(idm) INSANITY

From the Quaternions
Sent Thu, Mar 4th 1999, 06:28

Could this possibly be more bizarre?  A NY Times article on Blip Bleep,
Soundtracks to imaginary Videogames...

>From Pong to Song: Video Games Inspire Artists

 By MATTHEW MIRAPAUL 


  No one will ever confuse Donkey Kong with Don Quixote, but in a quest
for epic aesthetic adventure and pulse-pounding conceptual excitement,
many digital artists and musicians are turning to video games for creative
inspiration. 

  At least two exhibits of computer games designed by artists are planned
for the first half of this year. And the pervasive cultural influence of
Pac-Man, Pong and other arcade classics can be heard in "Blip, Bleep", a
compact disk released late last year by the tiny New York label Lucky
Kitchen. 

  Each of the 18 tracks on "Blip, Bleep" is a soundtrack to an imaginary
video game. The album's diverse contributors have even fabricated
descriptions for their made-up diversions. To play "Family Tree Polo," for
example, you would "bounce through time in your ambulance" and "save your
injury-prone ancestors so you may eventually be born." 

  But if the written game summaries tend to parody the genre, the musical
efforts, which range from thumping electronic dance tunes to atmospheric
sweeps of synthesizers, are utterly genuine. Especially on the songs that
incorporate samples of actual game noises, they reveal the degree to which
the arcade's aural ambience has shaped the sound of modern music. 

  "Those sounds have really invaded what we've come to know," said Keith
Whitman, a musician in Somerville, Mass., who spent countless hours with
Atari's Wizball in his youth. For "Nuclear Cats Get New Home," recorded
under the moniker Blitter vs. Hrvatski, Whitman and his brother sampled
the chirps and burps of vintage Commodore 64 games, then used them as the
foundation of a deranged drum 'n' bass track. 

  Daniel Raffel, a graduate student at New York University's Interactive
Telecommunications Program who co-founded the Lucky Kitchen label with the
Hoboken, N.J., artists Aeron Bergman and Sandra Salinas, said that the
sound of the video arcade has left as deep an impression on the digital
generation as the bluesman Muddy Waters once did on the Rolling Stones. 

  "This really goes back to the roots of a lot of people," said Raffel,
who lovingly recalled the virtues of his Vectrex game console and said
that in second grade he dressed up as an Atari computer for Halloween. 

  The intersection of artistry and gaming is not entirely new. For
example, "Eve," the 1997 CD-ROM game by the musician Peter Gabriel,
contained virtual environments built around the work of four contemporary
artists. And one has to wonder if the difficult-to-navigate interfaces of
some online art projects were fueled by a gamer's maze-crazed mentality. 

  While artists and musicians explore the world of games, commercial game
developers are seeking to have their work recognized as art, as seen in
the campaign by game-music composers to establish a Grammy Award category
for their genre. 

  But as the not-so-grizzled survivors of Tomb Raider and Duke Nukem come
of age and begin to express themselves, it seems natural that video games
will figure in their creations. 

  Anne-Marie Schleiner, co-editor of the online-art journal Switch, noted
that the game summaries accompanying "Blip, Bleep" often depict mundane
activities, as when a character named Trashcandan takes out the garbage
and finds there are monsters lurking around the corner. 

  "Our everyday outlook is being infiltrated by video-gaming paradigms,"
she said. "You're walking down a hallway and you expect to see monsters,
and you have this goal in mind. It's this way of looking at the world that
you get when you play a lot of video games." 

  Schleiner is curating Cracking the Maze, a virtual exhibit of
artist-designed patches and plug-ins -- chunks of code that alter a game's
appearance and performance -- that is due to appear on the Switch site in
late June. The show will provide examples of programming that can, say,
change a game character's gender or the features of a virtual
environment's landscape. 

  An exhibit of artist-developed video games will also be presented as
part of Synworld: Playwork/Hyperspace, a symposium on simulated
environments to be held in Vienna in late May. 

  According to Schleiner, new-media artists' increased interest in video
gaming may also have something to do with how costly the creation of
three-dimensional environments with virtual-reality technology turned out
to be. 

  "In the mid-90's, it was the dream technology that everyone wanted to
do, but it required massive capital and investment," she said. "Suddenly,
artists realized, we can work with some of the same ideas [in video games]
that we were interested in with virtual reality." 

  Beryl Graham, who curated an interactive art exhibit called Serious
Games in London in 1997, had a simpler explanation for the appeal of
electronic games. 

  "The fact that computer games are capable of inspiring totally obsessive
absorption is almost bound to interest artists and cultural theorists,"
she said. 

  But for Graham, the games present a profound puzzle: "The sound -- just
what is it that makes those audio tracks so intensely annoying for anyone
but the teen-age player?" 

   Actually, the tunes on "Blip, Bleep" are unlikely to cause much
irritation to fans of electronic dance music, who are already accustomed
to living their lives to a computer-generated soundtrack. In fact, Raffel
reported that the initial pressing of 1,000 disks is close to being sold
out, and that the 750 copies with blue-felt covers handsewn by Bergman and
Salinas were gone. 

  Raffel solicited recordings for the disk in a few Internet postings,
including the Intelligent Dance Music mailing list. Word spread quickly,
resulting in about 50 submissions, all from unknown performers. 

  Explaining the large number of responses, Raffel said, "There's the link
to things that everyone could relate to: the video games we all played as
a kid, which got us into computers, which got us into making music, which
got us connected to the Internet, which got us all in contact." 

  Raffel also believes that veteran competitors were rising to a
challenge. 

  "I think people might have seen making a track as part of a game," he
said.