Article 2SR8E The story behind the sounds of Pong, Pac-Man, and Doom

The story behind the sounds of Pong, Pac-Man, and Doom

by
David Pescovitz
from on (#2SR8E)
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Four video game audio designers explore the psychoacoustics of vintage video games, from the accelerating heartbeat of Space Invaders to the dramatic woosh of Myst's linking books. From Wired:

With only a few channels of audio to play with, early videogame designers had to get very creative if they wanted their sounds to stand out. Pong, created in 1972, took a single tone and made it iconic, while Donkey Kong utilized the limited sounds of a Game Boy to trigger a range of cues and emotions.

As the games got more complex, so did the audio, and the theories behind it. A loop, or short, repeated section of audio, acts as a recurring cue. Dissonant sounds communicate failure, while consonant ones-think of the sympathetic vibrations of Super Mario Bros.-encourage players to continue. The tones can even mimic human sounds-a modulating synthesizer approximates laughter, like the "wawawawawa" in Duck Hunt.

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