PLAY ALONG: VIDEO GAME MUSIC AS METAPHOR ... - CiteSeerX
PLAY ALONG: VIDEO GAME MUSIC AS METAPHOR ... - CiteSeerX
PLAY ALONG: VIDEO GAME MUSIC AS METAPHOR ... - CiteSeerX
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up” to Super Mario, so, as Figure 6b demonstrates, the sound effect of his jumping is<br />
mimicked as the same musical figure an octave below the original. Other movements<br />
and collisions in the game respond to Mario in a way that enhances the impact of the<br />
36<br />
represented on-screen events. In this case, the musical mickey mousing is in tune with<br />
the metaphoric creation of a believable game world, one which is characterized by the<br />
non-diegetic theme music.<br />
A. B.<br />
Figure 5. Regular (small) Mario jumping produces a musical phrase which is repeated<br />
continuously as one plays the game. This effect is clearly derived from<br />
mickey mousing in film and cartoons. A) Mario jumping. B) Approximate<br />
musical notation for Mario’s jump effect. Super Mario Brothers. (Nintendo<br />
Entertainment System ® ) © 1985 Nintendo of America Inc.<br />
Object 3. Sound clip of “small Mario” jump effect. WAV file. (obj3.wav; 3.5 seconds;<br />
708kb)<br />
A. B.<br />
Figure 6. When “Super Mario” jumps, his mickey mousing effect becomes exactly one<br />
octave lower. This illustrates the kinetic, emulated physicality of mickey<br />
mousing which enhances the sense of the character’s body in space. A) Super<br />
Mario jumping. B) Approximate musical notation for Super Mario’s jump<br />
effect. SMB. (NES ® ) © 1985 Nintendo of America Inc.