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Sound’s Good: Your Video Game Audio Buying Guide

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This week I decided to take on another technical escapade and look into the sound options for video games.  This requires you to know quite a bit about the concept of analog sound vs digital sound, then compressed audio vs. uncompressed, stereo vs. surround, and all the wonderful tidbits mixed in-between.  Just to make things more complicated, the Internet forums are chock full of people who have no idea what they are talking about and will pollute decent message boards with misinformation only to be ignored by the elite knowledgeable on that board, thus making anyone who does a search end up on a page where the misinformation is the only answer in town.  Additionally companies like Dolby, DTS, and a whole group of fun little logos that can appear as stickers on your receiver’s box, case, or display fill you with the joy and satisfaction that what you see is what you are hearing and that it’s better.  Well guess what, it’s not.  In fact, probably the best surround sound you can possibly get is LPCM (or Linear PCM), which is uncompressed audio that has been around since before CDs and still stands as the best surround sound format – albeit at the cost of TONS of storage space that most consumer products refuse to utilize (remember that TitanFall’s uncompressed audio weighed in around 40 GBs).  With all the mess and bull that exists, I figured why not enlighten my fine readers with a lesson and best practices so that you can easily determine the sound options for your consoles and get them up and running and sounding great.

Please Note: As previously mentioned, there’s tons of misinformation on the web about sound profiles.  For that reason I may be more restrictive about comments that I know are incorrect and whether you choose to disregard this post for that reason is up to you.  Additionally sound, like visuals, is a subjective medium and therefore it won’t be the same for everyone.  Some swear 1080i looks better than 720p and visa versa, the same can be said for compressed DTS 5.1 and uncompressed DTS-HD Master Audio.  Despite the research and blatant facts suggesting otherwise, pick what helps you sleep at night, this is merely a guide of options.

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Written by Fred Rojas

December 2, 2014 at 4:13 pm

Hardware Profile: Commodore 64

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c64Release Date: August 1982
Manufacturer: Commodore
Retail Price: $595.00 (approx $1400 with inflation rates today)
Units Sold: Over 12 million (conflicting reports of 12-17 million)

Not So Humble Beginnings

Before personalized computers were called “PCs” (or MACs for all you Apple people), they were better known as “microcomputers”.  The name derives from the relatively small size and price of a computer with a microprocessor as the CPU and the same basic input/output structure for data and information.  Much like PCs of today, this allowed software and game programmers to design a title all around one basic data flow and configuration and then optimize each specific microcomputer release for the specifications of that computer.  American consumers even today are used to much lower prices than other countries and were slow to embrace the cost and concept of a microcomputer. That is, until the Commodore 64.  At the time of its release the only major competitors in the US were the Apple II and Atari 800, boasting hefty price tags of $1200 and $900 respectively.  With most game consoles priced at the time around $200 and some, like the ColecoVision, having computer add-ons for $400, the price endured for a microcomputer was restricted to certain households of higher income (and this doesn’t even include the cost for a monitor and desk to put it all in).  Commodore had a different plan and thanks to vertical manufacturing and two strong chips to handle graphics and audio, the company went about making a microcomputer that could compete with the Apple II and less than half the price.

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Written by Fred Rojas

October 1, 2013 at 2:16 pm

Posted in Hardware Profile, Lessons

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Hardware Profile: Game Cartridges

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carts

It’s hard to believe, but the typical cartridge game began to phase out of gaming in 1995 when the new wave of consoles and the subsequent movement to disc-based media began. I’m sure plenty will be quick to point out that the N64 was a cartridge-based console, but I truly believe this decision was the result of Nintendo not wanting to give up the control over manufacturing and sordid history making a machine that read discs. This change happened 18 years ago, which means there is a significant number of gamers that are now in their early to mid 20s that have never played games on a cart. This is truly a shame because the versatility of cartridges is much more abundant than most people realize, but the crutch will always be that carts offer little storage for massive prices. In today’s lesson we will discuss what makes up a cartridge, benefits/setbacks, and how the cartridge was used to literally upgrade consoles for more than two decades.

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Written by Fred Rojas

July 30, 2013 at 8:35 pm