Music video game 501568 225022948 2008-07-11T14:40:09Z Thibbs 2071715 restructure per [[WP:LAY]] {{gamecleanup|date=May 2008}} {{dablink|This article concerns video games with an emphasis on music. For games about [[music video]]s, such as the ''[[Make My Video]]'' series, see generally [[video game]].}}[[Image:StepMania 4 Gameplay.png|thumb|right|[[Open source]] music video game ''[[StepMania]]'']] A '''music video game''', also commonly known as a '''music game''', is a [[video game]] where the gameplay is meaningfully and often almost entirely oriented around the player's interactions with a musical score or individual songs. Music video games may take a variety of forms and are often grouped with [[video puzzle game|puzzle games]] <ref>[http://www.gamespot.com/pages/features/bestof2005/index.php?day=4&page=7 GameSpot's Best of 2005 - Genre Awards]</ref><ref>[http://www.metacritic.com/games/bests/2005.shtml The Best Videogames of 2005 - Metacritic.com]</ref><ref>[http://www.eurogamer.net/article.php?article_id=60326 Mizuguchi on Lumines Interview // PSP /// Eurogamer]</ref><ref>[http://archive.gamespy.com/reviews/december01/frequency/ GameSpy.com - Reviews: Frequency (PS2)]</ref><ref>[http://review.zdnet.com/4566-9020_16-0.html?filter=1105092_15700715_ Games and gear - Rhythm - ZDNet Reviews]</ref><ref>[http://reviews.cnet.com/4566-9020_7-0.html?filter=500343_34533_500701_10184195_ Music Rhythm | Games and gear - Puzzle - CNET Reviews]</ref> due to their common use of "rhythmically generated puzzles"<ref>[http://www.gamespot.com/features/6142896/index.html TenSpot: Top Ten Rhythm Games - Features at GameSpot]</ref><ref>[http://www.usatoday.com/tech/columnist/jinnygudmundsen/2007-08-23-high-school-musical_N.htm Songs from 'High School Musical' showcased in rhythm game - USATODAY.com]</ref>. Strong support for the convergence of live music and video games is evident with the success of the [[Video Games Live]] concert series<ref>[http://entertainment.timesonline.co.uk/tol/arts_and_entertainment/visual_arts/article2933969.ece Video Games Live], Cotterell, Leo. [[The Times]]. November 26, 2007</ref>. Emergent games for live concert performance, "game-scores," augment traditional western music notation with the dramatic elements of animation, interactivity, graphic elements and aleatoric principals (Anigraphical Music). The concept of incorporating [[Game Theory]] and music is not new and can be traced back to [[Musikalisches Würfelspiel]]<ref>[http://query.nytimes.com/gst/fullpage.html?res=9904E5DC1039F932A25752C1A961958260&sec=&spon=&pagewanted=1 Johnson, George. ''New York Times'' - Science. Wednesday, April 16, 2008]</ref>. Music video games are distinct from purely [[audio game]]s (e.g. the 1997 [[Dreamcast]] release ''[[Real Sound: Kaze no Regret]]'') in that they feature a visual feedback, to lead the player through the game's soundtrack, although eidetic music games can fall under both categories. As well, music video games are distinct from games about [[music video]]s (e.g. the 1992 [[Sega Mega-CD]] series ''[[Make My Video]]'') in that music video games emphasize music whereas games about [[music video]]s often emphasize the video portion. Crossover titles such as ''[[Spice World]]'' may be about music videos but also contain musical elements to allow the music video game label. ==Major gameplay variations== As the genre has gained popularity and expanded, music video games have demonstrated the ability to support a range of different styles of gameplay. While the oldest form of gameplay is [[Eidetic memory|eidetic]] in nature, the most common form of music game today is rhythmic in nature and has been termed the "[[Rhythm#Rhythm in music|rhythm]] game." Other common modes of gameplay in music video games include the sandbox style that encourages a free-form gameplay approach and the recent hybrid style that combines musical elements with more traditional genres such as the shooter or the puzzle game. Music video games are also commonly included as minigames in the party game genre. ===Music memory games=== Music memory games test a player's musical memory. The two major regions of musical memory that are tested in current games are [[short-term memory]] and [[eidetic memory]]. These two types of games can be seen as directly analagous to the simple children's games of [[Simon says]] (which tests short-term memory) and [[Concentration (game)|Pelmanism]] (which tests eidetic memory). ====Sight-reading music games==== Sight-reading music games take a variety of forms depending upon which aspect of the music serves as the focus of gameplay. Although the majority of such games primarily emphasize [[rhythm]] as the major gameplay-determinative musical element, other elements of [[musical notation]] and [[musical development|development]] such as [[pitch]] and [[volume]] also serve as points of emphasis in a number of more recent games. In all of these game-forms the goal of the player is to provide a direct [[Injective function|injective]] response to each prompt (linked to an element of the music) from the game. The prompts and responses alternate and as such the gameplay tests the player's [[short-term memory]] and [[sight-reading]] ability in a manner directly analogous to the non-music-centric children's game [[Simon says]]. =====Rhythm games===== The "rhythm game," characterized by such examples as the [[Dance Dance Revolution|''Dance Dance Revolution'' series]] <ref name=DDR>{{cite video game|title=Dance Dance Revolution|developer= [[Konami Computer Entertainment Tokyo]]|publisher= KCET|date= 2001-03-31|platform= Sony [[PlayStation]]|version= home version|language= English}}</ref> or the [[Guitar Hero (series)|''Guitar Hero'' series]]<ref name=guitarhero>{{cite video game|title=Guitar Hero|developer= [[Harmonix Music Systems]]|publisher= [[RedOctane]]|date= 2005-11-08|platform= Sony [[PlayStation 2]]|language= English}}</ref>, tests the player's ability to follow a [[music]]al [[beat (music)|beat]] and stay with the [[rhythm]] of the game's [[soundtrack]] in a [[Simon says|Simon-says-style]] format. In rhythm games, the player must press specific buttons, or activate controls on a specialized [[game controller]], in time with the game's [[music]]. The control scheme is usually fairly simplistic, and the moves required are usually predetermined rather than randomized. =====Pitch games===== A pitch game, as characterized by ''[[Karaoke Revolution]]'' or the ''[[SingStar]]'' series, tests the player's ability to match the pitch of a piece of music provided by the game. Players use their voices and a specialized microphone as input and they are scored on their [[pure tone|tonal]] accuracy. These games typically remain linked to rhythm as well due to the basic nature of rhythm in most music, however pitch games are characterized by comparatively simple rhythms and an emphasis on the pitch element of the songs instead. =====Volume games===== The element of volume is very rare in music games, however it has recently featured in such games as ''[[Mad Maestro!]]'' and ''[[Wii Music]]''. Although volume games emphasize volume, the player typically does not accomplish this with his voice as with pitch games. Rather, a variety of methods are used to provide alterations in volume. In ''[[Mad Maestro!]]'', for instance, the player is able to vary the volume according to the requirements of gameplay by varying the pressure he or she applies to the buttons of the [[Dualshock|Dualshock 2]] controller which are capable of recognizing variable pressure. Alternately, in ''[[Wii Music]]'', the player varies the angle at which the [[Wii Remote]] is held in order to vary the volume of the game. The great majority of volume games remain intimately linked to the rhythm aspects of the song. ====Eidetic music games==== Eidetic music games, for which ''[[Simon (game)|Simon]]''<ref>{{patent|US|4207087}}</ref> and ''[[Space Channel 5]]'' serve as examples, test the player's ability to memorize a musical series of notes or beats and to repeat it back in a [[Concentration (game)|Pelmanism-style]] format. Eidetic music games can be differentiated from the sight-reading music games by the escalating series of prompts and responses required for successful completion. Each successive prompt and response contains the entirety of the prior prompt or response as well as additional material determined by the round and as such the gameplay is designed to tests the player's [[eidetic memory]]. Due to the simplicity of gameplay, eidetic music games have been employed to great success as minigames in such titles as ''[[The 7th Guest]]'', ''[[Zork Nemesis]]'', and ''[[Myst]]''. Eidetic music games are the oldest form of the music game, discounting free form music games, with roots reaching as far back as the late 1970s. ===Free form music games=== Free form music games, characterized by games such as ''[[SimTunes]]''<ref>{{cite video game|title=SimTunes|developer= [[Maxis Software]]|publisher= [[Maxis Software]]|date= 1996|platform= [[Microsoft Windows]]|language= English}}</ref>, are those in which the creation of music takes predominance over gameplay and as such these games are often more similar to non-game [[synthesizer|music synthesizers]] such as the [[Tenori-on]]. Free form music games occupy a position somewhere between generative hybrid music games and non-game utilities dependent upon the degree to which their gameplay relies upon a driving underlying plotline. Further examples of this form of music game include ''[[Fluid (video game)|Fluid]]'', ''[[Electroplankton]]'', ''[[Traxxpad]]'', and ''[[MTV Drumscape]]''. Free form musical modes are also often made available as alternate gameplay modes or unlockables as in such games as ''[[Daigasso! Band Brothers]]'', ''[[Quest for Fame]]'', and ''[[Osu!]]''. This form of music game is closely analogous to [[Linearity (video games)#Sandbox mode|Sandbox]] games in the realm of non-musical games and the term "sandbox" has been used to describe this form of gameplay<ref>http://www.avclub.com/content/games/boogie</ref><ref>http://blog.wired.com/games/2008/04/agetecs-ds-game.html</ref><ref>http://archive.salon.com/april97/21st/interactive970403.html</ref>. ===Hybrid music games=== An offshoot of the [[serious game]]s initiative<ref>http://seriousgamessource.com/features/feature_041806_sg_japan.php</ref>, hybrid forms of music video games such as ''[[Otocky]]'' (a generative hybrid) and ''[[Nifflas#Pteranodon|Pteranodon]]'' (a reactive hybrid) are characterized by substantial and meaningful interactions between a player and the music in a game that ostensibly belongs to a non-musical genre<ref>{{cite video game|title=Otocky|developer= SEDIC|publisher= [[ASCII Corporation]]|date= 1987-03-27|platform= [[Famicom Disk System]]|language= Japanese|isolang=ja}}</ref><ref>{{cite video game|title=Pteranadon|developer= [[Nicklas Nygren]]|publisher= Nicklas Nygren|platform= [[Microsoft Windows]]|language= English}}</ref>. ====Generative music games==== Generative-form hybrid music video games often make the concert music resulting from the [[Interactive music|interaction]] between performer and in-game dynamics a goal of the game<ref>http://totalplaystation.com/ps2/news/2152</ref><ref>http://www.hz-journal.org/n9/herber.html</ref>. To achieve this the non-musical genres to which these games give the outward appearance of belonging are often characterized by simple, straightforward dynamics<ref>http://www.xboxliveaddicts.co.uk/forums/index.php?showtopic=26637</ref><ref>http://www.siliconera.com/otocky</ref><ref>http://createdigitalmusic.com/tag/electroplankton</ref>. In ''[[Rez]]'', for example, the game takes the form of a simple [[rail shooter]], however by integrating sound effects created by the actions of the player (as he completes the normal tasks of rail-shooting) with the soundtrack as a whole, the game is intended to permit the player's direct interaction with the soundtrack and to encourage the creation of a synaesthetic experience<ref>http://blogs.guardian.co.uk/games/archives/2007/02/07/interview_with_tetsuya_mizuguchi.html</ref>. ====Reactive music games==== The major difference between the generative and reactive forms of hybrid music video games is that games of the generative form allow for the creation of music as determined by gameplay whereas those of the reactive form employ music to determine gameplay. Reactive-form hybrid music video games such as ''[[Nifflas#Pteranodon|Pteranodon]]'' focus upon the underlying genre such that the music serves to determine the dynamics of the non-musical components of the game. In these games the player takes substantial cues from the soundtrack to devise his gameplay. Comparable reactive-form <ref>http://www.ieconference.org/ie2007/IE2007proceedings/papers/Aallouche-IE2007.pdf</ref> music video games such as ''[[Vib-Ribbon]]'', ''[[Audiosurf]]'', or ''[[Dance Factory (game)|Dance Factory]]'' lack a differentiable underlying genre and as such cannot be considered hybrid music games. ===Mixed-genre games=== Mixed-genre games are typically [[Party game#Party video games|party games]] in which a number of minigames each of different genres are merged into one [[frame story|frame narrative]]. Examples of this kind of mixed-genre game featuring musical elements include ''[[Feel the Magic: XY/XX]]'' and ''[[The Rub Rabbits!]]''. Other games may be considered mixed-genre games if they meaningfully merge music video game elements with gameplay from another distinct genre. Although hybrid music games can be seen to accomplish a similar effect, the overlap between the musical elements and the gameplay in hybrid music games prevents the game from being fully understood when regarding either the non-musical aspect or the musical aspect in isolation from the other. Mixed-genre games such as the musical [[Role-playing game|RPG]], ''[[Ragnarawk]]'', accomplish a much greater degree of separation between the traditional non-musical aspects of the game and the musical aspects. ==Major developers== ===Andamiro=== {{main|Andamiro}} Although Andamiro was previously known within the gaming community at large for its prize-winning arcade mini game, ''Arch Shade''<ref>http://www.andamiro.com/en/andamiro/history.html</ref>, within the realm of music video games the company has become best known for its '''''[[Pump It Up]]''''' arcade series<ref>http://encycl.opentopia.com/term/Andamiro</ref>. ''Pump It Up'' (1999), while widely believed to be based on ''Dance Dance Revolution''<ref>http://www.gaming-age.com/news/2001/6/15-73</ref>, was in fact developed simultaneously to ''DDR'' although it was only released in Korea after the release of ''DDR''<ref>http://www.semire.com/eng/ipnewspage.asp?table=engipnews&num=72</ref>. It is not as well known in America due to Andamiro keeping the game's availability only within its native Korea for many years<ref>http://www.ddruk.com/articles.php?id=32</ref>. Its dance-mat layout was the inverse of the layout for ''DDR'' - the arcade machine uses four diagonal pads and one center pad for each player (see [[Pump It Up#Gameplay|gameplay of ''Pump It Up'']]). In November 2006, Andamiro announced a sequel, ''[[Pump It Up NX|Pump It Up New Xenesis]]'', which was to be developed by team Nexcade<ref>http://www.ph-online.net/html/ph_newspage_v3_15.html</ref> (Andamiro's previous development team, FreeVolt, was to compose approximately half of Nexcade<ref>http://foros.atomix.vg/showthread.php?t=156130</ref>). ''Pump It Up New Xenesis'' was released in December, 2006<ref>http://www.ddruk.com/postview.php?post=320236&page=1</ref>. Andamiro has produced at least 20 versions of the ''Pump It Up'' series worldwide<ref>http://blog.einchi.com/archives/pump-nx2-full-version-mp3-download</ref>, but due to their naming convention for new game titles it is hard to determine an exact index for the games. Andamiro has also developed nine consumer software versions for PC, [[Xbox]], [[PlayStation 2]], and [[PlayStation Portable]]<ref>http://www.ddruk.com/messageview.php?post=380413</ref>. ===Bemani=== {{main|Bemani}} An extremely popular<ref>Brumder, Andrew. "[http://gamepipe.usc.edu/docs/MusicGame.pdf Music/Rhythm Video Games]"</ref> series of games published by [[Konami]] in [[Japan]] that make up a significant proportion of total sales in the music video game genre, the "[[Bemani|BEMANI]] series"<ref>http://www.gamefaqs.com/coinop/arcade/review/R10662.html</ref><ref>http://www.siliconera.com/2006/10/24/konami-makes-kid-friendly-ddr-packs</ref> is named for Konami's music games division. The division's name is derived, in common Japanese syllabic abbreviation, from its flagship game, '''''BE'''at'''MANI'''a''<ref>http://www.play-gadgets.com/2006/05/04/japanese-popn-music-godhands</ref>. In ''[[Beatmania]]'' (1997), the player uses a set of buttons and a controller in the form of a [[DJ]]'s [[phonograph|turntable]]<ref>{{cite video game|title=Beatmania|developer= [[Konami]]|publisher= Konami|date= 2006-03-28|platform= Sony [[PlayStation 2]]|language= English}}</ref>. The BEMANI series also includes several games requiring the use of controllers shaped like musical instruments, such as ''[[GuitarFreaks]]''<ref>{{cite video game|title=GuitarFreaks|developer= [[Bemani]]|publisher= [[Konami]] & [[Konami Digital Entertainment]]|date= 1999|platform= [[Windows XP Embedded]]|version= V4|language= Japanese|isolang=ja}}</ref> (1998) and ''[[DrumMania]]''<ref>{{cite video game|title=DrumMania|developer= [[Bemani]]|publisher= [[Konami]] & Konami Digital Entertainment Co., Ltd.|date= 1999|platform= [[Windows XP Embedded]]|version= V4|language= Japanese|isolang=ja}}</ref> (1999). Bemani's musical arcade titles include ''[[Mambo a Go Go]]''<ref>{{cite video game|title=Mambo A Go Go|developer= [[Konami]]|date= 2002|platform= arcade|language= Japanese|isolang=ja}}</ref> (2002) and ''[[Toy's March]]''<ref>{{cite video game|title=Toy's March|developer= [[Konami]]|date= 2005|platform= arcade}}</ref> (2005). Only a limited selection of the BEMANI games have been released outside of [[Asia]]<ref>http://www.bemanistyle.com/gameinfo</ref>, the most notable being '''''[[Dance Dance Revolution]]''''' (1998) (commonly abbreviated to ''DDR''; also known as ''Dancing Stage'' in [[Europe]]an release). In ''DDR'', players step on or otherwise activate panels on a large (about 1 [[meter]] square) [[dance pad|floor controller]] in time with an on-screen sequence<ref name = DDR/>. Home versions of the floor controller somewhat resemble the [[Nintendo]] [[Power Pad]] accessory<ref>http://www.gamevortex.com/psillustrated/soft_rev.php/1609</ref>. The overwhelming success of ''DDR'' and its sequels has spawned numerous re-creations or clones of the game or its mechanics, both commercial (as with ''[[EZ2Dancer]]''<ref name = clones>http://www.1up.com/do/club;jsessionid=9B7A4EE3F46393F9482F96E84316A092?Dispatch=Display&clubid=8791</ref>, ''[[In the Groove (video game)|In the Groove]]''<ref name=itgclone>http://www.1up.com/do/newsStory?cId=3140373</ref>, and ''[[In the Groove 2]]''<ref name=itgclone/>) <!--Pump It Up is not a re-creation of any sort. Deleted because it was developed simultaneously to DDR--> and free (including ''[[StepMania]]''<ref name=clones/>, which is also [[FOSS]]<ref>http://www.stepmania.com/wiki/Downloads</ref>, and ''Dance With Intensity''<ref name=clones/>, which is not). This makes ''DDR'' possibly the most duplicated music game in existence<ref>http://www.gamefaqs.com/computer/doswin/review/R60978.html</ref>. The BEMANI series can be credited with several trends in music games. One such trend is the use of novel, specialized game controllers, in both arcade and home versions<ref>http://www.411mania.com/games/columns/66910</ref> (which Konami had also pioneered in non-music games such as ''[[Police 911]]''<ref>http://www.klov.com/game_detail.php?game_id=9066</ref>). Another trend is the use of a sizable catalog of short mixes and covers of existing songs as well as songs produced in-house for the game which serve as a common basis for many members of the series<ref>http://www.ddrfreak.com/versions/listver.php</ref>. Many games in the series also have further sequels in which the main change is the selection of songs, and the mechanics of the gameplay remain similar to the original<ref>http://www.sirlin.net/forums/archive/index.php?t-214.html</ref>. ===Harmonix=== {{main|Harmonix Music Systems}} [[Harmonix Music Systems]] is an [[United States|American]] game company that primarily makes music games<ref>http://www.harmonixmusic.com/about.html</ref>. It first became famous for the game ''[[FreQuency]]'' ([[2001]]) and its sequel ''[[Amplitude (game)|Amplitude]]'' ([[2003]]), both of which feature edits of existing songs (as well as original selections) and a gameplay similar to that of ''Beatmania''<ref>{{cite video game|title=Frequency|developer= [[Harmonix Music Systems]]|date= 2001-11-20|platform= Sony [[PlayStation 2]]|language= English}}</ref><ref>{{cite video game|title=Amplitude|developer= [[Harmonix]]|publisher= [[Sony Computer Entertainment]]|date= 2003-03-24|platform= Sony [[PlayStation 2]]|language= English}}</ref>. Harmonix also produced ''[[Karaoke Revolution]]''<ref name=karaokerevolution>{{cite video game|title=Karaoke Revolution|developer= [[Harmonix Music Systems]]|publisher= [[Konami Digital Entertainment]]|date= 2004-11-01|platform= [[Xbox]]|language= English}}</ref> (2003) (published by [[Konami]] as a BEMANI game<ref>http://xbox.gamespy.com/xbox/karaoke-revolution/566167p1.html</ref> in the same vein as ''Dance Dance Revolution''). In ''Karaoke Revolution'', a player sings on-screen lyrics into a microphone along with accompanying background music (in the style of [[karaoke]]) and is scored on closeness of pitch between player and tune<ref name=karaokerevolution/>. Although now one of the most well-known pitch-oriented games<ref>http://www.harmonixmusic.com/krparty.html</ref>, ''Karaoke Revolution'' was released three years after the publication of the [[Finland|Finnish]] PC game, ''PlaySingMusic''<ref>http://lib.tkk.fi/Diss/2007/isbn9789512287055/isbn9789512287055.pdf</ref> (2000) by SoittoPeli (possibly the first such game) and its subsequent presentation at the LA iWireless World conference by Elmorex Ltd. in 2001<ref>http://www.tml.tkk.fi/~pjhamala/cv.pdf</ref>. A newer game by Harmonix, '''''[[Guitar Hero (video game)|Guitar Hero]]''''' ([[2005]]), has expanded into a popular series for which Harmonix is best known<ref>http://www.harmonixmusic.com/p040207.html</ref>. ''Guitar Hero'' makes use of a guitar-shaped controller with five neck buttons<ref name=guitarhero/>. The sequel, ''[[Guitar Hero II]]'', was released in November 2006<ref>{{cite video game|title=Guitar Hero II|developer= [[Harmonix Music Systems]]|publisher= [[RedOctane]] & [[Activision]]|date= 2006-11-07|platform= Sony [[PlayStation 2]]|language= English}}</ref>. <!-- PLEASE READ: The third installment, "Guitar Hero III: Legends of Rock" was developed by Neversoft. DO NOT ADD IT TO THE HARMONIX SECTION! ANY EDITS THAT ADD THIS WILL BE CONSIDERED VANDALISM! --> After being bought by [[MTV]] in 2006<ref>http://www.nytimes.com/2006/09/22/business/media/22mtv.html?_r=1&ex=1159588800&en=0931a020c8e7c4cc&ei=5070&emc=eta1&oref=slogin</ref>, Harmonix began work on ''[[Rock Band (video game)|Rock Band]]''<ref>http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/159006321931/p/4</ref>. Former publisher [[RedOctane]]<ref>http://www.joystiq.com/2007/04/14/pachter-activision-right-to-buy-red-octane-instead-of-harmonix</ref> (now owned by [[Activision]]<ref>http://www.next-gen.biz/index.php?option=com_content&task=view&id=3603&Itemid=2</ref>) turned the task of continuing [[Guitar Hero (series)|the ''Guitar Hero'' franchise]] to [[Neversoft]]<ref>http://www.joystiq.com/2007/01/17/neversoft-to-develop-guitar-hero-sequel</ref>. Harmonix released ''Rock Band'' on [[November 20]], 2007 in [[North America]], with the game being published by [[EA Games]]<ref>{{cite video game|title=Rock Band|developer= [[Harmonix Music Systems]]|publisher= [[MTV]] Games|date= 2007-11-20|platform= Sony [[PlayStation 2]]|language= English}}</ref>. An expansion to ''Guitar Hero II'', ''[[Guitar Hero Encore: Rocks the 80s]]'' (2007), was created prior to the release of ''Rock Band'' in order to fulfill the contractual obligations with Activision, as its development started prior to the ownership transfer<ref>http://www.gamesetwatch.com/2007/08/opinion_guitar_hero_80s_is_met.php</ref>. Apart from music video games, Harmonix is known for being one of the first developers to make use of the [[EyeToy]] camera accessory for the [[PlayStation 2]]<ref>http://www.armchairempire.com/Reviews/ps2/eyetoy-antigrav.htm</ref>. ===iNiS=== {{main|iNiS}} [[iNiS]] is a [[video game developer]] most commonly known for their cult video game<ref name=gitaroocult>http://blog.wired.com/games/2006/01/rare_games_rebo.html</ref> '''''[[Gitaroo Man]]''''' (2001) for the [[PlayStation 2]] and their ''[[Osu! Tatakae! Ouendan]]'' (2005) series for the [[Nintendo DS]]<ref>http://www.gamasutra.com/php-bin/news_index.php?story=15502</ref>. All of iNiS' rhythm games were designed by [[Keiichi Yano]]<ref>http://www.nintendoworldreport.com/specialArt.cfm?artid=13104</ref>. While the company has been around for many years, none of their previous games matched the recent success and support that ''Ouendan'' received<ref>http://www.dsfanboy.com/2007/03/08/gdc-07-the-making-of-ouendan-and-elite-beat-agents</ref>. The popularity of ''Ouendan'' led to interest in the older game, ''Gitaroo Man''<ref>http://www.gamesarefun.com/news.php?newsid=6162</ref>. Published by [[Koei]] in 2002 throughout North America, which soon became difficult to find for sale as it gained cult status<ref name=gitaroocult/>. In response to this demand, Koei resumed production to ship more copies<ref>http://www.1up.com/do/feature?pager.offset=3&cId=3151658</ref> which resulted in the elevation of ''Gitaroo Man'' from a [[cult video games|cult video game]] to a [[sleeper hit]]. In addition, iNiS ported the game to Sony's handheld [[PlayStation Portable]] gaming device as ''[[Gitaroo Man#Gitaroo Man Lives!|Gitaroo Man Lives!]]''<ref>{{cite video game|title=Gitaroo Man Lives!|developer= [[iNiS]]|publisher= [[KOEI]]|date= 2006-11-15|platform= [[PSP]]|language= English}}</ref> (2006). iNiS's success with these rhythm games prompted [[Nintendo]], who was the publisher of ''Ouendan'' in Japan<ref>{{cite video game|title=Osu! Tatakae! Ouendan|developer= [[iNiS]]|publisher= [[Nintendo]]|date= 2005-07-28|platform= [[Nintendo DS]]|language= Japanese|isolang=ja}}</ref>, to pressure iNiS to produce a [[spiritual sequel]] to ''Ouendan'' that would appeal more to North American audiences<ref>http://samesky.wordpress.com/2007/05/16/review-elite-beat-agents</ref>. The reason for this was that ''Ouendan'' included musical and cultural references that would make little sense outside of Japan<ref>http://gaming.masemware.com/category/osu-tatakae-ouendan</ref>. This resulted in the production of ''[[Elite Beat Agents]]'' in 2006<ref>http://www.nintendoworldreport.com/reviewArt.cfm?artid=12421</ref>. ''[[Elite Beat Agents]]'' includes well-known Western songs, all performed by [[cover band]]s<ref>{{cite video game|title=Elite Beat Agents|developer= [[iNiS]]|publisher= [[Nintendo]]|date= 2006-11-06|platform= [[Nintendo DS]]|language= English}}</ref>. It also has a few new gameplay tweaks (see [[Elite Beat Agents#Gameplay|gameplay of ''Elite Beat Agents'']]). On May 17, 2007 iNiS/Nintendo released {{nihongo|''[[Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2]]''|''Burn! Hot-blooded Rhythm Soul! Go! Fight! Cheer Squad 2''}}<ref name=ouendan2>{{cite video game|title=Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2|developer= [[iNiS]]|publisher= [[Nintendo]]|date= 2007-05-17|platform= [[Nintendo DS]]|language= Japanese|isolang=ja}}</ref> (2007) in Japan as a direct sequel to the original ''Ouendan''<ref>http://masem.wordpress.com/2007/06/28/moero-nekketsu-rhythm-damashii-osu-tatakae-ouendan-2-nds-import-review</ref>. ''Ouendan 2'' featured new characters, situations, and Japanese music<ref name=ouendan2/>. ===Namco=== {{main|Namco}} Relatively late to the market, Namco's first foray into rhythm games came in the form of its ''[[Taiko no Tatsujin]]'' series<ref>http://www.dscheats.net/pubdev/Bandai%20Namco%20Games</ref>. These arcade games featured 2 large [[taiko]]-style drums<ref>{{cite video game|title=Taiko no Tatsujin|developer= [[Namco]]|platform= arcade|language= Japanese|isolang=ja}}</ref> and their popularity<ref>http://www.gamespot.com/ps2/puzzle/taikonotatsujin/index.html</ref> prompted the release of a [[PlayStation 2|PS2]] version, ''[[Taiko: Drum Master]]'' (2004) which required a specialized taiko-drum-shaped "TaTaCon" controller to play<ref>{{cite video game|title=Taiko: Drum Master|developer= [[Namco]], Ltd.|date= 2004|platform= Sony [[PlayStation 2]]|language= English}}</ref>. Other games in the ''Taiko no Tatsujin'' series that have been released in Japan include both ''[[Taiko: Drum Master#PSP Version|Taiko no Tatsujin Portable]]'' for the [[PlayStation Portable|PSP]] and ''[[Taiko no Tatsujin DS|Taiko no Tatsujin Touch De Dokodon]]'' for the [[Nintendo DS]]<ref>{{cite video game|title=Taiko no Tatsujin Portable|developer= [[Namco]]|platform= [[PSP]]|language= Japanese|isolang=ja}}</ref><ref>{{cite video game|title=Taiko no Tatsujin Touch De Dokodon|developer= [[Namco]]|publisher= [[Nintendo]]|date= 2007-07-26|platform= [[Nintendo DS]]|language= Japanese|isolang=ja}}</ref>. In 2003, Namco expanded Nintendo's flagship ''Donkey Kong'' series into the realm of rhythm games with its '''''[[Donkey Konga]]''''' series which currently consists of ''[[Donkey Konga]]'' (2003), ''[[Donkey Konga 2]]'' (2004), ''[[Donkey Konga 3]]'' (2005), and ''[[Donkey Kong Jungle Beat]]'' (2004)<ref>{{cite video game|title=Donkey Konga|developer= [[Namco]]|publisher= [[Nintendo]]|date= 2004-09-27|platform= [[GameCube]]|language= English}}</ref><ref>{{cite video game|title=Donkey Konga 2|developer= [[Namco]]|publisher= [[Nintendo]]|date= 2005-05-09|platform= [[GameCube]]|language= English}}</ref><ref>{{cite video game|title=Donkey Konga 3|developer= [[Namco]]|publisher= [[Nintendo]]|date= 2005-03-17|platform= [[GameCube]]|language= Japanese|isolang=ja}}</ref><ref>{{cite video game|title=Donkey Kong Jungle Beat|developer= [[Nintendo Entertainment Analysis and Development]] Tokyo|publisher= [[Nintendo]]|date= 2005-03-14|platform= [[GameCube]]|language= English}}</ref>. ===NanaOn-Sha=== {{main|NanaOn-Sha}} A [[Japan]]ese video game company now known as [[NanaOn-Sha]] is credited with the creation of what is generally considered to be the first modern rhythm game<ref>http://www.thestar.com/entertainment/article/225491</ref>, '''''[[PaRappa the Rapper]]''''' (1996)<ref name=parappa>{{cite video game|title=PaRappa the Rapper|developer= [[NaNaOn-Sha]]|publisher= [[SCEI]]|date= 1997-10-31|platform= Sony [[PlayStation]]|language= English}}</ref>. The gameplay generally involves repeating the rhythms of [[rap music|raps]] from another character (one per level), by pressing any of eight buttons on the game controller. The button sequences are displayed on a timeline at the top of the screen. Pressing a button plays a sample of PaRappa's voice corresponding to which button was pressed, regardless of whether the pressing of the button matches the appropriate rhythmic sequence or intended button selection. PaRappa can sometimes be heard to say "Oops!" if no sample is associated with the button at that moment<ref name=parappa/>. The game is scored for sequence and timing, and adhering closely to the given timeline results in a passing grade. Unlike many other music games, the player may obtain an even higher score and access a special "COOL" mode of play by improvisational "[[freestyle music|freestyling]]" (though the [[algorithm]] by which this is scored is often nebulous and the results virtually unpredictable)<ref name=parappa/>. The game's success resulted in the spinoff ''[[UmJammer Lammy]]'' (1999), which is based on [[guitar]] samples<ref>{{cite video game|title=UmJammer Lammy|developer= [[NaNaOn-Sha]]|publisher= [[Sony]]|date= 1999-08-17|platform= Sony [[PlayStation]]|language= English}}</ref>, and eventually a proper sequel, ''[[PaRappa the Rapper 2]]''<ref>{{cite video game|title=PaRappa the Rapper 2|developer= [[NaNaOn-Sha]]|publisher= [[SCEI]]|date= 2002-01-21|platform= Sony [[PlayStation 2]]|language= English}}</ref> (2002). NanaOn-Sha also produced another novel series of music games including ''[[Vib-Ribbon]]'' (1999), ''Mojib-Ribbon'' (2003), and ''[[Vib-Ripple]]'' (2004), however these games were only released in [[Japan]] (and, in the case of ''Vib-Ribbon'', [[Europe]])<ref name=vibrib>{{cite video game|title=Vib-Ribbon|developer= [[NanaOn-Sha]]|publisher= [[Sony Computer Entertainment]]|date= 1999-12-09|platform= Sony [[PlayStation]]|language= Japanese|isolang=ja}}</ref><ref name=vibrip>{{cite video game|title=Vib-Ripple|developer= [[NanaOn-Sha]] Co., Ltd.|publisher= [[Sony Computer Entertainment]] Japan|date= 2004-05-27|platform= Sony [[PlayStation 2]]|language= Japanese|isolang=ja}}</ref><ref name=mojibrib>{{cite video game|title=Mojib-Ribbon|developer= [[NanaOn-Sha]] Co., Ltd.|publisher= [[SCEI]]|date= 2003-11-20|platform= Sony [[PlayStation 2]]|language= Japanese|isolang=ja}}</ref>. The gameplay involved in ''Vib-Ribbon'' centered on the player's reactions to elements of the landscape which in turn resulted from the tone of the background music. The game came with a soundtrack, but players were additionally able to load their own music on CDs into the PS1 and an in-game algorithm would produce the resulting landscape based on [[Waveform viewer|waveform analysis]]<ref name=vibrib/>. This freedom of landscape was again extended to players in the rhythm-centric ''Vib-Ripple'', as the game allowed players to import images of their own choosing to serve as the background. As in the case of the waveform algorithm in ''Vib-Ribbon'', ''Vib-Ripple'' contains an algorithm which converts externally loaded pictures into corresponding levels<ref name=vibrip/>. ''Mojib-Ribbon'' followed a similar concept as the ''Vib'' titles, but used text files to create [[kanji]] rap-based rhythm gameplay<ref name=mojibrib/>. ===Q Entertainment=== {{main|Q Entertainment}} In the month following the dissolution of [[SEGA]]'s [[United Game Artists]] division in 2003<ref name=sonicteam2>http://www.theghz.com/sonicteam/team.html</ref>, UGA's former lead designer, [[Tetsuya Mizuguchi]], left SEGA along with several of his co-workers to form an independent game studio, Q Entertainment<ref name=qent>http://www.gamasutra.com/view/feature/1841/nobody_beats_the_miz_q_.php?page=6</ref>, which continued producing music-based games, along with a handful of other titles. The first step of Mizuguchi's newly-formed Q Entertainment was to develop the blockbuster ''[[Lumines]]'' (2004) for the [[PlayStation Portable]]<ref>http://www.mobygames.com/browse/games/q-entertainment-inc/developed-by/list-games</ref>. ''Lumines'' is a puzzle game in which the goal is to arrange like-colored falling blocks into squares which will then disappear. Like ''Rez'' (a game Mizuguchi had previously designed<ref name=am9>http://www.mobygames.com/developer/sheet/view/developerId,50431</ref>), each stage in ''Lumines'' has a unique musical and visual theme. In ''Lumines'' blocks marked to be cleared do not disappear immediately. Instead, a bar called the timeline sweeps across the screen in time with the music and clears away the properly arranged blocks, producing a musical effect in sync with the background music each time this happens<ref>{{cite video game|title=Lumines|developer= [[Q Entertainment]]|publisher= [[Ubisoft]]|date= 2005-03-22|platform= Sony [[PlayStation 2]]|language= English}}</ref>. Sequels to ''Lumines'' include ''[[Lumines Live!]]'' (2006) and ''[[Lumines II]]'' (2006)<ref>{{cite video game|title=Lumines Live!|developer= [[Q Entertainment]]|publisher= [[Q Entertainment]]|date= 2006-10-18|platform= [[Xbox 360]]|language= English}}</ref><ref>{{cite video game|title=Lumines II|developer= [[Q Entertainment]]|publisher= [[Disney Interactive Studios#Buena Vista Games|Buena Vista Games]] & [[Q Entertainment]]|date= 2006-11-06|platform= [[PSP]]|language= English}}</ref>. Following the release of ''Lumines II'', Q Entertainment released a PSP title called ''[[Every Extend Extra]]'' (2006)<ref name=eee>{{cite video game|title=Every Extend Extra|developer= [[Q Entertainment]]|publisher= [[Bandai]] & [[Disney Interactive Studios#Buena Vista Games|Buena Vista Games]]|date= 2006-11-07|platform= [[PSP]]|language= English}}</ref>. ''Every Extend Extra'' is as an abstract action game in which power-ups dropped by enemies, named "quickens", increase the speed of both the player and the enemy, as well as the speed of that drive's music<ref name=eee/>. Like ''Rez'', the basic gameplay itself appears unrelated to the music, however the music reacts to the gameplay in such a way as to produce a concert effect<ref name=eee/><ref name=rez>{{cite video game|title=Rez|developer= [[United Game Artists]]|publisher= [[Sega]]|date= 2002-01-07|platform= Sony [[PlayStation 2]]|language= English}}</ref>. The same year Q Entertainment also created ''[[Gunpey]]''<ref name=gunpey>{{cite video game|title=Gunpey|developer= [[Q Entertainment]]|publisher= [[Bandai]]|date= 2006-11-17|platform= [[Nintendo DS]]|language= English}}</ref> (2006), a puzzle game for the Nintendo DS and the Sony PSP based on the classic formula from Gunpei Yokoi's Wonderswan game<ref>http://myb0x.blogspot.com/2007/10/game-in-memory-of-gunpei-yokoi.html</ref><ref>http://www.worthplaying.com/article.php?sid=38759</ref>. It bears Mizuguchi's signature design previously seen in games such as ''Lumines'', where every skin has a different mood, different background music, and different specific sound effects<ref name=gunpey/>. Q Entertainment's most recent release was a high-definition version of ''Rez'' entitled ''[[Rez#Rez HD|Rez HD]]'' (2008) for the [[Xbox 360]] that additionally includes vibrational support for up to four controllers<ref name=rezhd>{{cite video game|title=Rez HD|developer= [[Q Entertainment]]|publisher= [[Microsoft Game Studios]]|date= 2008-01-30|platform= [[Xbox 360]]|language= English}}</ref>. In interviews, Mizuguchi has suggested holding one, placing one on the back, and placing one's feet upon the other two<ref>http://kotaku.com/349342/rez-hd-back-with-trance-vibration-in-tact</ref>. ===Sonic Team / United Game Artists / Sega AM9=== {{main|Sonic Team}} [[Sonic Team]] (formerly Sega AM8<ref name=sonicteam>http://www.mobygames.com/company/sonic-team</ref>) is a division of [[Sega Corporation]]<ref name=sonicteam/>, which from 2000-2003 absorbed and incorporated several smaller former Sega divisions<ref name=sonicteam2/> following the transitional phase in which Sega dropped out of the console race to concentrate on software and game development<ref name=sonicteam2/>. Sonic Team produced only one music video game prior to merging with United Game Artists<ref>http://www.mobygames.com/browse/games/sonic-team/developed-by/offset,0/so,1a/list-games</ref>. This [[Sega Dreamcast]] game, entitled ''[[Samba de Amigo]]'' (1999), involved the use of a set of [[maraca]] peripherals which were shaken in one of three positions corresponding to on-screen cues and the rhythm of the soundtrack<ref>{{cite video game|title=Samba de Amigo|developer= [[Sonic Team]]|publisher= [[Sega]]|date= 2000-10-18|platform= Sega [[DreamCast]]|language= English}}</ref>. Simultaneously another Sega division called Sega AM9, led by designer [[Tetsuya Mizuguchi]]<ref name=am9/>, produced its first and last music video game under the Sega AM9 name<ref name=am9/><ref name=sc5>{{cite video game|title=Space Channel 5|developer= Sega AM9|publisher= [[Sega]]|date= 1999-12-16|platform= Sega [[DreamCast]]|language= Japanese|isolang=ja}}</ref>. ''[[Space Channel 5]]'' (1999), another game for the [[Dreamcast]], has the player control Ulala, a swingin' reporter for the titular broadcast network, Space Channel 5. Ulala defeats her enemies (which include aliens, robots, and nefarious humans) by mesmerizing them with her dancing and/or singing, then incapacitating them with her [[raygun]]. The control scheme follows an eidetic format, with players repeating increasing sequences of button presses in time with the ever-present music<ref name=sc5/>. In 2000, the Sega AM9 division was renamed United Game Artists and became a semi-autonomous subsidiary<ref name=am9/>. Under this new name, the division's next title was '''''[[Rez]]'''''<ref name=rez/> (2001), a unique [[synesthesia|synaesthetic]] [[rail shooter]] for [[Dreamcast]] and [[PlayStation 2]], destined to became a cult favorite<ref>http://www.xbox.com/en-US/games/r/rezhd/20080211-preview.htm</ref>. In ''Rez'', the player flies through a psychedelic, abstract landscape while a [[Techno]] or [[Breakbeat]] track plays. Whenever the player locks on to an enemy, shoots, or uses a special ability, there is both a musical and a visual effect which occurs in time with the playing track. The controller's vibrating motors pulse in time with the beat, and the game also featured support for a ''Rez''-specific accessory called the [[Rez#Trance Vibrator|''Rez'' Trance Vibrator]] which similarly vibrated in correspondence with the music created<ref name=rez/><ref>http://www.joystiq.com/2006/07/26/rezs-trance-vibrator-not-sexual</ref>. The sensory experiences offered by the game (visual, auditory, and tactile) are all closely interwoven, and the unique audio/visual experience earned ''Rez'' many excellent reviews, although sales were lackluster<ref>http://games.toptenreviews.com/reviews/g34772.htm</ref><ref>http://curmudgeon.linuxgames.com/article.php?story=20021007200342697</ref>. Renewed interest in the title as well as its cult status have prompted Mizuguchi to release an updated high-definition version entitled ''[[Rez#Rez HD|Rez HD]]'' (2008), although this version has been released by his new development company, [[Q Entertainment]]<ref name=rezhd/>. The last title developed by UGA before it's absorption into Sonic Team was ''[[Space Channel 5: Part 2]]'' (2002), a direct sequel to ''Space Channel 5''<ref>http://dreamflint.com/dcd/Gamefo.asp?GameID=162</ref>. ''Space Channel 5: Part 2'' dropped the [[FMV]] backgrounds from ''Part 1'' and instead featured a more dynamic presentation. It also added instrument-based sequences in which the main character played the [[guitar]] or [[drum kit|drums]]<ref>{{cite video game|title=Space Channel 5: Part 2|developer= [[United Game Artists]]|publisher= [[Sega]]|date= 2003-11-18|platform= Sony [[PlayStation 2]]|language= English}}</ref>. It was generally hailed as a major improvement over its precursor, yet it failed to capture the same commercial success<ref>http://www.gamefaqs.com/console/ps2/review/R49204.html</ref>. In 2003, UGA was absorbed by Sonic Team<ref name=sonicteam2/> as a result of which former UGA lead designer, [[Tetsuya Mizuguchi]], and several other left to form Q Entertainment<ref name=qent/>. Since the merger of UGA and Sonic Team, Sonic Team has not produced any strict music video games<ref>http://www.mobygames.com/browse/games/sonic-team/developed-by/offset,25/so,1a/list-games</ref>, although members of the former UGA staff (now under the Sonic Team name) have included musical mini-games in their 2004 release, ''[[Feel the Magic: XY/XX]]''<ref>{{cite video game|title=Feel the Magic: XY/XX|developer= [[Sonic Team#Sonic Team's UGA Division|Sonic Team's UGA Division]]|publisher= [[Sega]]|date= 2004-11-16|platform= [[Nintendo DS]]|language= English}}</ref>. ===Other Developers=== * Amuse World - ''[[EZ2DJ]]'' series (1999) for arcade. * [[Aspyr Media]] - First-time developer with ''[[Guitar Hero III: Legends of Rock]]'' [[porting#Porting in gaming|porting]] it to the [[personal computer|PC]] and [[Macintosh]] [[computer]]s * Doogi Doogi Co. Ltd. - ''[[Doogi doogi]]'' for arcade * Devecka company - ''[[MTV Drumscape]]'' (1997) for arcade * Indies Zero - ''[[Electroplankton]]'' (2005) for [[Nintendo DS]] * [[Maxis Software]] - ''[[SimTunes]]'' (1996) for [[personal computer|PC]] * [[Neversoft]] - First-time developer with ''[[Guitar Hero III: Legends of Rock]]'' for the [[PlayStation 2]], [[PlayStation 3]], [[Xbox 360]], and [[Wii]] [[video game console]]s * [[Nicklas Nygren|Nifflas]] - ''[[Nifflas#Pteranodon|Pteranadon]]'' for [[personal computer|PC]] * [[Nintendo Research & Development 1|Nintendo R&D1]] - ''[[Rhythm Tengoku]]'' (2006) for [[Game Boy Advance]] * [[Nintendo Research & Development 2|Nintendo R&D2]] - ''[[Daigasso! Band Brothers]]'' (2004) for [[Nintendo DS]] * [[Noise Factory]] - ''[[Ontamarama]]'' (2007) for [[Nintendo DS]] * Pentavision - ''[[DJMAX]]'' (2004) for [[personal computer|PC]] and ''[[DJ Max Portable]]'' (2006) and ''[[DJ Max Portable 2]]'' (2007) for [[Playstation Portable]] * Pyramid / Japan Studios - ''[[Patapon]]'' (2007) for [[PlayStation Portable]] * [[Roxor]] - ''[[In the Groove (video game)|In the Groove]]'', ''[[In the Groove 2]]'' * SEDIC - ''[[Otocky]]'' (1987) for [[Famicom Disk System]] * [[Ubisoft]] - ''[[Rayman Raving Rabbids]]'' (2006) for [[Wii]] and its sequel - ''[[Rayman Raving Rabbids 2]]'' (2007) for [[Wii]]; portions of which are rhythm-oriented * [[Unreal Voodoo]] - ''[[Frets on Fire]]'' * Virtual Music - ''[[Quest for Fame]]'' (2001), ''Born To Rock'', and ''Welcome To West Feedback'' (bundled with the Virtual Guitar) ==See also== * [[Video game music]] * [[Audio game]] ==References== {{Reflist|2}} {{VideoGameGenre}} [[Category:Video game genres]] [[Category:Video game music]] [[Category:Music video games| ]] [[de:Musikspiel]] [[fr:Jeu de rythme]] [[ko:음악 게임]] [[it:Videogioco musicale]] [[ja:音楽ゲーム]] [[pl:Muzyczne gry komputerowe]] [[fi:Rytmipeli]] [[zh:音樂遊戲]]