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Adaptive music is music which changes in response to real-time events or user interactions, found most commonly in video games. [1] It may change in volume, arrangement , tempo , and more. Adaptive music is a staple within the role-playing game genre, often being used to change the tone and intensity of music when the player enters and leaves ...
Video game music (VGM) is the soundtrack that accompanies video games. Early video game music was once limited to sounds of early sound chips, such as programmable sound generators (PSG) or FM synthesis chips. These limitations have led to the style of music known as chiptune, which became the sound of the first video games.
A Video Game Symphony world tour from 2006 onwards, for which Nobuo Uematsu composed the opening fanfare that accompanies each performance. [78] [79] Final Fantasy music was played at the Symphonic Game Music Concert series, a series of annual German video game music concerts notable for being the first of their kind outside Japan, from 2003 to ...
The composition takes influence from the 1984 song "Sister Marian" by T-Square, a Japanese fusion band. In a 2001 interview by Game Maestro Vol. 3, Kondo affirms that "the overworld theme in Mario might show some influence from the Japanese fusion band T-Square, too. The rhythms in their music were easy for Japanese listeners to follow."
In March 2007, Shimomura released her first non-video game album, Murmur, an album of vocal songs sung by Chata. [ 8 ] Shimomura's music for Kingdom Hearts made up one fourth of the music of the Symphonic Fantasies concerts in September 2009, which were produced by the creators of the Symphonic Game Music Concert series and conducted by Arnie ...
The 2015 video game Undertale, inspired by EarthBound, includes several homages to the game's music in its soundtrack. [ 32 ] "Because I Love You" and "Eagle Land" from EarthBound were played by the Tokyo Memorial Orchestra for the second Orchestral Game Concert on September 15, 1992, as part of a five concert tour, which was later released as ...
His experience with composing for the NES led to him scoring the Game Boy game Kirby's Dream Land in 1992, which established the direction the music of later games would take. He intentionally wrote simple melodies and chords, feeling that complex chords did not sound good on the Game Boy's speakers.
Uematsu's approach to composing the game's music was to treat it like a film soundtrack and compose songs that reflected the mood of the scenes rather than trying to make strong melodies to "define the game", as he felt that approach would come across too strong when placed alongside the game's new 3D visuals.
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