Composing with the Limitations of 8-bit Video Game Music

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Overview

Title
Composing with the Limitations of 8-bit Video Game Music
Contributors
Benis, Mark (creator)
Rovan, Butch (advisor)
Steinbach, Mark (reader)
Wang, Lu (reader)
Brown University (sponsor)
Doi
10.7301/Z090229G
Date Created
2016-05-01
Abstract
The story and world I designed for my album are based on old role-playing games in which the main character sets off on a long, epic journey. My story takes place in a fantasy world with a never-ending summer, one plagued by forest fires and sinister villains, but also brimming with pastoral villages, mystical spirits and companions. To convey a tale of such magnitude, I separated my album into four main sections: an overture and three movements titled Home, Journey, and Destination. The overture (called “Title Screen”) contains the music one would hear when first loading up the game, while the three movements accompany the gameplay and story I imagine if my music scored an actual video game. This imaginary video game — and the title of my album — is Summerborne.
Keywords
video game music
8-bit
chiptune
music composition
chamber ensemble
electronic gameboy
Notes
Honors thesis in Music (AB)--Brown University (2016)
Access Conditions
This work is licensed under a Creative Commons Attribution NonCommercial 4.0 International License

Citation

Benis, Mark, "Composing with the Limitations of 8-bit Video Game Music" (2016). Music Theses and Dissertations. Brown Digital Repository. Brown University Library. https://doi.org/10.7301/Z090229G

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  • QuestItemFanfare
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  • MotherShrine
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  • TitleScreen
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  • WhatsYourName
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  • BattleWRECAgent
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  • Home
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