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Genre in the Age of Convergence: Mario Paint Composer

DOI: https://doi.org/10.59350/rg065-mge82

It’s no secret that over the course of the twentieth century, aesthetic productions have drawn increasingly on recycled and re-appropriated materials. Perhaps, for this reason, the above video – a rendition of Michael Jackson’s Thriller on the newly minted Mario Paint Composer – sounds absolutely mundane. Nothing new, just another curiosity born out of the collective consciousness we cannily refer to as the Internets, which we understand jokingly as a series of tubes, notably Youtubes. Laffs aside, this phenomena complicates many traditional modes of interpretation.How do we hear the music of a convergence era when within it lies a devious set of connotations, each serving to reorient the listener to its own particular theme? What tactics do listeners take when interpreting this semiotic collision of sound, icon and song? These questions complicate the topic of genre, where a social consensus traditionally guides the collective organization of a medium. What social and sonic forms shape our understanding of Thriller as it was reproduced by Mario Paint Composer on Youtube in 2008?

Before delving too deeply into a discussion of genre, it is important to situate the phenomena of convergence in a pre-digital context. Although the user-centric nature of web 2.0 has certainly helped to accelerate this process, one needs to look no further than Dick Hebdige’s “The Meaning of Mod,” in the anthology Resistance Through Rituals, to sense an earlier precedent to the mash-up culture we observe today. Drawn to the adventure of a dangerous soHo night-life culture, “The mod dealt his blows by inverting and distorting the images (of neatness, of short hair) so cherished by his employers and parents, to create a style, which while being overtly close to the straight world was nonetheless incomprehensible to it.” Although Hebdige is writing in 1974, long before computers would become mainstream, he makes a worthy point here about the appropriation of fashion. Constructing it as an act of distortion,Hebdige argues that early 1960s mods (understood here as a working class youth movement), through their stylistic appropriations were able to undermine the fabric of British society. By acting as criminals, but lauding the style of white collar workers – suits, short hair – mods help to show that semiotic convergence is not something new, instead it can be read as a stance of resistance.

In the case of Thriller, resistance is too strong a word. I prefer distortion, it is value neutral, although it can easily be understood in the context of resistance. Thriller on Mario Paint Composer distorts Thriller by Michael Jackson. By simplifying the song to a series of 16-bit samples, the song’s transcriber geoffnet1, translates it all to the symbolic language of Mario Paint – where mushrooms sound like drums, hearts are bass notes, ships are cymbals, flowers are horns, cars are synth pads and game-boys sound like blips. geoffnet1’s Thriller is a distortion of the Mario Paint Composer sound as well; originally a part of the 1992 Super Nintendo cartridge, Mario Paint, Mario Paint Composer is now a fan-modded update of its original form. Unlike the original Mario Paint Composer has been designed with functionality taking a precedent over accessibility. Originally marketed as an intuitive music scripting software, the following limitations were part and parcel of the platform (These restrictions have been copied from Tombobbuilder’s page, a musician who works with the limits of Mario Paint Composer as it was originally distributed.):

1. Only 24 measures are available.
2. No more than three notes at a time.
3. You can not double notes on the same line or space.
4. Tempo is restricted.
5. There is no fluctuation in dynamics (volume).
6. No sharps or flats are available.
7. Can only compose using the “white keys” from the piano.
8. Only two of each letter name are available (except A, where there is only one).
9. C major and A natural minor are the only keys to compose in.

Of these restrictions, Thriller only conforms to the third: “You can not double notes on the same line or space,” in this regard it distorts what most people understand as the Mario Paint sound as well. By no means am I calling this work inauthentic, instead I am calling attention to the stability of sonic tropes in our cultural memory. The sound of Mario Paint is not remembered for the limitations described above, instead, there is a stable and distinct sonic fingerprint which is derived from the alchemy of icon, sound and song though which genre can be constructed and maintained.

Thriller is 8-bit music, even though there is nothing 8-bit about it. Similar to the way in which mods subverted the British status-quo, Thriller puts the idea of genre into crisis. This is not a crisis that works to undermine the existence of genre as a phenomenon, it is instead a crisis of interpretation, where the traditional means through which a genre can be identified are called into question. No longer can the easy answers be found at Allmusic or Wikipedia, some sounds have become more epistemically ellusive. Ultimately, this is a good thing, as it encourages listeners to take a critical ear to what they are listening to – and how they come to understand it.

Aaron Trammell

The Role of Sound in Video Games: Pong, Limbo and Interactivity

DOI: https://doi.org/10.59350/3bw1t-wvq61

Recently, I’ve been amazed by how well the sound design of the new Xbox LIVE game Limbo has been able to coax me into various degrees of panic. Visually, the game is monochrome – black, white and various shades of grey sink into and out of the television as I guide the main character, a little boy, through the landscape of his nightmares. Tension builds as sound is used to announce off-screen dangers as they slowly creep across the screen. The muffled thud-thud of a giant spider on the left prompted me to run to the right where I suddenly encountered the deadly scream of a buzz-saw roaring toward me. It’s scary stuff.  An ambient sound-layer is interrupted only by an occasional feedback crescendo or the rustling of the world’s many dangerous occupants. The soundtrack of Limbo says a lot about the game, which in turn says a lot about our culture. Video games are rarely the object of analysis for sound culture studies, this is fairly counterintuitive considering both their social impact and technological nature. Should sound studies take a closer look at video games – where would it start?

One option is to consider the game historically, as the convergence of several media discourses. First, there is cinema: The soundscape of Limbo borrows the formula that set the stage of desolation for so many low-budget horror movies. Consider the eerie silence of a horror movie like The Evil Dead and how there is a deliberate quiet within it’s conversation and music. These sonic memes are intended to invoke tension and surprise within the audience. Bruce Campbell, who plays the hapless protagonist, Ash, creeps through a similarly nightmarish landscape, inviting the listener into the soundscape of leaves, creaks, and screams. In a tradition, indebted to the aesthetics of Hitchcock, quiet soundscapes allow for broad dynamic shifts, juxtaposing safety and danger.

Another important discourse is that of video game history. Broad dynamic shifts in video games, have not always been the result of a deliberate horror aesthetic. Video games lacked sound until the release of Computer Space in 1971. A year later, the same creative team, Nolan Bushnell and Ted Dabney, would later found Atari and release Pong. Though Pong was a clone of an electric ping-pong game for 1966’s Magnavox Odyssey, Bushnell convinced Al Alcorn, the lead engineer, to hack-in sound. Silence, blips and beeps were for almost 25 years a result of hard technological limits in video games. As CD driven consoles were released in the mid-nineties, game sound was able to become more sophisticated, eventually integrating popular music seamlessly into games like Tony Hawk Pro Skater. Although game soundtracks were no longer constrained by the draconic limitations of console circuits (The Atari VCS was often unable to set its two lead voices to a similar scale – Karen Collins describes this more fully in her article “In the Loop”), game sounds still depend on the limitations of programming code. Limbo offers the latest technology, sound designer Martin Stig Anderson, has explained how advances in programming language have helped him to accommodate dramatic shifts in player control.

Game sound has always focused on the interactive, and Limbo is a great example of this development. Although games like Super Metroid and Portal have used ambient sound to emulate cinema, Limbo presents a living soundscape. Able to freely traverse the world, players can control the score of Limbo, a sign that music is becoming interactive in new ways. Is this a meaningful sign of technological convergence, or simply a reiteration of the existing aesthetic tropes?  You decide.

Aaron Trammell