Perhaps extending from my previous post is the evolution of sound in games. Like graphics, they too have come a long way in a short space of time, but in this day and age have petered out in their progress, while games graphics continue to evolve as we speak.
While it’s odd to speak about an era of games that I had little to nothing to do with, it’s essential that I do at least talk a bit about it.
The sound and music -or what at least passed for music- in games not some 20 years ago, before I was even born, was drastically different from the multi-channel 320bit sound we experience today. In fact, beyond the grumbling, earthy sounds of the Sinclair ZX Spectrum that barely passed for clear blips and beeps. This, naturally, was if you managed to keep your eardrums intact after the 56k modem-like hissing and screeching the loading of these games created. After that? Enjoy having Hall of the Mountain King going through your mind like somebody hiccuping it right into your cochlea.
Some home computers such as the BBC Micro could offer a few different chirps and whirrs for your extra pennies -or hundreds of pounds, as the case could well be-, but ultimately losing the true terror that hearing “Beware, I live.” induces.
It wasn’t until the Commodore 64, one of the most iconic home computers of the age arrived, that dedicated sound chips arrived too. Now sound came in a polyphonic, tuneful form over the muddy would-be blips of the ZX Spectrum. Yet still, as evidenced in the insane and mind-boggling Thing on a Spring, music would cut out with sound effects, and dominated the scene. Later still, the Amiga series of home computers arrived. Focusing for a brief moment upon the Amiga 500, a cut to Zak McKracken and its exemplary music, for its time. However, the Amiga 500 came around in 1987, a good few years later than the better-known Commodore 64.
1982 to 1987 is a long jump, so what’s been going on in the arcades this whole time? And what about the more child-friendly consoles that started appearing in the mid 80s?
Over in Camp Arcade, we have the likes of Gauntlet and its lisping narrator, and the aforementioned Sinistar. Both games exhibited superior graphics and sound to their home computer likenesses, but this was largely due to an arcade unit being completely dedicated to its one task, and on the subject of largely? It was a lot larger.
Camp Console proves to be more interesting and perhaps easier for me to talk about. I was never into arcades much, and due to being so young, missed out on almost all of them. However, through nothing but endless browsing of Wikipedia, I know a fair deal about the consoles of old. Starting with the Atari 2600.
By this point, the poor old 2600 is starting to show its age, but for a thing so old, it still did audio a little bit better better than its home computer counterparts. Eventually though, it was conquered by the now-ubiquitous NES, which boasted superior music, clearer pictures, and a games library that would eventually make any other console or computer shake in its little circuitboard pants. If not for the sheer size and selection of games, then for its iconic characters and tunes that chirp in the minds of children and adults everywhere, even today.
Moving on a few years, to the early 90s, we can finally get into my own era, where things become a little clearer, and a little less difficult to write.
Sonic the Hedgehog. I am a self-confessed oldbie fan of Sonic the Hedgehog, and I think for me, that music was everything goodabout my childhood, and potentially more iconic to me than Super Mario Bros. The era of 16-bit music was when I really grew up, and the perfectly blended synthetic instruments and rings make me feel like I’m five years old again every time I hear them.
The early 90s was really where the beginning ended. Soon after, true voice acting became possible in computer games. The ‘home computers’ such as the Commodore 64 and ZX Spectrum were finally coming to an end, and the now ubiquitous, often brandless Personal Computer, or PC came to play. Still, the sound was imperfect, grainy, and bitty. There was progress, nonetheless.
In fact, that’s what most of the 90s was about – progress. Lots of small, iterative moments of progress that are, in the majority, too small to document here. If I did document every little advance and change, this would change from (at this line) an ~800 word article into a 3000 word essay.
When was that massive change, though? When did we go from 16-bit chiptunes to full streaming audio? I don’t know. You tell me. Though Tempest 2K is arguably the weakest of the three examples, all these games were released within a few years of each other. One of these three consoles went on to be the most successful and popular. That was the PS1, Sony’s brainchild and the reason why they’re associated with inexplicably expensive consoles to today’s youth, instead of inexplicably overpriced TVs.

I dare you to find better voice acting.
The PS1 began to carry titles that were ordinarily on other consoles. Popularised by clever marketing and a games library that was almost on the level of our beloved Nintendo, the sound quality only aided its conquest, and perhaps heralded the beginning of the end of the advancement of sound in games. In a short ten years, sound had gone from grumbling chirps and droning tones to fully voiced games, with multi-channel music. Games had licensed music, such as WipEout playing The Prodigy’s Firestarter.

THROUGH THE FIRE AND THE FLAMES WE CARRY OOOOONNN
That was in 1999. So, eleven years later, have there been any advancements in sound that even compare? I would dare you to name one game that has shown any great, revolutionary and significant advancements in sound quality within the last 10 years. We have greater capacity for sound, thus greater quality sound, and a larger quantity of it than before, yes. There are entire games revolving around sound itself. But the technology itself? Compare it to the PS1, and there’s no major revolutions since then.
So where does this leave us? There are no forseeable advancements in audio technology within the next decade, what can we do?
Simple. By having the same quality sound we get from our CD, mp3, and archaic minidiscs, we have opened up a door to a world of experimentation so large, so infinite, that from here, we go wherever we want in audio. We have all the instruments of the world, all the guitars of metal, and we still have the nostalgic blips of the 8-bit and 16-bit eras. We can do what we want, and create soundscapes more diverse than ever capable before. We can create epic, orchestral music. We can evoke so many emotions and immerse our players in worlds by the flavour of the sound alone. Even handheld consoles boast impressive sound these days.
I’m not saying that chiptunes are obsolete. Even they have their place in indie games, retro-style games, and in quirky, fun music. As well as all this, they continue to live on. But how we create our music and sound has never been more diverse, nor has it ever been so essential than it is today.
But they’ll never beat the thrill of getting through Jetpac.






