their character dance to various rhythms (Oracle
o Ages, Nintendo ). Full rhythm-action games have become ar more popular in
the wake o the success o Guitar Heroand Rock Band. Guitar Hero, o course, has been
released or the DS as Guitar Hero: On our(Activision ), which used a special
add-on hardware unit called the Guitar Grip. Elite Beat Agents(or the Nintendo DS
), a sequel to the Japanese-only Ouendon,had a similar concept, asking players to
tap the screen with the stylus according to the beat o a song. Cross-over music training
games have also been released, including Rhythm N Notes(Agetec, Inc. ), offering
tonal and rhythmic music training.
Te PSP also has a series o rhythm-action games, including Gitaroo Man Lives!(Koei ), a game o bizarre brilliance that uses the PSP stick to mimic pitch shif-
ing on a guitar. Lumines(Q Entertainment ) is a popular puzzle game based on
patterns o sound and light, created by etsuya Mizuguchi, who was behind the inno-
vative music-based Rezgame or the Playstation. A block-like game vaguely similar to
etris, Lumines(pronounced luminous) integrated the music right into the game play.
Blocks move in time to the beat, and elements o game play change the music (which
includes Japanese acid jazz stars like Mondo Grosso) as you play. Moving or rotating
blocks or creating combinations add layers o sound to the soundtrack in real time.
Another highly notable rhythm-action game or the PSP is Patapon(Sony ), a D
OUP UNCORRECTED PROOF FIRSTPROOFS, Mon Jul 09 2007, NEWGEN
oxfordhb 9780199913657 part 6.indd 394oxordhb-9780199913657-part-6.indd 394 7/9/2007 8:52:45 AM7/9/2007 8:52:45 AM
8/10/2019 COLLINS KAREN Mobile Phone Music in Video Games Corrected_karen
15/21
A HISTORY OF HANDHELD AND MOBILE VIDEO GAME SOUND
platorm action-adventure in which players must use musical beats to lead tribal armies.
Different drumbeats are used to signal marching, deending, retreating, and attacking.14
A very recent interesting development in the handheld rhythm-action genre is theincorporation o user-generated playlists into rhythm-action games by pulling a users
MP les off the device, turning their playlist into an interactive music game. Harmonix
(who created Guitar Hero) developed a game called Phaseor the iPod ouch to do pre-
cisely this. Te complexity o the music maps in the game, thereore, can depend on the
type o music the user listens to, and there is a never-ending possibility o new game play.
C O M P
T
Beore delving into mobile phone/personal digital assistant (smart phone) gaming, it is
worth taking a minute to examine a ew systems that attempted to bring together phone
or smart phone capabilities to gaming systems. Tese game systems all ailed to achieve
any degree o success and with the arrival o smartphones are likely to never be attempted
again. iger Electronics game.com system released in was perhaps the rst game
console aimed at an older audience. It eatured a touch screen and stylus like the smart
phone systems o the time and could be connected to a modem (although it was limited
to text-only access to the Web). Only a ew games were ever released or the system,
although some o its innovations were incorporated into the Nintendo DS. Nokia simi-larly achieved little success with their N-Gage, released in . It was essentially a game
system with cell phone unctionality, MP playback, and Bluetooth connectivity. What
is interesting about the N-Gage is that Nokia (previously a phone company) attempted
to get in on the gaming market by launching their own gaming division, producing a ew
games and licensing some other successul games. iger elematics (not to be conused
with iger Electronics) also tried to bring smart phone unctionality to a game system
with the Gizmondo in . Te Gizmondo had GPS, Bluetooth, and WiFi, but unor-
tunately the system was so unsuccessul the company was orced to le or bankruptcy.
M P G
Te history o mobile phone games (distinguished rom handheld gaming in that games
are not the primary intended use o the machines) in many ways echoes the history
o consoles and handhelds. Te earliest mobile phone game, Snake, written by aneli
Armanto on the Nokia in , was black and white and lacked sound. Te phone
also eatured basicMemoryand Logicgames. Tese games were originally installed on
phones by the phone companies, but are now commonly purchased through mobile
OUP UNCORRECTED PROOF FIRSTPROOFS, Mon Jul 09 2007, NEWGEN
oxfordhb 9780199913657 part 6.indd 395oxordhb-9780199913657-part-6.indd 395 7/9/2007 8:52:45 AM7/9/2007 8:52:45 AM
8/10/2019 COLLINS KAREN Mobile Phone Music in Video Games Corrected_karen
16/21
KAREN COLLINS
networks or through internet download. Furthermore, mobile phones are increasingly
becoming small computers, known as smartphones, allowing or more complex games,
and opening up a whole new market in the mobile game territory.One o the most important elements o mobile gaming has been network capabilities.
Even many early games had multiplayer modes, so simple games like checkers could
be played with live competitors. Real-time network play on mobile phones has become
increasingly popular, particularly with games like Bejeweled Multiplayer(Jamdat ).
Some games can also interace with their PC counterparts, such as Ragnarok Mobile
Mage(Skyzone Mobile ), so players can continue their game afer they have lef
their house.
Mobile gaming is rapidly becoming an important part o the games industry as the
technology converges, with publishers like Jamdat joining orces with Electronic Arts.
Some companies that have been in the business a long time are now re-releasing their
classic arcade games or the mobile community, such as Namco, Capcom, Konami, and
Vivendi Games.
Mobile games today are increasing at a tremendous rate. However, considering that
one o the purposes o such devices is to communicate through sound, it is ironic that
audio capabilities lag behind graphics. Many o the same diffi culties and constraints that
plagued early computer games have been seen in the mobile game audio world. Audio
resources on some phones can be as small as kB, and as such, many o the same
techniques o the -bit era have been reproduced to save space. As ringtone composer
Peter Drescher elaborated a ew years ago, Te most important trick is to be as ruth-
lessly effi cient as possible. You want to squeeze every last drop o variation out o each
and every byte o audio data at your disposal. Repetition is the enemy, compression isyour ally, and creative use o limited resources is your battle cry (). A developer
at Glu Mobile elaborates: Te challenge with mobile games is that we have sound size
limitations . . . While we dont use voice actors, we do use music a lot. We have to think
about what will take up the majority o space. We have to think about the visuals and the
soundwhat will create the richer experience (Hetherington ). A constant balance
is struck, thereore, between what is needed and what can be technically accomplished.
Tis problem with technological constraints is rapidly changing as phones move
into the smartphone territory and MP sampling or the games. Te Apple iPhone
or instance can record and play back audio in a variety o ormats. Many popular
games or the iPhone are old games revisited, including etris (Electronic Arts),Sega Columns, Ms Pac-Man, and Frogger. O course, there are also many other games
available. Rhythm-action games like Guitar Rock ourand ap ap Revengehave also
been released. But along with traditional games have also come a series o very inno-
vative changes to the nature o games that grew out o the technology. Soul rapper
Episode , or example, is a game rom Realtime Audio Adventures, a kind o cross
between a radio drama and old-ashioned Choose Your Own Adventure game. Te
company promises Realtime Audio Adventures take your mind deeply into the
spectrums o sound and imagination or a truly unique gaming experience.15David
Warhol, who runs the company, noted Everyone seems to appreciate that we pulled
OUP UNCORRECTED PROOF FIRSTPROOFS, Mon Jul 09 2007, NEWGEN
oxfordhb 9780199913657 part 6.indd 396oxordhb-9780199913657-part-6.indd 396 7/9/2007 8:52:45 AM7/9/2007 8:52:45 AM
8/10/2019 COLLINS KAREN Mobile Phone Music in Video Games Corrected_karen
17/21
A HISTORY OF HANDHELD AND MOBILE VIDEO GAME SOUND
out all the stops to make the audio as compelling as possible (iPhone Footprint
). Despite the desire or good audio, though, hardware limitations in terms o
processing power and memory remain. Soul rapper, or instance, is an enormous MB, a massive download size or a phone. Te result means heavily compressed
samples that signicantly reduce sound delity. In other cases, some platorms dont
support simultaneous layering o audio tracks, meaning there can be sound effects or
music, but not both at the same time.
Te iPhone and iPod ouch have more recently become musical instruments with the
development o sequencers and sound tools/sound toys.Looptasticand Sound Warp(both
by Sound rends) or instance, allow users to mix loops, manipulate sound effects, record
music, and play back songs. Perhaps even more interesting is, due to the accelerometer
available on the device, the development o gestural music applications, likeBravo Gustavo,
a conductor game in which the player swings the phone, released by the LA Philharmonic.
Despite a seeming desire, then, at least amongst some companies, to create quality
audio or mobile games, even as the technology catches up, there are still distinct di-
erences between mobile games and home console counterparts. Mobile audio has di-
erent requirements than other games due to the casual nature o the gamespeople
playing mobile games are, at present, primarily using their phone to play games while
they kill time, and games are secondary to the other unctions o these machines.
Nokias guide to sound or phone games, or instance, warns, Te game should be
playable without the sounds. Allow silent starting o games. I intro music is imple-
mented, there must be a way to switch it off. Prompt or sound settings at the start o the
game. . . . Do not include loud or high-pitched sounds, have sounds on as the deault,
[or] use sounds that are similar to ring tones and alert tones (Nokia Corporation ).Some mobile games do not even include sound or have minimal sound effects at
best. Fieldrunners,an iPod/iPhone game listed by imemagazine as one o the top
mobile games o , did not initially have any sound, although the . upgrade
included sound effects and a theme song (Grossman ). One article on game
sound or the iPhone asks, Can you hear that? Probably not, i like most gamers
you ick the silent switch on your iPhone beore playing a game. O the hundreds o
games populating the App Store, ew earn the prestigious honour o having the vol-
ume turned up (Erickson ). Magmics Joshua Ostrowalker described to me: Te
rst thing you want is a screen that gives the options to turn on or off the sound.16It is
interesting, then, that there is a growing number o audio-based and rhythm-actiongames or the mobile phone market. It appears that as gaming on phones increases,
people are more inclined to carry around headphones to play games and use sound.
T F H G A
Now that smartphone mobile games are at about the same technical level as gaming
handhelds, the desire or better mobile audio is increasing. Where previously games on
OUP UNCORRECTED PROOF FIRSTPROOFS, Mon Jul 09 2007, NEWGEN
oxfordhb 9780199913657 part 6.indd 397oxordhb-9780199913657-part-6.indd 397 7/9/2007 8:52:45 AM7/9/2007 8:52:45 AM
8/10/2019 COLLINS KAREN Mobile Phone Music in Video Games Corrected_karen
18/21
KAREN COLLINS
mobile phones could get away with little or no audio, the demand or better gamesand
better game audioon mobiles is increasing as these platorms converge. Nevertheless,
there remain some diffi culties and constraints that are holding back audio advance-ments on both handhelds and mobiles.
One signicant problem primarily affecting mobiles but also affecting handhelds
is the lack o standards between devices. For game developers, this means generally
ocusing on a single manuacturer or platorm, thus shrinking their potential market
size. Developers o iPhone games, or instance, cannot easily convert these games
to work on a Blackberry, just as PSP games cannot be easily ported to the Nintendo
DS. Another signicant problem is size o audio les, particularly or mobile games,
since these games are downloaded rather than cartridge-based and, thereore, play-
ers may not want to pay or the bandwidth or be able to download the massive le
sizes required.
Tere have also been several advances that have come in the last year or so that will
help to make handheld and mobile video games a much better audio experience. Mobile
DLS (Downloadable Sounds) is a standardization specication that denes a wavet-
able instrument ormat or mobiles. Tis is essentially a sound bank o instruments or
MIDI enabled devices that improve sound quality o MIDI or mobiles. Packaged with
Mobile DLS is usually Mobile XMF (eXtensible Music Format), another specication
that enables users to use sampled sounds without large le sizes by bundling Mobile
DLS sounds into one le (MIDI Manuacturers Association ). Tere are also DSP
(sound processing) capabilities in some systems now, with the result that simulating
environments in games is becoming easier with reverb and other effects. Finally, there is
also the use o D positional audio in headphones which will also give the games a senseo space or environment by creating the illusion that sound are emanating rom or head-
ing to anywhere in the three-dimensional space.17
Perhaps most importantly, mobile game systems offer some advantages or unique
gameplay. Location-aware technologies such as GPS have led to location-based mobile
multiplayer games, or instance, in which social interaction, virtual game worlds, and
real locations merge, as well as augmented reality games that combine the real world
with a game world.18Customized content based on player location can be integrated
into a game, and alternate reality games have been created that require the player to take
photographs o particular locations and upload these to the game, relying urther on
unctionality o smartphone devices.
N
. While experts chosen or these predictions may be rom dubiously biased sources (with
the industry ofen hyping itsel), thus ar the predictions have been on the conservative
side, and all indications are that the mobile market will continue to grow at a rapid rate.
. Te iPhone sales number is an estimate based on quarterly sales numbers. Allegedly, there
have been fy million iPod ouch and iPhone sales combined. See also Norris ().
OUP UNCORRECTED PROOF FIRSTPROOFS, Mon Jul 09 2007, NEWGEN
oxfordhb 9780199913657 part 6.indd 398oxordhb-9780199913657-part-6.indd 398 7/9/2007 8:52:45 AM7/9/2007 8:52:45 AM
8/10/2019 COLLINS KAREN Mobile Phone Music in Video Games Corrected_karen
19/21
A HISTORY OF HANDHELD AND MOBILE VIDEO GAME SOUND
. Tese are estimates based on projected revenues. See: Global Mobile Games Market to
reach bn by (), and Projected Mobile Gaming Revenues in North America,
Europe and Asia Pacic ().
. It is interesting to note thatEtch-A-Sketchhas more recently converged with the game mar-ket and released digital games, with sound effects, such as Etch-A-Sketch: Knobbys Quest
game or PC and Mac.
. From the Namco Mobile website, https://www.namcogames.com/mobile/[https://www.
namcogames.com/mobile/] (accessed March , ).
. Not relevant to our discussion o sound, but an LED is an array o light-emitting diodes,
whereas an LCD is a liquid crystal display. A VFD, mentioned later, is a Vacuum Flourescent
display, closer in technology to LEDs than LCDs. LEDs and VFDs are amiliar to consum-
ers through VCR and microwave displays, digital clocks and watches, and so on.
. For a copy o the yer, see http://www.atarihq.com/dedicated/touchme.php[http://www.
atarihq.com/dedicated/touchme.php] (access March , ).
. Elements o this section are drawn rom Collins ().. A National Semiconductor COP -bit microcontroller with bytes o internal ROM
and -bit internal RAM locations.
. echnically, it is reerred to as a PAPU, a pseudo-audio-processing unit. It is not a separate
circuit or unit rom the main processor, although or programming purposes it is separate.
. An emulator to convert Sega MOD les to PSG sound using this chip can be ound on the
Kontechs website, http://modpsg.kontechs.de/[http://modpsg.kontechs.de/] (accessed
March , ).
. See Collins (:).
. See Synthopia().
. A playable web version Beat Camp demo is on http://www.patapon-game.com/[http://
www.patapon-game.com/] (accessed March , ).. From the Real ime Audio Adventures website, http://www.rtaudioadventures.com/
About.html[http://www.rtaudioadventures.com/About.html] (accessed March , ).
. Joshua Ostrowalker, interview with author, Ottawa, Ontario, October , .
. See Curtes ().
. See Vanhanen ().
R
Baer, Ralph H. n.d. Te Simon Story, http://www.dieterkoenig.at/ccc/english/se_story_
simon.htm (accessed March , ).
Boris, Daniel. . Entex Adventurevision echnical Specs V., http://www.atarihq.com/
danb/les/AdvechSpecs.pd (accessed March , ).
Casual Games Association. . Casual Games Market Report, http://www.casual-
gamesassociation.org/research_news.php (accessed October , ).
Collins, Karen. . Flat wos and the Musical Aesthetic o the Atari VCS. Popular Musicology
Online, http://www.popular-musicology-online.com/ (accessed March , ).
. . Game Sound: An Introduction to the History, Teory and Practice o Video Game
Music and Sound Design. Cambridge: MI Press.
Console Passion. . Atari Lynx. http://www.consolepassion.co.uk/atari-lynx.htm (accessed
October , ).
OUP UNCORRECTED PROOF FIRSTPROOFS, Mon Jul 09 2007, NEWGEN
oxfordhb 9780199913657 part 6.indd 399oxordhb-9780199913657-part-6.indd 399 7/9/2007 8:52:45 AM7/9/2007 8:52:45 AM
8/10/2019 COLLINS KAREN Mobile Phone Music in Video Games Corrected_karen
20/21
KAREN COLLINS
Curtes, Mike. . Editorial: Why Mobile Games Need Better Audio, Games on Deck, http://
www.gamesondeck.com/eature//editorial_why_mobile_games_need_.php (accessed
March , ).
Domin, M. and Schick, Bastian. . Lynx-Documentation, http://www.geocities.com/SiliconValley/Byte//lynx/lynxdoc.html (accessed March , ).
Drescher, Peter. . Could Mobile Game Audio BE More Annoying?! OReilly Digital
Media, http://digitalmedia.oreilly.com////could-mobile-game-audio-be-more-
annoying.html (accessed March , ).
Duryee, ricia. . U.S. Mobile Game Industry Worth Billion; Will Soar to . Billion in
,Moco News Net, October , http://www.moconews.net/entry/-us-mobile-game-i
ndustry-worth--billion-will-soar-to--billion-in-/ (accessed March , ).
El Akkad, Omar. . Apple, RIM wage app wars, Globe and Mail, October , http://www.
theglobeandmail.com/report-on-business/apple-rim-wage-app-wars/article/
(accessed October , ).
Electronic Games. . Stand-Alone Preview. Handheld Museum, http://www.handheldmu-seum.com/BooksMagazines/Mag-EG_/EG_.htm (accessed March , ).
Entex Industries Inc. . Adventure Vision (original manual), http://zappa.brainiac.com/
cdyer/instructions/adv.pd (accessed March , ).
Erickson, racy. . Sound off: iPhone gamings audio problem, Pocket Gamer, http://www.
pocketgamer.co.uk/r/iPhone/iPhone/eature.asp?c= (accessed March , ).
Gevaryahu, Jonathan. . Nintendo(M) Gameboy sound system (PAPU) guide, http://
www.joshuawise.com/~nightmare/GBSOUND.txt (accessed March , ).
Global Mobile Games Market to reach bn by . . Indiantelevision.com , July , http://
www.indiantelevision.com/headlines/yk/july/july.htm (accessed October , ).
Graf, Kris. . Analyst: iPhone o Drive Mobile Game Market Sales o . Billion
By , Gamasutra, October , http://www.gamasutra.com/php-bin/news_index.php?story= (accessed October , ).
Grossman, Lev. . Te op Everything o . ime Magazine, November , http://
www.time.com/time/specials//top/article/,,__,.
html (accessed March , ).
Hetherington, Janet. . Upwardly Mobile Gaming, http://www.awn.com/articles/gam-
ing/upwardly-mobile-gaming (accessed October , ).
IGDA Casual Games Special Interest Group. . Casual Games White Paper, http://
www.igda.org/casual/IGDA_CasualGames_Whitepaper_.pd (accessed October
, ).
iPhone Footprint. . Sound o Joy: Audio Content and iPhone Games. November , http://
www.iphoneootprint.com///sound-o-joy-audio-content-and-iphone-games/
(accessed March , ).
Mattel oy Fair Catalogue. . Handheld Museum,http://www.handheldmuseum.com/
Mattel/Cat/Cat.htm (accessed March , ).
. . Handheld Museum, http://www.handheldmuseum.com/Mattel/Mattel/
Mattel_.htm (accessed March , ).
MIDI Manuacturers Association. . About DLS Format or Mobile Devices, http://www.
midi.org/about-midi/dls/abtmdls.shtml (accessed March , ).
Nokia Corporation. . From Beeps to Soundscapes: Designing Mobile Game
Audio, http://sw.nokia.com/id/ebda-ea-b-e-b/From_
OUP UNCORRECTED PROOF FIRSTPROOFS, Mon Jul 09 2007, NEWGEN
oxfordhb 9780199913657 part 6.indd 400oxordhb-9780199913657-part-6.indd 400 7/9/2007 8:52:45 AM7/9/2007 8:52:45 AM
8/10/2019 COLLINS KAREN Mobile Phone Music in Video Games Corrected_karen
21/21
A HISTORY OF HANDHELD AND MOBILE VIDEO GAME SOUND
Beeps_o_Soundscapes_Designing_Mobile_Game_Audio_v__en.pd (accessed
March , ).
Norris, Ashley. . wo Billion Apps Downloaded, million iPhone/touches soldland-
mark day or Apple, ech Digest, September . http://www.techdigest.tv///two_bil-lion_app.html (accessed October , ).
OConnor, Alice, and Nick Breckon. . Nintendo DS Reaching Gender Harmony,
ShackNews, March , http://www.shacknews.com/onearticle.x/ (accessed October
, ).
Te Online Reporter. . Men twice as likely to download mobile games but game
play is gender neutral. May , http://www.theinternetpatrol.com/males-are-tw
ice-as-likely-to-download-a-game-than-women (accessed October , ).
Projected Mobile Gaming Revenues in North America, Europe and Asia
Pacic. . GoRumors.com, March , http://techcrunchies.com/
projected-mobile-gaming-revenues-in-north-america-europe-and-asia-paciic/
(accessed October , ).Stilphen, Scott. n.d. DP Interviews Mark Lesser, Digitpress, http://www.digitpress.com/
library/interviews/interview_mark_lesser.html
Synthopia. . Nintendo DS Music Programs. June , http://www.synthtopia.com/cont
ent////-nintendo-ds-music-programs/ (accessed March , ).
Vanhanen, Anssi. . Mobile Games Business. Inopical Evolution Paths o Mobile Multimedia
Services: Proceedings o the Research Seminar on elecommunications Business (ed. Sakari
Luukkainen) Helsinki University o echnology Publications in elecommunications Sofware
and Multimedia, http://www.tml.hut./Opinnot/-.//Proceedings_.pd
(accessed March , ).
Wagner, James Au. . iPod ouch Cutting Into Handheld Game Market, op Analyst
Says. Te Apple Blog, August , http://theappleblog.com////ipod-touch-cutting-into-handheld-game-market-top-analyst-says/ (accessed October , ).
OUP UNCORRECTED PROOF FIRSTPROOFS, Mon Jul 09 2007, NEWGEN