The Golden Age of Arcade
Chapter 6: Decline and Reinvention
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The Sound and the Fury - When Arcades Found Their Voice
THE ESSENTIAL TRUTH
Before graphics could capture reality, before controls could simulate physics, sound was already creating worlds in players' minds. Every beep, every tone, every melody was handcrafted to drive quarters into machines and players into obsession.
THE PERFECT NOTE
- Tomohiro Nishikado sits in his laboratory at Taito, crafting what would become gaming's first psychological soundtrack. Space Invaders' four descending chromatic bass notes repeating in a loop, with the pace increasing as enemies descended on the player - this wasn't just audio accompaniment. This was pure anxiety, programmed in sound.
TECHNICAL FOUNDATIONS
Nishikado created Space Invaders entirely on his own. In addition to designing and programming the game, he also did the artwork and sounds, and engineered the game's arcade hardware. Every sound effect served multiple purposes - gameplay feedback, psychological pressure, and narrative storytelling through four simple notes.
THE BIRTH OF TENSION
The genius lay in the simplicity. As the alien formation thinned, the tempo accelerated. Not because it was programmed to be faster - because fewer aliens meant the processor could cycle through the sound loop more quickly. Even Nintendo made one, now that you mention it. Though theirs was not an exact copy - proving the power of that basic audio design.
FROM THE SOUND LABORATORY
"Every sound had to serve multiple purposes. Those Space Invaders notes weren't just music - they were gameplay feedback, tension building, and player guidance all at once."
- Anonymous Arcade Audio Pioneer, 1980
PROGRAMMING ANXIETY
PROCEDURE HANDLE_INVADER_SOUND
CALCULATE_ALIEN_COUNT()
ADJUST_TEMPO_RATIO()
UPDATE_PITCH_VALUES()
PROCESS_MOVEMENT_SOUND()
MANAGE_AUDIO_CHANNELS()
SYNC_WITH_GAMEPLAY()
END PROCEDURE
THE CULTURAL IMPACT
By the end of 1978, Taito had installed over 100,000 machines and grossed $670 million ($3.2 billion adjusted for inflation) in Japan alone. That four-note sequence became embedded in the collective unconscious - the sound of digital tension itself.
THE VOICE OF CHARACTER
When Pac-Man arrived in 1980, Toru Iwatani didn't just give games a voice - he gave them personality. Every sound became a character's line of dialogue, every effect a window into digital emotion.
THE PERFECT HEARTBEAT
The wakka-wakka wasn't just a sound effect - it was Pac-Man's heartbeat, his voice, his digital soul made audible. The "wakka wakka" sound effect has become synonymous with the character, created using Namco's revolutionary three-voice sound system with custom waveforms stored in ROM.
TECHNICAL INNOVATION
Namco used a custom 3-voice sound chip that played waveforms stored in a PROM chip. The music and tone-type sounds are single-wave looped samples while the fancier sounds (like the Pacman "wucka wucka" chomp sound) was probably a custom sample in the PROM.
THE COMPOSER'S INSIGHT
The creation of the Pacman game sounds was a collaborative effort between Toshio Kai and the game's developer, Toru Iwatani. Kai's goal was to create a soundtrack that would enhance the gameplay experience, while also making the game more engaging and fun.
SOUND AS STORYTELLING
Each audio element told part of Pac-Man's story:
- Wakka-wakka: The rhythm of consumption and life
- Ghost siren: Approaching danger and pursuit
- Power pellet transformation: The moment of empowerment
- Death melody: Failure with sympathetic grace
- Fruit bonus: Unexpected delight and reward
FROM THE ARCADE FLOOR
"Kids would hum the power pellet music while playing. It wasn't background noise - it was their power-up theme song. Every great player had their own way of singing along."
- Tournament Organizer, 1981
PROGRAMMING PERSONALITY
PROCEDURE MANAGE_GAME_AUDIO
UPDATE_PLAYER_STATE_SOUNDS()
PROCESS_GHOST_SIRENS()
HANDLE_POWER_PELLET_MUSIC()
MIX_CONSUMPTION_EFFECTS()
TRIGGER_VICTORY_FANFARE()
COORDINATE_DEATH_MELODY()
END PROCEDURE
THE REVOLUTIONARY WAVEFORM
Analysing the sound I found out that the sound seems to have two frequencies: d + a then c# + g#. The first part of the sound is slightly ascending with some slow attack to d + a, the second part is slightly descending with a little faster attack to c# and g#. This wasn't random - every frequency was carefully chosen to create maximum player engagement.
THE FM REVOLUTION
When Yamaha's YM2151 chip arrived in arcades in 1984, suddenly bleeps and bloops became symphonies. It was Yamaha's first single-chip FM synthesis implementation, being created originally for some of the Yamaha DX series of keyboards. Games that had settled for simple tones suddenly found their true voice.
THE PERFECT TONE
The YM2151 was used in many arcade boards, starting with Atari's Marble Madness board in 1984, and later being licensed for use by many other companies including Sega, Konami, Capcom, Data East Pinball, Irem, and Namco, as well as Williams Pinball, with its heaviest use in the mid-to-late 1980s.
TECHNICAL BREAKTHROUGH
The chip contains eight concurrent FM synthesis channels (or voices), and each channel contains a number of operators that can be connected in a variety of ways, using a modified ADSR envelope along with rate scaling, frequency multiplication, and detuning settings.
THE COMPOSER'S REVOLUTION
"Remember Ghost 'n Goblins' haunting theme? With FM synthesis, we could create real mood, real atmosphere. Each instrument could have its own character. The percussion could punch through while melodies soared above."
- Tamayo Kawamoto, Capcom Composer
PROGRAMMING HARMONY
PROCEDURE HANDLE_FM_SYNTHESIS
FOR EACH OPERATOR_CHANNEL
SET_CARRIER_FREQUENCY()
ADJUST_MODULATOR_DEPTH()
PROCESS_ENVELOPE_SHAPE()
UPDATE_HARMONIC_CONTENT()
MIX_CHANNEL_OUTPUT()
NEXT OPERATOR_CHANNEL
END PROCEDURE
THE SONIC TRANSFORMATION
How FM synthesis changed iconic arcade experiences:
- Street Fighter II's hadoken gained bass depth that punched through arcade noise
- Golden Axe's magic spells resonated with power and otherworldly energy
- OutRun's engine notes created automotive authenticity
- After Burner's jet engines roared with turbine precision
- Shinobi's throwing stars cut through audio space with razor sharpness
FROM THE TRENCHES
"You could tell which games had FM synthesis just by walking past. Everything else started sounding flat in comparison. When Street Fighter II's theme kicked in, it filled the whole arcade."
- Arcade Manager, 1991
THE PRESET REVOLUTION
Includes presets from iconic arcade videogames like Street Fighter 2; Space Harrier; Ghouls'n Ghosts; Final Fight; OutRun; R-Type, Shinobi; Double Dragon; Golden Axe; Altered Beast; Marble Madness; Forgotten Worlds; Fantasy Zone 2 DX and Ninja Spirit - each game developing its own signature sound palette using the YM2151's eight algorithms.
MAINTENANCE WISDOM
"Had to adjust speaker systems for the new FM boards. These weren't just beeps anymore - they were pushing serious bass. Cabinets needed better acoustic treatment."
- Technical Supervisor, 1987
THE HUMAN VOICE
When digital sampling arrived, arcade games didn't just play - they spoke. From Double Dragon's battle cries to Street Fighter II's character calls, voices became the soul of arcade identity.
THE PERFECT PHRASE
- Double Dragon's Jimmy and Billy let out their battle cries - basic sampling by today's standards, but revolutionary then. By 1992, Mortal Kombat's announcer was commanding "TEST YOUR MIGHT" in crystal clear digital audio that would echo through gaming history forever.
TECHNICAL EVOLUTION
Digital voice sampling required massive innovation:
- Memory compression techniques to fit voice data in limited ROM space
- Variable playback rates for different character voices
- Sample priority systems ensuring critical calls weren't cut off
- Real-time pitch shifting for character variation
- Dynamic mixing control balancing voices with music and effects
THE SOUND DIRECTOR SPEAKS
"Each Street Fighter II character needed their own voice, their own personality. Ryu's 'Hadoken!' became more than a sound effect - it became part of gaming language."
- Yoshihiro Sakaguchi, Capcom Sound Team
PROGRAMMING VOICES
PROCEDURE HANDLE_VOICE_SAMPLES
CHECK_MEMORY_AVAILABLE()
LOAD_PRIORITY_SAMPLES()
MANAGE_PLAYBACK_QUEUE()
ADJUST_PITCH_VALUES()
MIX_WITH_MUSIC()
TRIGGER_CROWD_REACTIONS()
END PROCEDURE
THE ICONIC CALLS
Games found their distinctive voices:
- X-Men's "Welcome to die!" - broken English that became endearing
- Gauntlet's "Wizard needs food badly" - survival status as comedy
- TMNT's "Cowabunga!" - authentic character celebration
- Smash TV's "Big money! Big prizes!" - game show excess perfectly captured
- Operation Wolf's "Action!" - military precision and urgency
- NBA Jam's "He's on fire!" - sports enthusiasm at its peak
FROM THE RECORDING STUDIO
"Recording NBA Jam's announcer Tim Kitzrow, we knew every line had to be perfect. 'He's on fire!' needed to hit just right. These weren't just voice clips - they were creating memories."
- Mark Turmell, Midway
SOUND AS CHARACTER
Each voice sample served multiple purposes:
- Character identification - instantly recognizable personalities
- Gameplay feedback - success, failure, and status communication
- Emotional enhancement - triumph, defeat, and surprise
- Social bonding - shared references that built community
- Brand identity - sounds that became synonymous with franchises
FROM THE ARCHIVES
"Each sample had to count - memory was precious. When players still quote these lines decades later, you know we chose the right moments to record."
- Eugene Jarvis, Williams Electronics
THE COMPLETE SOUNDSCAPE
Every great arcade game wasn't just played - it was heard, felt, and remembered. The screech of OutRun's tires, the echo of Final Fight's punches, the rumble of APB's police siren. Together, they created worlds.
THE PERFECT ATMOSPHERE
Think of After Burner's sonic layers: jet engines roaring at different pitches based on speed, missiles whooshing past with doppler effects, warning alerts beeping in emergency sequences, radio chatter crackling through static, explosions booming with proper bass response - all while that unforgettable theme drives you forward through the mission.
FROM THE SOUND STUDIO