E.T. for Atari is widely regarded as the worst video game of all time. As you guys have seen already, in multiple video game documentaries. Here are a some ads from that dreadful 1983 Holiday season. Rather than recapping everything concerning the fiasco here, I am going to turn you guys towards a website that has done it for me. Check the sidebar of the blog for a link to the “The Atari Landfill Revealed.” It’s an easy read… we’ll talk about it in class… maybe...
28.1.08
Don't Drop the Soap...
TOPEKA, Kan. - The son of Gov. Kathleen Sebelius is peddling a board game titled "Don't Drop the Soap," a prison-themed game he created as part of a class project at the Rhode Island School of Design.
John Sebelius, 23, has the backing of his mother and father, U.S. Magistrate Judge Gary Sebelius. The governor's spokeswoman, Nicole Corcoran, said both parents "are very proud of their son John's creativity and talent."
John Sebelius is selling the game on his Internet site for $34.99, plus packaging, shipping and handling. The contact information on the Web site lists the address of the governor's mansion. Corcoran said the address will change when John Sebelius moves.
The game also goes on sale starting Jan. 31 at a shop called Hobbs in the college town of Lawrence.
"Fight your way through 6 different exciting locations in hopes of being granted parole," the site says. "Escape prison riots in The Yard, slip glass into a mob boss' lasagna in the Cafeteria, steal painkillers from the nurse's desk in the Infirmary."
The game includes five tokens representing a bag of cocaine, a handgun and three characters: wheelchair-using 'Wheelz," muscle-flexing "Anferny" and business suit-clad "Sal 'the Butcher.'"
Corcoran said John Sebelius sought legal advice to be sure he followed proper requirements, and he even took out a loan to pay for the production of his work.
"This game is intended for mature audiences — not children — and is simply intended for entertainment," Corcoran said.
John Sebelius, 23, has the backing of his mother and father, U.S. Magistrate Judge Gary Sebelius. The governor's spokeswoman, Nicole Corcoran, said both parents "are very proud of their son John's creativity and talent."
John Sebelius is selling the game on his Internet site for $34.99, plus packaging, shipping and handling. The contact information on the Web site lists the address of the governor's mansion. Corcoran said the address will change when John Sebelius moves.
The game also goes on sale starting Jan. 31 at a shop called Hobbs in the college town of Lawrence.
"Fight your way through 6 different exciting locations in hopes of being granted parole," the site says. "Escape prison riots in The Yard, slip glass into a mob boss' lasagna in the Cafeteria, steal painkillers from the nurse's desk in the Infirmary."
The game includes five tokens representing a bag of cocaine, a handgun and three characters: wheelchair-using 'Wheelz," muscle-flexing "Anferny" and business suit-clad "Sal 'the Butcher.'"
Corcoran said John Sebelius sought legal advice to be sure he followed proper requirements, and he even took out a loan to pay for the production of his work.
"This game is intended for mature audiences — not children — and is simply intended for entertainment," Corcoran said.
27.1.08
Donkey Kong Country
Ae you ready?:
Donkey Kong Country Promo Video, sent to Nintendo Power Subscribers in 1994:
Donkey Kong Country Promo Video, sent to Nintendo Power Subscribers in 1994:
26.1.08
Malcom McLaren
8-Bit Punk
Malcolm McLaren, the subculture hacker who created the Sex Pistols, discovers the new underground sound. It's called chip music. Can you play lead Game Boy?
We live in a karaoke culture. The Japanese word means "empty orchestra" - a lifeless musical form unencumbered by creativity and free of responsibility. Simple, clean fun for the millennial nuclear family. You can't fail in a karaoke world. It's life by proxy, liberated by hindsight.
Authenticity, on the other hand, believes in the messy process of creativity. It's unpopular and out of fashion. It worships failure, regarding it as a romantic and noble pursuit - better to be a flamboyant failure than any kind of benign success.
Karaoke and authenticity can sit well together, but it takes artistry to make that happen. When it does, the results can be explosive. Like when punk rock reclaimed rock and roll, blowing the doors off the recording industry in the process. Or when hip hop transformed turntables and records into the instruments of a revolution. Now it's happening again. In dance clubs across Europe and America, young people are seizing the automated stuff of their world - handheld game machines, obsolete computers, anything with a sound chip - and forging a new kind of folk music for the digital age.
Until recently, I was feeling stifled by the tyranny of the new. New corporate lifestyles for doing everything well. Too well. iPod this. PowerBook that. Listening to albums, like Madonna's latest, that were made using Pro Tools - software that reduces virtually every mixdown effect to a mouse click - left me with a depressing sense of sameness, like everything on TV. I had decided to make an album about the "look" of music: the visual gestalt of youth culture. For me, music has always been a bridge between art and fashion, the two realms I care about most. It's one of the most natural expressions of the youthful need for confrontation and rebellion. Now it was lost in the hearts and minds of a karaoke world. I couldn't find my place in it.
Then I discovered chip music.
It all began on a freezing winter evening in snow-capped Zurich, Switzerland. Some friends of mine had a vague relationship with a small-label dude who caught my attention at a party rattling on about lo-fi. He soon had me playing phone tag with a clique of "reversible engineers" working illegally in Stockholm. I didn't know what that meant, but I was eager to find out.
The quest led me to the outskirts of Paris: Ivry sur Seine, to be exact, dead south of Chinatown. In that desolate industrial district, I had a 10 pm appointment with two guys named Thierry and Jacques.
The address turned out to be a forbidding, semi-abandoned factory. I couldn't open the gate, so I waited nervously in the darkness. After a while, a suspicious, balding youth came out of the building - Jacques. He seemed to have trouble finding the keys to undo the heavy chains that secured the premises. Finally, the doors swung open. After a terse greeting, he led me up a concrete stairway and through dark, labyrinthine corridors of peeling plaster.
"What's that smell?" I asked, my nostrils assaulted by what seemed like a hot pot of hairy horse and curry powder. "It's the Cameroon embassy," he answered, smirking. Jacques, a shy young man whose teeth were nearly black because of his fear of dentists, explained that wood carvers, graphic artists, photographers, and hip hop kids from North Africa worked here. Only half the factory had electricity or heat.
Two flights up, Thierry welcomed us into a dim, tiny room at the far end of the building. To my surprise, I found myself in an Ali Baba's cave of outdated studio equipment. The chamber was stuffed floor to ceiling with hardware from the dawn of the 1980s: dinosaurian Amigas and Ataris once prized for their sound chips and arcane applications, giant echo plates, and knob-studded analog synthesizers. In the center was a pair of dusty turntables, one with a 45-rpm single on its platter. Thierry put the needle to the groove. I reeled as the record player emitted a din like screaming dog whistles. It sounded like a video arcade gone mad.
The low light revealed the Frenchman's T-shirt. Emblazoned across his chest were the words FUCK PRO TOOLS. The phrase described perfectly what I'd been feeling for months. Like any fashion victim who comes across a new and stylish idea, I was smitten. Fashion is most easily used as a disguise - it allows you to be something you're not. It's much more difficult to use it to express who you are. I understood immediately that this was no facile fashion statement.
"Who made this record?" I asked. In stark contrast to the silent Jacques, Thierry - once he started talking - could hardly stop. "Mark DeNardo from Chicago," he said. This twentysomething Puerto Rican artist, he told me, is the Velvet Underground of the 21st century, the next step in the evolution of rock and roll. "This is chip music," Thierry continued, "made on an old Game Boy. I don't like hi-fi. I can't afford hi-fi. To make this music costs only 15 euros. You can pick up an old Game Boy from the marche aux puces," the Paris flea market. He presented an outdated Game Boy and, maneuvering his thumbs on the keys, showed me how to create musical sequences.
Thierry spun another record. "This is Puss," he explained. "He's from Stockholm. He sings with a girl: 'I'm the master, you are the slave.' They're the new ABBA!" The album cover featured a simple photo of a Game Boy, nothing more. I loved it.
The next record was an EP - an extended-play 7-inch - by a Stockholm artist called Role Model. The last time I had come across this format was in the 1960s, when I bought my first Rolling Stones record. Role Model sounded like a videogame fashion show, as though Twiggy were somehow stuck inside Space Invaders. It was intelligent dance music made using analog approaches, distinctly human and more individual than simply switching on a drum machine. The more I listened, the more contagious it became. The names of emerging artists rolled off Thierry's tongue: Adlib Sinner Forks, Bit Shifter, Nullsleep, Glomag, The Hardliner, Lo-Bat, 8-bit Construction Set - an entire lost tribe of Game Boy musicians.
The room became hazy with the exhaust of these chain-smoking French guys. I felt like I was at the end of the world, but I also thought I could be happy here.
Chip music is made using processors from the antediluvian 8-bit past. (Pro Tools, by contrast, starts at 24 bits.) The genre's seminal moment occurred three years ago when Role Model (real name: Johan Kotlinski) created a custom Game Boy cartridge called Little Sound DJ - LSDJ for short - that takes over the palmtop's internal synthesizer and turns the device into a musical workstation capable of playing sequences and arpeggios, but not chords.
Role Model, who's studying for an engineering degree at Stockholm's Royal Institute of Technology, manufactured LSDJ in Japan and offered it on the Web for about $70 until he sold all the cartridges he had made. The software is a simulacrum of DJ culture, combining the Game Boy's native bloops and bleeps with samples of old drum machines like the popular Roland TR-808. LSDJ isn't the only such cartridge: Nanoloop, made by German art student Oliver Wittchow, does similar things, but without the samples. It's easier to generate sounds right away with Nanoloop, but LSDJ is more musical and therefore more popular.
LSDJ may be technically illegal, but who cares? It's the only way Role Model and his cronies can afford to make their music. It's Le Resistance. Chip musicians plunder corporate technology and find unlikely uses for it. They make old sounds new again - without frills, a recording studio, or a major record label. It would be facile to describe the result as amateurish; it's underproduced because it feels better that way. The nature of the sound, and the equipment used to create it, is cheap. This is not music as a commodity but music as an idea. It's the Nintendo generation sampling its youth.
The essence of chip music is in reverse engineering an electronic interface - whether it's a Game Boy or a computer's sound chip - and subverting its original design. Chip music can be made using run-of-the-mill equipment, like a Casio keyboard, but first the insides must be scrambled. The lo-fi sound of the White Stripes and their ilk has a certain aesthetic kinship with chip music, but it's less tech-centric and not nearly as subversive. Kraftwerk might be the grandfathers of chip music - like today's reversible engineers, they invented many of their instruments. As for programs like Pro Tools, chip musicians don't think they're really creative. The sound isn't generated by circuitry, and you can't alter it by twisting a knob.
As DeNardo puts it, "The digital medium may have more accuracy, but it doesn't have as good a vibe. Playing with an analog machine that has an inaccurate bpm" - beats per minute, the dance-floor gauge of tempo - "can be a bitch. But when you can hear the sequence and feel it, it's like listening to a live band rather than someone singing along with a digital karaoke machine."
The urge to breathe some genuine fire into moribund electronica has spurred the chip music underground to embrace vinyl. When I first met Thierry and Jacques, they were waiting for a shipment of 3,000 EPs from a pressing plant in the Czech Republic. Why do chip musicians insist on using such a perversely obscure medium? In a world where information is free and experience is virtual, delicate vinyl discs, black and fetishistic, are precious. They're treasured, collectible, real. And, unlike CDs, they can't be reproduced easily. Chip musicians scorn CDs as cheap, disposable, and, at best, no more ecofriendly than vinyl.
Chip musicians can be found all over the world, but they're mostly in places where Game Boys are popular - the US, Sweden, Japan, Switzerland. Some are into the technical side of it, like Nullsleep, who graduated from Columbia with a degree in computer science. Others are just into the music. They like being pop-culture pirates, and they have little use for the mass market. Their output is deliberately inaccessible to radio and TV, indeed to anyone in the music industry who still believes in hi-fi. At this stage, they don't necessarily aspire to have an audience beyond that of their own choosing, which means friends. This will probably change. Most early punk gigs - the ones that are continually mythologized - had audiences of about 20 people, though today it seems like everyone was there.
I began working in Ivry Sur Seine, programming Game Boy sequences, then overdubbing analog synths, guitars, and vocals. I sent an MP3 to DeNardo, who, I learned, is a classically trained violinist and keenly aware of Steve Reich's orchestral minimalism and John Cage's I Ching-driven randomness. He'd picked up LSDJ from Bjork's Web site thinking it would make his music different. He created a Game Boy sequence to accompany one of my favorite old blues tunes, "Mighty Long Time" by Sonny Boy Williamson. Then he rewrote the lyrics and roughed out the chords on an acoustic guitar. We called the new track "Fashion Horse."
I remained in the factory for the next few months, cutting and pasting the ruins of Jimi Hendrix, John Lee Hooker, and Muddy Waters into a videogame wall of sound. I rocked with Adlib. DeNardo flew in from Chicago. We translated the modernist classical music of Francis Poulenc into Game Boy sequences and arpeggios. I went to China and developed a post-karaoke sound with Wild Strawberries, an all-girl group from Beijing. I found the look of music. This was fashion at its most cutting edge. So chic!
Chip music is still underground, but the scene is becoming less insular. Collaborations are beginning. It's easy to swap MP3s over the Net or daisy-chain a track, sending it to other chip musicians who embellish it in turn. F2F gatherings are starting to rumble in Paris and Chicago. The fashion for record players is growing - just look at the display window of Colette on the rue Saint-Honore, or in the pages of Jalouse and Vogue. Soon tribes devoted to their favorite retro noisemakers will emerge in bars and clubs everywhere, sliding effortlessly through holes in the karaoke culture, personalizing electronic music and taking it to the next level, whatever that might be. Perhaps it will be games for writing music, or mobile phones with MP3 capabilities that let you listen and modify at will.
Chip music is mutating into a growing taxonomy of styles - post-karaoke, rock-and-roll Game Boy, bastard blues - that represent the most anarchic display of the antihero in pop culture. The sound is raw, noisy, and at times poorly played and sung. Still, repurposing defunct devices to end-run a music industry in total decline constitutes a revolution. Chip music is the final repository of the marvelous, its makers the last possessors of the wand of Cinderella's fairy godmother.
Malcolm McLaren is a recording artist, producer, and clothing designer based in Paris. His foray into chip music, Fashionbeast, was released in the spring of 2004.
This article was originally published in Wired Magazine in November of 2003.
Malcolm McLaren, the subculture hacker who created the Sex Pistols, discovers the new underground sound. It's called chip music. Can you play lead Game Boy?
We live in a karaoke culture. The Japanese word means "empty orchestra" - a lifeless musical form unencumbered by creativity and free of responsibility. Simple, clean fun for the millennial nuclear family. You can't fail in a karaoke world. It's life by proxy, liberated by hindsight.
Authenticity, on the other hand, believes in the messy process of creativity. It's unpopular and out of fashion. It worships failure, regarding it as a romantic and noble pursuit - better to be a flamboyant failure than any kind of benign success.
Karaoke and authenticity can sit well together, but it takes artistry to make that happen. When it does, the results can be explosive. Like when punk rock reclaimed rock and roll, blowing the doors off the recording industry in the process. Or when hip hop transformed turntables and records into the instruments of a revolution. Now it's happening again. In dance clubs across Europe and America, young people are seizing the automated stuff of their world - handheld game machines, obsolete computers, anything with a sound chip - and forging a new kind of folk music for the digital age.
Until recently, I was feeling stifled by the tyranny of the new. New corporate lifestyles for doing everything well. Too well. iPod this. PowerBook that. Listening to albums, like Madonna's latest, that were made using Pro Tools - software that reduces virtually every mixdown effect to a mouse click - left me with a depressing sense of sameness, like everything on TV. I had decided to make an album about the "look" of music: the visual gestalt of youth culture. For me, music has always been a bridge between art and fashion, the two realms I care about most. It's one of the most natural expressions of the youthful need for confrontation and rebellion. Now it was lost in the hearts and minds of a karaoke world. I couldn't find my place in it.
Then I discovered chip music.
It all began on a freezing winter evening in snow-capped Zurich, Switzerland. Some friends of mine had a vague relationship with a small-label dude who caught my attention at a party rattling on about lo-fi. He soon had me playing phone tag with a clique of "reversible engineers" working illegally in Stockholm. I didn't know what that meant, but I was eager to find out.
The quest led me to the outskirts of Paris: Ivry sur Seine, to be exact, dead south of Chinatown. In that desolate industrial district, I had a 10 pm appointment with two guys named Thierry and Jacques.
The address turned out to be a forbidding, semi-abandoned factory. I couldn't open the gate, so I waited nervously in the darkness. After a while, a suspicious, balding youth came out of the building - Jacques. He seemed to have trouble finding the keys to undo the heavy chains that secured the premises. Finally, the doors swung open. After a terse greeting, he led me up a concrete stairway and through dark, labyrinthine corridors of peeling plaster.
"What's that smell?" I asked, my nostrils assaulted by what seemed like a hot pot of hairy horse and curry powder. "It's the Cameroon embassy," he answered, smirking. Jacques, a shy young man whose teeth were nearly black because of his fear of dentists, explained that wood carvers, graphic artists, photographers, and hip hop kids from North Africa worked here. Only half the factory had electricity or heat.
Two flights up, Thierry welcomed us into a dim, tiny room at the far end of the building. To my surprise, I found myself in an Ali Baba's cave of outdated studio equipment. The chamber was stuffed floor to ceiling with hardware from the dawn of the 1980s: dinosaurian Amigas and Ataris once prized for their sound chips and arcane applications, giant echo plates, and knob-studded analog synthesizers. In the center was a pair of dusty turntables, one with a 45-rpm single on its platter. Thierry put the needle to the groove. I reeled as the record player emitted a din like screaming dog whistles. It sounded like a video arcade gone mad.
The low light revealed the Frenchman's T-shirt. Emblazoned across his chest were the words FUCK PRO TOOLS. The phrase described perfectly what I'd been feeling for months. Like any fashion victim who comes across a new and stylish idea, I was smitten. Fashion is most easily used as a disguise - it allows you to be something you're not. It's much more difficult to use it to express who you are. I understood immediately that this was no facile fashion statement.
"Who made this record?" I asked. In stark contrast to the silent Jacques, Thierry - once he started talking - could hardly stop. "Mark DeNardo from Chicago," he said. This twentysomething Puerto Rican artist, he told me, is the Velvet Underground of the 21st century, the next step in the evolution of rock and roll. "This is chip music," Thierry continued, "made on an old Game Boy. I don't like hi-fi. I can't afford hi-fi. To make this music costs only 15 euros. You can pick up an old Game Boy from the marche aux puces," the Paris flea market. He presented an outdated Game Boy and, maneuvering his thumbs on the keys, showed me how to create musical sequences.
Thierry spun another record. "This is Puss," he explained. "He's from Stockholm. He sings with a girl: 'I'm the master, you are the slave.' They're the new ABBA!" The album cover featured a simple photo of a Game Boy, nothing more. I loved it.
The next record was an EP - an extended-play 7-inch - by a Stockholm artist called Role Model. The last time I had come across this format was in the 1960s, when I bought my first Rolling Stones record. Role Model sounded like a videogame fashion show, as though Twiggy were somehow stuck inside Space Invaders. It was intelligent dance music made using analog approaches, distinctly human and more individual than simply switching on a drum machine. The more I listened, the more contagious it became. The names of emerging artists rolled off Thierry's tongue: Adlib Sinner Forks, Bit Shifter, Nullsleep, Glomag, The Hardliner, Lo-Bat, 8-bit Construction Set - an entire lost tribe of Game Boy musicians.
The room became hazy with the exhaust of these chain-smoking French guys. I felt like I was at the end of the world, but I also thought I could be happy here.
Chip music is made using processors from the antediluvian 8-bit past. (Pro Tools, by contrast, starts at 24 bits.) The genre's seminal moment occurred three years ago when Role Model (real name: Johan Kotlinski) created a custom Game Boy cartridge called Little Sound DJ - LSDJ for short - that takes over the palmtop's internal synthesizer and turns the device into a musical workstation capable of playing sequences and arpeggios, but not chords.
Role Model, who's studying for an engineering degree at Stockholm's Royal Institute of Technology, manufactured LSDJ in Japan and offered it on the Web for about $70 until he sold all the cartridges he had made. The software is a simulacrum of DJ culture, combining the Game Boy's native bloops and bleeps with samples of old drum machines like the popular Roland TR-808. LSDJ isn't the only such cartridge: Nanoloop, made by German art student Oliver Wittchow, does similar things, but without the samples. It's easier to generate sounds right away with Nanoloop, but LSDJ is more musical and therefore more popular.
LSDJ may be technically illegal, but who cares? It's the only way Role Model and his cronies can afford to make their music. It's Le Resistance. Chip musicians plunder corporate technology and find unlikely uses for it. They make old sounds new again - without frills, a recording studio, or a major record label. It would be facile to describe the result as amateurish; it's underproduced because it feels better that way. The nature of the sound, and the equipment used to create it, is cheap. This is not music as a commodity but music as an idea. It's the Nintendo generation sampling its youth.
The essence of chip music is in reverse engineering an electronic interface - whether it's a Game Boy or a computer's sound chip - and subverting its original design. Chip music can be made using run-of-the-mill equipment, like a Casio keyboard, but first the insides must be scrambled. The lo-fi sound of the White Stripes and their ilk has a certain aesthetic kinship with chip music, but it's less tech-centric and not nearly as subversive. Kraftwerk might be the grandfathers of chip music - like today's reversible engineers, they invented many of their instruments. As for programs like Pro Tools, chip musicians don't think they're really creative. The sound isn't generated by circuitry, and you can't alter it by twisting a knob.
As DeNardo puts it, "The digital medium may have more accuracy, but it doesn't have as good a vibe. Playing with an analog machine that has an inaccurate bpm" - beats per minute, the dance-floor gauge of tempo - "can be a bitch. But when you can hear the sequence and feel it, it's like listening to a live band rather than someone singing along with a digital karaoke machine."
The urge to breathe some genuine fire into moribund electronica has spurred the chip music underground to embrace vinyl. When I first met Thierry and Jacques, they were waiting for a shipment of 3,000 EPs from a pressing plant in the Czech Republic. Why do chip musicians insist on using such a perversely obscure medium? In a world where information is free and experience is virtual, delicate vinyl discs, black and fetishistic, are precious. They're treasured, collectible, real. And, unlike CDs, they can't be reproduced easily. Chip musicians scorn CDs as cheap, disposable, and, at best, no more ecofriendly than vinyl.
Chip musicians can be found all over the world, but they're mostly in places where Game Boys are popular - the US, Sweden, Japan, Switzerland. Some are into the technical side of it, like Nullsleep, who graduated from Columbia with a degree in computer science. Others are just into the music. They like being pop-culture pirates, and they have little use for the mass market. Their output is deliberately inaccessible to radio and TV, indeed to anyone in the music industry who still believes in hi-fi. At this stage, they don't necessarily aspire to have an audience beyond that of their own choosing, which means friends. This will probably change. Most early punk gigs - the ones that are continually mythologized - had audiences of about 20 people, though today it seems like everyone was there.
I began working in Ivry Sur Seine, programming Game Boy sequences, then overdubbing analog synths, guitars, and vocals. I sent an MP3 to DeNardo, who, I learned, is a classically trained violinist and keenly aware of Steve Reich's orchestral minimalism and John Cage's I Ching-driven randomness. He'd picked up LSDJ from Bjork's Web site thinking it would make his music different. He created a Game Boy sequence to accompany one of my favorite old blues tunes, "Mighty Long Time" by Sonny Boy Williamson. Then he rewrote the lyrics and roughed out the chords on an acoustic guitar. We called the new track "Fashion Horse."
I remained in the factory for the next few months, cutting and pasting the ruins of Jimi Hendrix, John Lee Hooker, and Muddy Waters into a videogame wall of sound. I rocked with Adlib. DeNardo flew in from Chicago. We translated the modernist classical music of Francis Poulenc into Game Boy sequences and arpeggios. I went to China and developed a post-karaoke sound with Wild Strawberries, an all-girl group from Beijing. I found the look of music. This was fashion at its most cutting edge. So chic!
Chip music is still underground, but the scene is becoming less insular. Collaborations are beginning. It's easy to swap MP3s over the Net or daisy-chain a track, sending it to other chip musicians who embellish it in turn. F2F gatherings are starting to rumble in Paris and Chicago. The fashion for record players is growing - just look at the display window of Colette on the rue Saint-Honore, or in the pages of Jalouse and Vogue. Soon tribes devoted to their favorite retro noisemakers will emerge in bars and clubs everywhere, sliding effortlessly through holes in the karaoke culture, personalizing electronic music and taking it to the next level, whatever that might be. Perhaps it will be games for writing music, or mobile phones with MP3 capabilities that let you listen and modify at will.
Chip music is mutating into a growing taxonomy of styles - post-karaoke, rock-and-roll Game Boy, bastard blues - that represent the most anarchic display of the antihero in pop culture. The sound is raw, noisy, and at times poorly played and sung. Still, repurposing defunct devices to end-run a music industry in total decline constitutes a revolution. Chip music is the final repository of the marvelous, its makers the last possessors of the wand of Cinderella's fairy godmother.
Malcolm McLaren is a recording artist, producer, and clothing designer based in Paris. His foray into chip music, Fashionbeast, was released in the spring of 2004.
This article was originally published in Wired Magazine in November of 2003.
23.1.08
22.1.08
2 Alex Galloway Links:
http://rhizome.org/discuss/view/21770
http://artport.whitney.org/gatepages/artists/galloway/
http://artport.whitney.org/gatepages/artists/galloway/
20.1.08
Home Console Evolution
More retro. Know your history...
You can go HERE for a quick overview of how home consoles progressed. It’s kind of dated, but definitely gets across the point quicker than I could copying/pasting/lecturing, etc.
Check it:
Colecovision:
I know you need some tips on how to beat the Smurfs Game…
Here’s some gameplay footage from a Colecovision title, Montezuma’s Revenge:
Only Amiga…
Atari ad from 1978, that’s famous baseball player Pete Rose in the opening :
Another Atari ad:
Incredible ad for the Atari Game Pole Position:
Word.
You can go HERE for a quick overview of how home consoles progressed. It’s kind of dated, but definitely gets across the point quicker than I could copying/pasting/lecturing, etc.
Check it:
Colecovision:
I know you need some tips on how to beat the Smurfs Game…
Here’s some gameplay footage from a Colecovision title, Montezuma’s Revenge:
Only Amiga…
Atari ad from 1978, that’s famous baseball player Pete Rose in the opening :
Another Atari ad:
Incredible ad for the Atari Game Pole Position:
Word.
19.1.08
Buckethead...
John linked to this in the comments section, so here it is:
Buckethead, full Jordan solo (from 1:30 out)
Buckethead, full Jordan solo (from 1:30 out)
Labels:
buckethead,
guitar hero,
jordan,
music,
music video
16.1.08
Guitar Hero...
This video get insane at around the 3 minutes and 20 seconds mark:
On Monday, I expect one of you to be able to do this:
Or at least this:
Which came from this:
On Monday, I expect one of you to be able to do this:
Or at least this:
Which came from this:
Labels:
buckethead,
class3.5,
dragonforce,
guitar hero,
music,
music video,
video games
15.1.08
Ken Levine, president and creative director of 2K Boston
Friday, September 14, 2007; 2:52 PM
The following is a transcript from a portion of the interview @Play Columnist Mike Musgrove of the Washington Post had with BioShock's lead designer Ken Levine. Levine is president and creative director of 2K Boston, the game studio that made the video game BioShock.
Mike Musgrove: While playing BioShock, I sometimes paid attention to the story, and sometimes ignored it. Does it bother you that some people may blast through the game and ignore the storyline -- or is that a valid way to play the game?
Ken Levine: I think that's a completely valid way to play the game. I think most great works of popular fiction have to work on a couple of levels. You look at Lord of the Rings or The Matrix, you have to have your giant monsters and you have to have your great explosions and people can go to the movies and enjoy those movies for those elements.
But what I think makes those things enter the cultural zeitgeist is, they work on another level -- whether it's The Matrix with these existential themes or Lord of the Rings as an extensive meditation on the meaning of power and how it affects people.
That's what separates those films from other works in the genre, they have this underlying element and I think you find that in all really popular genre stuff, that there's usually something else going on there, and, really, that's what draws me.
However, I'm perfectly comfortable with the guy who plays through the game -- in fact I really enjoy watching people play through the game -- who are really just there to shoot stuff in a cool environment.
But what I find quite often what happens is that one of the reasons we tried to tell the story visually so much - that's why the world of Rapture is so visually revelatory of a story... we wanted to draw people in who never thought they'd be interested in the game as a meditation on governmental regulation. It's hardly something you can pitch as a video game: "Come play our game about a pseudo-objectivist style Utopia!" That's not exactly going to get butts in the seats...
I think one of the reasons the game is having the impact it's having is because it has themes beyond the monster stuff. But, you gotta deliver on the monster stuff.
Mike Musgrove: When you're making a game, do you come up with game design or a storyline first?
Ken Levine: The short answer is: Game design first... You have to get the gameplay stuff right and the story has to complement the gameplay.
I think that quite often you have a lot of frustrated screenwriters or novelists making videogames and so they're quite insistent on forcing the audience to soak in every aspect of their narrative from A to Z and learn every proper noun and every character's name and every relationship.
With BioShock that wasn't our goal, our goal was to put the stuff there for the people who want it, and there's an incredible amount of depth, but we really wanted people to be able to play it and... if they didn't want to deal with this deeper story, they didn't have to. But they can't help absorbing some of this stuff through the visuals of the world.
Mike Musgrove: Can you cite any influences for BioShock from other games, or movies or books? I feel like the Shining was in there?
Ken Levine: I saw the Shining when I was 9 years old. It pretty much set my notion of how to do horror properly, that it has to be connected to character, that horror is about loss at the end of the day. A fear of losing things that are important to you is what drives horror-- not a monster in the closet, but losing the things that you love. To me, that's what Rapture and the world of BioShock is. That's why Rapture had to be a beautiful place at once, that it had to be this fallen glory and all these lives had to be incredible and had to hold so much promise. The fact that they fell apart had to be a tragedy or there's just no horror there.
I think that great masters of horror like [Stephen] King understand that you have to love the characters in order to fear for them to lose what they have...
Fight Club was an inspiration. There's a scene in Fight Club, there are several scenes in Fight Club where, the second time you watch [there are] totally different meanings than the first time. I love movies like that, because the narrative doesn't just mess with the characters' minds, it messes with the viewer's mind and that's something I wanted to accomplish in BioShock.
Mike Musgrove: Do you believe video games are art? Do you regard BioShock as a piece of art?
Ken Levine: Honestly, to me that's a bit of a remote conversation. To me, all I care about is, does it work, does it impact an audience? Is baseball art? Baseball certainly drives people emotionally and gets people engaged, people follow it. But is it art?, I don't know.
Is BioShock art? I don't know and I guess I sort of don't care. That argument tends to be more about turf wars. And this happens with every new media. Movies, when they came around, there was an argument: Are they art? Comic books, are they art? Video games, are they art? It's always the same path. There's a push back from the old guard who have turf to protect, because, you know once you're art, you can be serious. But I don't really care about being serious. I don't care how people regard me, if I'm an artist or not, all I care about is are they being moved by what we're making.
Mike Musgrove: What are the advantages, or limitations, of video games as a storytelling medium?
Ken Levine: One thing I think we learned making BioShock is that you have a storytelling device that doesn't exist in any other [medium] and that's your environment. So much of the story of BioShock is told by what we call mise-en-scene. You just asked me if video games are art, I can tell you that video game designers are as pretentious as any artists, [to use] terms like mise-en-scene!
It means "to set a scene" and so much of the world of BioShock you can tell what happened here by looking around you and exploring the world and that sense of discovery in film you know the camera has to drive the mise-en-scene and the director has to drive it.
There's something awesome about the discovery process that the player goes through when they play the game and they can sort of discover little stories -- sometimes they're out of the way and sometimes you get a story that a lot of people may not have even seen or sometimes you're able to put together some narrative clues just by looking around the world and exploring the world. I love that. There's no other media can do that...
That opportunity doesn't exist in other media and it's a really exciting place. I think if we've done anything in BioShock, we've sort of pushed that notion down the road a little bit, which is, you can tell a story without words that is unique to each viewer.
The following is a transcript from a portion of the interview @Play Columnist Mike Musgrove of the Washington Post had with BioShock's lead designer Ken Levine. Levine is president and creative director of 2K Boston, the game studio that made the video game BioShock.
Mike Musgrove: While playing BioShock, I sometimes paid attention to the story, and sometimes ignored it. Does it bother you that some people may blast through the game and ignore the storyline -- or is that a valid way to play the game?
Ken Levine: I think that's a completely valid way to play the game. I think most great works of popular fiction have to work on a couple of levels. You look at Lord of the Rings or The Matrix, you have to have your giant monsters and you have to have your great explosions and people can go to the movies and enjoy those movies for those elements.
But what I think makes those things enter the cultural zeitgeist is, they work on another level -- whether it's The Matrix with these existential themes or Lord of the Rings as an extensive meditation on the meaning of power and how it affects people.
That's what separates those films from other works in the genre, they have this underlying element and I think you find that in all really popular genre stuff, that there's usually something else going on there, and, really, that's what draws me.
However, I'm perfectly comfortable with the guy who plays through the game -- in fact I really enjoy watching people play through the game -- who are really just there to shoot stuff in a cool environment.
But what I find quite often what happens is that one of the reasons we tried to tell the story visually so much - that's why the world of Rapture is so visually revelatory of a story... we wanted to draw people in who never thought they'd be interested in the game as a meditation on governmental regulation. It's hardly something you can pitch as a video game: "Come play our game about a pseudo-objectivist style Utopia!" That's not exactly going to get butts in the seats...
I think one of the reasons the game is having the impact it's having is because it has themes beyond the monster stuff. But, you gotta deliver on the monster stuff.
Mike Musgrove: When you're making a game, do you come up with game design or a storyline first?
Ken Levine: The short answer is: Game design first... You have to get the gameplay stuff right and the story has to complement the gameplay.
I think that quite often you have a lot of frustrated screenwriters or novelists making videogames and so they're quite insistent on forcing the audience to soak in every aspect of their narrative from A to Z and learn every proper noun and every character's name and every relationship.
With BioShock that wasn't our goal, our goal was to put the stuff there for the people who want it, and there's an incredible amount of depth, but we really wanted people to be able to play it and... if they didn't want to deal with this deeper story, they didn't have to. But they can't help absorbing some of this stuff through the visuals of the world.
Mike Musgrove: Can you cite any influences for BioShock from other games, or movies or books? I feel like the Shining was in there?
Ken Levine: I saw the Shining when I was 9 years old. It pretty much set my notion of how to do horror properly, that it has to be connected to character, that horror is about loss at the end of the day. A fear of losing things that are important to you is what drives horror-- not a monster in the closet, but losing the things that you love. To me, that's what Rapture and the world of BioShock is. That's why Rapture had to be a beautiful place at once, that it had to be this fallen glory and all these lives had to be incredible and had to hold so much promise. The fact that they fell apart had to be a tragedy or there's just no horror there.
I think that great masters of horror like [Stephen] King understand that you have to love the characters in order to fear for them to lose what they have...
Fight Club was an inspiration. There's a scene in Fight Club, there are several scenes in Fight Club where, the second time you watch [there are] totally different meanings than the first time. I love movies like that, because the narrative doesn't just mess with the characters' minds, it messes with the viewer's mind and that's something I wanted to accomplish in BioShock.
Mike Musgrove: Do you believe video games are art? Do you regard BioShock as a piece of art?
Ken Levine: Honestly, to me that's a bit of a remote conversation. To me, all I care about is, does it work, does it impact an audience? Is baseball art? Baseball certainly drives people emotionally and gets people engaged, people follow it. But is it art?, I don't know.
Is BioShock art? I don't know and I guess I sort of don't care. That argument tends to be more about turf wars. And this happens with every new media. Movies, when they came around, there was an argument: Are they art? Comic books, are they art? Video games, are they art? It's always the same path. There's a push back from the old guard who have turf to protect, because, you know once you're art, you can be serious. But I don't really care about being serious. I don't care how people regard me, if I'm an artist or not, all I care about is are they being moved by what we're making.
Mike Musgrove: What are the advantages, or limitations, of video games as a storytelling medium?
Ken Levine: One thing I think we learned making BioShock is that you have a storytelling device that doesn't exist in any other [medium] and that's your environment. So much of the story of BioShock is told by what we call mise-en-scene. You just asked me if video games are art, I can tell you that video game designers are as pretentious as any artists, [to use] terms like mise-en-scene!
It means "to set a scene" and so much of the world of BioShock you can tell what happened here by looking around you and exploring the world and that sense of discovery in film you know the camera has to drive the mise-en-scene and the director has to drive it.
There's something awesome about the discovery process that the player goes through when they play the game and they can sort of discover little stories -- sometimes they're out of the way and sometimes you get a story that a lot of people may not have even seen or sometimes you're able to put together some narrative clues just by looking around the world and exploring the world. I love that. There's no other media can do that...
That opportunity doesn't exist in other media and it's a really exciting place. I think if we've done anything in BioShock, we've sort of pushed that notion down the road a little bit, which is, you can tell a story without words that is unique to each viewer.
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