NMEvolution

Music has been called by some the greatest thing the human race has ever done, and at its best it is undoubtedly a profound expression of emotion more poetic than anything Shakespeare ever wrote. True, done badly it can sound like a trapped cat in a box of staplers falling down a staircase, but let’s not get hung up on details here- music is awesome.

However, music as we know it has only really existed for around a century or so, and many of the developments in music’s  history that have shaped it into the tour de force that it is in modern culture are in direct parallel to human history. As such, the history of our development as a race and the development of music run closely alongside one another, so I thought I might attempt a set of edited highlights of the former (well, western history at least) by way of an exploration of the latter.

Exactly how and when the various instruments as we know them were invented and developed into what they currently are is largely irrelevant (mostly since I don’t actually know and don’t have the time to research all of them), but historically they fell into one of two classes. The first could be loosely dubbed ‘noble’ instruments- stuff like the piano, clarinet or cello, which were (and are) hugely expensive to make, required a significant level of skill to do so, and were generally played for and by the rich upper classes in vast orchestras, playing centuries-old music written by the very few men with the both the riches, social status and talent to compose them. On the other hand, we have the less historically significant, but just as important, ‘common’ instruments, such as the recorder and the ancestors of the acoustic guitar. These were a lot cheaper to make and thus more available to (although certainly far from widespread among) the poorer echelons of society, and it was on these instruments that tunes were passed down from generation to generation, accompanying traditional folk dances and the like; the kind of people who played such instruments very rarely had the time to spare to really write anything new for them, and certainly stood no chance of making a living out of them. And, for many centuries, that was it- what you played and what you listened to, if you did so at all, depended on who you were born as.

However, during the great socioeconomic upheaval and levelling that accompanied the 19th century industrial revolution, music began to penetrate society in new ways. The growing middle and upper-middle classes quickly adopted the piano as a respectable ‘front room’ instrument for their daughters to learn, and sheet music was rapidly becoming both available and cheap for the masses. As such, music began to become an accessible activity for far larger swathes of the population and concert attendances swelled. This was the Romantic era of music composition, with the likes of Chopin, Mendelssohn and Brahms rising to prominence, and the size of an orchestra grew considerably to its modern size of four thousand violinists, two oboes and a bored drummer (I may be a little out in my numbers here) as they sought to add some new experimentation to their music. This experimentation with classical orchestral forms was continued through the turn of the century by a succession of orchestral composers, but this period also saw music head in a new and violently different direction; jazz.

Jazz was the quintessential product of the United States’ famous motto ‘E Pluribus Unum’ (From Many, One), being as it was the result of a mixing of immigrant US cultures. Jazz originated amongst America’s black community, many of whom were descendants of imported slaves or even former slaves themselves, and was the result of traditional African music blending with that of their forcibly-adopted land. Whilst many black people were heavily discriminated against when it came to finding work, they found they could forge a living in the entertainment industry, in seedier venues like bars and brothels. First finding its feet in the irregular, flowing rhythms of ragtime music, the music of the deep south moved onto the more discordant patterns of blues in the early 20th century before finally incorporating a swinging, syncopated rhythm and an innovative sentiment of improvisation to invent jazz proper.

Jazz quickly spread like wildfire across the underground performing circuit, but it wouldn’t force its way into popular culture until the introduction of prohibition in the USA. From 1920 all the way up until the Presidency of Franklin D Roosevelt (whose dropping of the bill is a story in and of itself) the US government banned the consumption of alcohol, which (as was to be expected, in all honesty) simply forced the practice underground. Dozens of illegal speakeasies (venues of drinking, entertainment and prostitution usually run by the mob) sprung up in every district of every major American city, and they were frequented by everyone from the poorest street sweeper to the police officers who were supposed to be closing them down. And in these venues, jazz flourished. Suddenly, everyone knew about jazz- it was a fresh, new sound to everyone’s ears, something that stuck in the head and, because of its ‘common’, underground connotations, quickly became the music of the people. Jazz musicians such as Louis Armstrong (a true pioneer of the genre) became the first celebrity musicians, and the way the music’s feel resonated with the happy, prosperous feeling surrounding the economic good times of the 1920s lead that decade to be dubbed ‘the Jazz Age’.

Countless things allowed jazz and other, successive generations to spread around the world- the invention of the gramophone further enhanced the public access to music, as did the new cultural phenomenon of the cinema and even the Second World War, which allowed for truly international spread. By the end of the war, jazz, soul, blues, R&B and all other derivatives had spread from their mainly deep south origins across the globe, blazing a trail for all other forms of popular music to follow in its wake. And, come the 50s, they did so in truly spectacular style… but I think that’ll have to wait until next time.

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Desert Bus

Charity is, as has been well documented, the most competitive industry on the planet. The trouble is that there are many, many things wrong with this world, and lots of people who believe that all should get the same thing- but nearly all of them are going after the same target demographic (the rich middle classes who can afford to give to them), and there are simply so many of them competing for people’s time, energy and, most importantly, financial support that many get drowned under the weight of competition. This has lead to many charity events in recent years attempting to break out from the mainstream collection ideas, focusing on charitable enterprise or other such concepts in order to be different and identifiable. However, when preparing for one such event that is happening in the very near future (hence why I’m publishing this post a day early) I saw an opportunity to combine the topic of charity with blogging and an old favourite fall-back topic, gaming- but to start with, I’m going to talk about magic, so sit in for a story folks.

In 1975 a pair of American magicians delivered a show in Minnesota that would quickly become the first of many. With another co-host, the duo built their reputation with a regular show that lasted until 1981, before moving to New York to start their own off Broadway shows. By 1985 these were garnering them some top reviews, so as the 90s approached they turned their act to Broadway proper. During the 1990s they were appearing regularly on chat shows, doing US national tours and making TV cameos, firmly establishing themselves as possibly the most famous magicians on earth at that time (and possibly the present day too). Their names were (and are) Penn & Teller.

By 1995 their career was reaching a zenith; famous both nationally and around the world, they were the closest the magical world had to global superstars. And with stardom came all the trappings of fame, including incessant requests from various publishers and agents asking to be allowed to use their name to plug something, and presumably in late 1994 one such offer from Absolute Entertainment was accepted; to allow Penn & Teller to be the subject material for a videogame.

The game in question was to be called Penn & Teller’s Smoke And Mirrors; the console, the Sega-CD (an add-on for the Sega Mega Drive that was at the time fighting a furious console war with Nintendo’s Super NES). The game itself consisted of a series of mini-games, in a similar way to how a magic show is comprised of individual tricks- or at least, that was the idea. Each game was a trick you had to master, a little bit of slight-of-hand/controller that you had to learn before inviting your friends over and thrashing them since you knew how the trick worked, as a form of payback against those friends “who come over to your house, eat your food, drink your soda, play your games and always beat you” (Penn’s words, not mine). Many have since voiced the opinion that videogaming was a rather odd choice of platform for this idea, but whether this would have impacted sales was never discovered, as Absolute Entertainment went bust after (conveniently) they had completed the game’s development, but before they got a chance to ship it and pay Penn & Teller back the licensing money they were owed. Under the terms of the contract, this rendered all deals regarding use of Penn & Teller’s likenesses and intellectual property null and void, meaning Absolute Entertainment’s owners (Skyworks Interactive Inc.) couldn’t sell the game, and all the copies they produced presumably sat in a corner gathering dust somewhere. However, before the studio went under another player entered our story, by the name of Janet Reno.

At the time, Janet Reno was Attorney General of the United States under Bill Clinton’s leadership, and at the time in question she chose a particularly opportune moment to join the chorus of voices against the violence in videogames. Reno’s argument partially centred on the idea that these games were unrealistic, and should try to depict life as it really was rather than clouding the mind’s of the nation’s children (or something), so as a rather sly joke Penn & Teller slipped one more minigame in, the only one that wasn’t a magic trick. A little minigame going by the name of Desert Bus.

Desert Bus was described as being designed to be an example of ‘stupefyingly realistic gameplay’, and in it you played as a bus driver. Your job was to drive between two US cities, Tucson, Arizona, and Las Vegas, Nevada, at no more than 45 miles per hour (presumably the bus was electronically limited), in real-time, right across the Great American desert. The scenery was fairly unchanging (the odd tree or bus stop goes by), there is no traffic coming the other way, the graphics are about as good as could be expected from that generation console, there are no people to pick up, and the journey takes 8 hours to complete in each direction. After 5 hours, a bug hits the windscreen. This is considered a highlight.

However, there were three things that turned this from a rather interesting statement by the game developers to a simultaneously evil and absolutely hilarious game, depending on whether you were playing or just hearing about it. Firstly, there is no ability to pause; pressing the pause button merely activates the horn, so you’re in for the long haul. Secondly, the bus lists to the right, meaning one cannot simply tape down the accelerator and leave it for eight hours- it requires one’s constant attention (and repeated turning left) to avoid crashing. If you do crash, and stay still for 15 seconds, a tow truck comes to take you back to Tucson- again, in real time, and at 45 miles an hour. Thirdly, if you reach Vegas, you get one point- and 15 seconds to decide if you want to try for another one by heading back to Tucson. The game has a limit of 99 points, never achieved without the use of an emulator. This is the world’s greatest endurance test- Penn & Teller even had plans, had the game been released, to set up a competition for who could get the most points, the prize being a luxury trip in ‘the real Desert Bus’, a few nights in a luxury Vegas hotel and tickets to their show, but of course the game never exactly received widespread coverage.

That is, however, not until 2007, when two more players enter our story- Penny Arcade and LoadingReadyRun. Penny Arcade is probably the most famous webcomic in the world, written by a couple of games nerds for games nerds (I should probably say at this point that I’ve never actually read it, but ho hum), and very much acting as a voice for the gaming community. It’s founders, Jerry Holkins and Mike Krahulik, have become successful enough to start their own gaming convention (PAX), and in 2003 they embarked on another project- Child’s Play. Designed with the view in mind of a gaming charity, a chance for gaming culture to give something back to society and to improve its negative image as being violent and uncouth, it aims to deliver toys and videogames to sick children in hospitals worldwide, in order to make their lives a little more bearable. Some have said that it’s message is perhaps not as righteous as that of, say, Oxfam, but these people are kind of missing the point of charity and it is nonetheless charmingly sweet in concept. Penny Arcade’s prominence among the gaming community is such that many key industry figures have got behind it and the charity has so far raised over $12 million, nearly one million of which has come thanks to the work of a group of Canadians behind an 8-year old internet sketch comedy series called LoadingReadyRun.

You see, in 2007 the guys behind LoadingReadyRun decided that they would try to use their small but devoted hardcore fan base to raise some cash for such a good cause, and so decided to organise a charity gaming marathon in aid of Child’s Play. Casting around for a suitable game to play, they decided that ‘the most boring game in the world’ would form a good backdrop whilst they danced, pissed around and generally humiliated themselves on camera to get donations, and so they plumped for Desert Bus. As they slotted a copy of the game (don’t ask me where they got it from) into a borrowed Sega CD, they hoped to try and raise $5,000 dollars, the plan being that their strategy of ‘the more we get the longer we play’ would last them about a weekend. They made four times their target, and the following year did the same thing again and hit $70,000, forcing them to play for nearly 4 days. By the next year their comedy had reached a wider audience after being picked up and hosted by The Escapist online ‘magazine’, and they broke $100,000 for the first time; last year they made $383,125.10, and hope to bring their sum total to over a million this year. Desert Bus For Hope 6 starts tomorrow, at 5am GMT (or 9pm PST), it’s for a great cause, and it should be entertaining to watch the kind of challenges they get up to- they are professional sketch comedians after all. The website’s here, and the list of people ringing in is here (spoiler- the list includes Notch), and a far more entertaining history of the game is here. If you’ve got the time free, give them a watch. It’s for the children.