Once again, I'm long overdue for an update about happenings in Video Game Music class. One thing that I've learned this semester is that it's too much for me to blog while I'm teaching the class. The class was so huge this semester with 97 students... and unlike many of my peers, I actually do read what they're writing and thinking and want to hear their ideas. Learning from the students is one of the great joys of teaching. So, forgive the lapse. I've got lots of plans for writing in the new year and plenty that I want to research and learn about-- not to mention a ton of backed up writing to get published here-- so I'm excited for the future.
First, best to comment on the end of the semester. In the final few weeks-- even month-- of the course, we shift the focus to the compositional process. How does one get ideas for composing game music? What are tools (software and hardware) and techniques that might make sense? What are different kinds of pieces that the students might create (for instance, an orchestral mock-up for a scene versus music for a game trailer)? How do the realities of various game situations cause the music to be modified (limits of mobile audio or ideas about implementing audio into games)? Every semester I show Garageband a bit in class as well as have a PAT major (think music technology) show Logic as well as some basic recording techniques. Since I was teaching the course for the second time around, I was also able to show some past examples of final project highlights and flops.
Here's a picture from the class. UM sent the wonderfully talented Peter Smith to take some pictures for SMTD's bi-annual magazine, The Muse. Here's a great one I love of the class while one of the students is showing off his game creation.
Other than the composing study, which is a good three or four classes, we also examine mobile/social game audio as well as games/topics of students' choice. The course almost becomes cyclical in a way, because many of the limitations faced by early pioneers in the game audio world are a part of the mobile industry now: must be able to play with the sound off, very small space for audio in the overall game design, etc. The other great thing at the end of the year is the chance for me to learn about games from the students. Because I've gamified the course, I have an award for the high score holder-- a throwback to the arcade era-- where they HSH is allowed to choose some games or topics that we examine in class. This year's choices included LittleBigPlanet, Monument Valley, Rhythm Heaven Fever, and the idea of creating chip tunes. The LittleBigPlanet was especially a treat for me since I'm FaceBook friends with Winifred Phillips after GameSoundCon and have been seeing these dolls on her feed without having any idea what they are... and now I do! Especially cool too was that LittleBigPlanet 2 uses A Fifth of Beethoven, as does Frantic Freddie, which we looked at earlier in the semester. I especially love the feeling of coming around to the same themes in different games toward the end of the year.
The final day of class is definitely one of the most wild as well as one of my favorites. I bring in a game console from the video game library and we all play some games together pausing every so often to analyze the audio live. This year I brought a Wii U with Super Mario 3D World, Mario Kart 8, and Super Smash Bros. One of the coolest things was that kids were able to pull out their DS and join into the gameplay of SSB with those controllers! I didn't even need more than 4 controllers, and we easily had eight players, which was both crazy and amazing! It's a great way to end the year and symbolic of how I hope they'll keep thinking about game audio critically as they continue to play in the future.
Undoubtedly, the best part of the end of the semester is for me to hear the students composition projects, which I call Composition Quests! (We're playing a game after all, not drudging through the end of the semester.) Almost everyone finds the creative process rewarding, albeit frustrating at times, and a release from the rest of the work they're expected to do at that point in the school year. It's a pleasure for me to hear them all and I take time to make feedback to everyone, although this makes for a daunting multi-day headphones on in lock down mode with the computer situation for me. Some are definitely more creative than others in terms of making the projects personal and customized, whether via midi or better orchestra libraries. Others sound a little more generic because of the loop libraries used to build the projects or just sound crazy because of a lack of musical knowledge. I have to say, though, year after year I'm a bit blown away by the level of the projects and the creativity in them. More students than ever said they thought about having structure to their piece, various sections and different instrumentation because of our class discussions. These are huge wins for everyone who takes the class.
All in all, I'd say the class was a huge success. I hope to improve it even more when I teach it next year, particularly exploring the idea of incorporating even more musical analysis into the class as well as a mini-composition project before the final. Plus plenty of more small details to consider. We'll see what churns out of the sieve in a few months when I've had more time to process it. I'll also post the course syllabus as I taught the class this semester soon. I'm going to be sorry to lose contact with many of the students (though a few friended me on FB at the end of the semester), but that's the circle of life in academia. I'm already excited for the next round of students to come through.
In a the omnipresent "spirit of lists," one of the questions I'm asked often when I talk about the course is what software students use to create their game audio. UM is fortunate to have some professional DAWs in various areas of the school as well as serious space for students to create. However, other students use their laptops, phones, or other equipment they own and get great results too. I kept a list of software that the students used to create their composition projects and present it below with the hopes that it might help others who are intimidated about where to start. Many of these programs are free, at least in a trial version to explore:
Native Instruments' Maschine Software
Noteflight
Abelton
GarageBand
Acid Music Studio
Finale Notepad
LMMS
Wavosaur
Pulseboy
Famitracker
Cubase
Ozone
Logic Pro X
Music Maker Jam
dskmusic.com
MainStage 3
Pro Tools
Renoise
Goldwave
FL Studio
Reaper
Adobe Audition
looperman.com
Hydrogen
Propellerhead Reason
Anvil Studio
A blog for Confluence group.
Friday, 29 March 2019
January Tabletop Good Times!!!
More pictures of great gaming. SurfMonkey and I managed to get together earlier in the month on a Saturday for some Arkham Horror LCG and Star Wars Destiny. The boys and I have been playing various games: D&D, Imperial Assault, Cardfight Vanguard, Yu Gi Oh, Arkham Horror LCG (I even got in some solo games vs. the Rougarou).
As the snow continues to fall, the opportunities for more gaming goodness will continue. It is a busy time right now, but I am confident I can squeeze in some good gaming.
Until next time, enjoy the pics.
Thanks for visiting!
Thursday, 28 March 2019
T.H.I.N.G.S. Wave 1
It's a "No Board Wednesday" Special Feature!
T.H.I.N.G.S. Wave 1
Manufacturer: Milton Bradley
Year: 1986
This review is going to be a little different than usual as I will be covering a collection of different small games. This line of small wind-up dexterity games sort of exists in the crossroads between my toy collecting and board gaming hobbies, for reasons you'll see pretty quickly I think.
This entry will focus on the first four games that were released under Milton Bradley's "T.H.I.N.G.S." line. After the success of Mattel's M.U.S.C.L.E. toy line the late 80's found itself awash in strange toy line acronyms. T.H.I.N.G.S. stands for Totally Hilarious Incredibly Neat Games of Skill. The four games listed below comprised the first wave, and are by far the most common of the line. I will show off the second and third series in another post next Wednesday.
All of my T.H.I.N.G.S. games are complete, and are in their original packaging. In most cases the packaging is pretty beat, but I'm not all that worried about obtaining "nicer" copies of the boxes. As far as price goes I'll mention it when I can remember, but for many of these, especially this first wave, I honestly don't remember.
Game: Sir Ring-a-lot
Personal History:
Sir Ring-a-lot was the only one of these games that I had as a kid, and I really have no idea how or why I got it. I seem to remember that these were reasonably popular when they came out, as I knew a few people that had them and I can remember seeing them at toy stores at the time. I remember playing with it a lot, and getting pretty good at it.
My original Sir Ring-a-lot is no longer in my possession. I've described on this blog before how sloppy my handling was with my toys as a kid, and this was no different. When I found my Sir Ring-a-lot as an adult it was missing all of the rings and had no box. Without the rings it's essentially useless, and it ended up getting sold in a lot of incomplete T.H.I.N.G.S. games that I had gradually accrued.
Gameplay:
The game features a knight holding a lance who, when a button is pressed, raises and lowers. When the game is wound two bats with magnets at their feet fly around the top of the game's tower. Each bat grabs a metal ring as it passes, dips slightly in its flight as it passes the knight, and then deposits the ring on a platform on the other side of the tower.
The goal of the game is to raise the knight just as a bat passes, hooking the metal ring it carries so that the ring slides down the lance.
Thoughts:
The mechanism of this game works very well, and it's possible with enough practice to get a pattern down that gets you every ring most of the time. Occasionally a ring will fall early or twist weirdly when the bat grabs it, making those rings impossible to grab, but that's a relatively rare hiccup in what is otherwise a winnable little game.
I also appreciate that you are a character in the game. Some of the games from this line have you interacting as you. That's fine, but I much prefer when I get to play "as" something, as it adds so much character to these little games.
Game: Flip-O-Potamus
Personal History:
Flip-O-Potamus seems to be the second most common one of these games behind Sir Ring-a-lot. It's pretty easy to find, and I've actually owned a few just because it's either come as a lot with something else, or because I found a nicer copy on the cheap. I imagine its visual similarity to "Hungry Hungry Hippos" probably helped sales.
Gameplay:
A tray on the bottom of the game opens up, revealing a set of blue marbles and a flicking device. When wound the hippo opens and closes its mouth. The player attempts to flick the marbles into the hippo's mouth before the timer winds down.
Thoughts:
I find that this game is one of the least functional. The dispensing device is supposed to allow the balls to roll one at a time onto the flicker, refilling automatically with every flick. This doesn't usually work as planned, instead just flicking extra balls out of the tray and making you scramble to grab them before they roll off the table. The flicker also does a horrible job of sending the balls straight. in a game that should be mostly about timing, it's actually 50% about whether the ball even travels in the direction it must to be successful.
What this game has that most of the others don't, however, is a wonderful little tray for the parts that holds them in place when you're done playing. The flicker segment slides into the base of the device, keeping all of the balls contained in the game for easy transport. I wish this was feature that all of the games had because it's very very easy to lose stuff from pretty much all of them.
Game: Grabbit
Personal History:
This was the T.H.I.N.G.S. game I wanted the most as a kid, and it was also the one my neighbor friend had, which of course made me a little jealous. This copy was easily purchased online, and fairly cheaply as part of a lot.
Gameplay:
You play as a frog which, when a button is pressed, "leaps" up. If the button is pressed quickly enough the mouth of the frog also closes when it jumps. When the mechanism is wound the tree at the center of the game rotates. As the tree rotates you attempt to leap up and "eat" the bugs which are hanging from the edge of the tree, attempting to eat as many as possible before the timer runs out and the tree pops off of the base of the game.
Thoughts:
I actually think that Grabbit stands as the best example of what this line of game toys is. The game is colorful and attractive, with plenty of cute little design elements. It plays well, with a mechanism that you can actually get better at and demands some amount of deterity. It explodes at the end, which is something that many of the games do. Really it's just an all around fun package and hard not to love.
This is also the only other game in the first wave where you are a character in the game, which as I said above I'm a big fan of.
Game: Eggzilla
Personal History:
Eggzilla is the only T.H.I.N.G.S. game I ever bought without a box. This was very early in my collecting of these. At the time Eggzilla didn't show up on Ebay all that often, although it's a little easier to find now. It was paired with another boxed T.H.I.N.G.S. game in the auction, so I was happy to pick it up.
As luck would have it a toy collecting buddy of mine found just the box for Eggzilla at a garage sale or something, and had the presence of mind to pick it up since I had just been talking about collecting these. It was one of those crazy moments where things align just so.
Gameplay:
Eggzilla is very different from pretty much any other T.H.I.N.G.S. game. you are given five pieces of eggshell. The pieces, when fit together properly, will form a shell with the base of the game. The Eggzilla figure is pushed onto the base of the game, and the game is wound. The player has until the timer runs out to completely construct the egg around Eggzilla. If he is able to do so a magnet at the top of the egg pulls the little spike out of the top of Eggzilla's head, and this stops the timer mechanism. If the player cannot build the egg in time Eggzilla shoots off of the game base, destroying the egg.
Thoughts:
I'm really bad at this one, so it's probably my least favorite, even though it's technically a better game than Flip-O-Potamus. The little magnet trick at the top of the eggs is really a great feature and works like magic. This game is unique in that it's the only one in the range which comes apart so completely and basically uses both of your hands for the action as opposed to pressing a button or flicking a lever or catapult. It's also just about the only one I ever find just one piece of for sale, and thats the little Eggzilla figure itself. It seems that more than a few people kept the little guy but discarded the rest of it, and as such you'll sometimes find just him in Ebay auctions.
Final Verdict:
I'm not going to scores these like I usually do the games I review, but I'll say that I love this first wave as a group. Besides having a nostalgic connection to a couple of them I think they're just great toys that ooze that simple 80's charm that so many products of that decade have. There are a number of other gimmicky plastic games that came out between the mid 70's to mid 90's, but T.H.I.N.G.S. is just about my favorite line of that type, and this opening assortment is more than enough to cement them in my mind.
Next week I'll show of the second and third waves. These games get a little weirder moving forward, and one is almost impossible to track down. Stay tuned!
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A Note On The OGRE Vehicles
Really quick - an old friend of mine, Tim Harrison '94, asked me about how I did the numbers.
I cheated.
6mm (1:285 if you prefer) Micro Armour decals. These are German turret numbers. I also use 1:300 scale aircraft decals for some national markers, like the Combine Canadian GEV company or the Paneuropean Swedish Armour company I have painted.
Speaking of the Canadians, I finally have their Light GEV elements on the paint table. I think I am going to do them as a single larger squadron of six, maybe. I have seven right now. I might paint the last one up as a scout/observer for the 301st Armour (that's the black with yellow group).
Wednesday, 27 March 2019
PUBG New Map Venezia 2.0 Confirmed To Release
PUBG has announced a big update about a new map called 'Venezia'. After the Vikendi snow map update, there were 4 maps v.i.z Erangel, Sanhok, Miramar and Vikendi but PUBG Corp is developing a new map Venezia inspired from Venice, Italy. Along with the map, 3 vehicles and 4 new weapons will also be available in this update.
Developer :
Venezia is designed and developed by James Coreman, an employee of PUBG Corp, the same man who designed the Sanhok map. Venezia will come in a size of 4×4 km. It is said that it will include the area between Georgopol, Pochinki, and Primorsk.
Inspiration :
As already mentioned Venezia has been inspired by a city in Italy called Venice. Venice is a city in Italy having more than 100 small islands. This city is well-known for its large number of canals, bridges and small islands.
Venezia is fully inspired by this city. Thus Venezia will mostly contain water all over the island. This shows that this map will be very challenging and tough to play.
Developer :
Venezia is designed and developed by James Coreman, an employee of PUBG Corp, the same man who designed the Sanhok map. Venezia will come in a size of 4×4 km. It is said that it will include the area between Georgopol, Pochinki, and Primorsk.
Inspiration :
As already mentioned Venezia has been inspired by a city in Italy called Venice. Venice is a city in Italy having more than 100 small islands. This city is well-known for its large number of canals, bridges and small islands.
Venezia is fully inspired by this city. Thus Venezia will mostly contain water all over the island. This shows that this map will be very challenging and tough to play.
Vehicles :
- In this map, 3 more vehicles will be available. They are-
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- 2. Bicycle
- 3. Vespa
Weapons :
- Venezia will contain the following 4 new weapons-
- 1. Beretta ARX 160: It is an assault rifle that will require 5.56 mm ammo.
- 2. Benelli M4: It has been a high time since a new shotgun has been added. Venezia will feature this shotgun.
- 3. HK-911: As the map, Venezia is mostly covered with water so PUBG introduced this underwater pistol. Yeah you heard it right it is a pistol that can fire underwater also which requires 7.62 mm ammo
- 4. C4 Explosive charge: It is not a gun but an explosive basically. One can attach it anywhere on the wall or objects or one can throw it also. It can be obtained by creates only.
Release date :
Though the date of release hasn't been officially declared, it is reported to come in 0.12 or 0.13 global version. And the expected date to release is 20-25 April 2019.
Tuesday, 26 March 2019
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