ANTHONY LUIS SANCHEZ: Composer and Musicologist
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Locating Iberian, Latin American, and Caribbean Elements in Video Game Music: Observations Concerning Game Audio and Cultural Representation, Part 3

4/11/2025

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Addressing Select Cultural Theory Terminology and Their Possible Applications to Video Game Music (Continued)

Some contemporary academic scholarship concerning music composition has concentrated on the effects of privilege and applying non-Western sounds and instruments to expand artistic creativity. Much of that academic literature, such as the research presented by composers and educators like Nicolas Lel Benavides (2020) and Alex Temple (2014), examines the creative and ethical problems associated liberally incorporating “foreign” music into a new musical score. They focus primarily on providing guidance to composers based mainly in Europe and the United States on how to use non-Western musical materials while still establishing cultural respect and common sense through extensive preliminary ethnographic research.

How does any of this information relate to video game music? Recall from my earlier blog posts that many video game score composers from Japan incorporate musical genres and sonic textures largely from the Spanish, Portuguese, and (sometimes) British areas of Latin America and the Caribbean. Reasons for including these musical materials often do not involve “cultural theft,” as some would claim. Rather, the creative process involves active listening, learning from the music cultures in question, and absorbing the music while still maintaining cultural respect. 

Koji Kondo (b. 1960) has adhered to this process when scoring music for video games. As a composer, sound designer, and music supervisor for Nintendo, he has served as the man behind the musical scores for the Super Mario Bros. (1985-Present) and The Legend of Zelda (1986-Present) series. Several official soundtracks for the games within these respective series are currently available to Nintendo Switch Online subscribers via the Nintendo Music: a smartphone application that I previously mentioned in "Part 1" of this blog series. Latin American and Caribbean musical genres and instruments figure prominently into the video game soundtracks by Koji Kondo. He has repeatedly confirmed this aspect in interviews with Japanese media conducted in the 2000s. He includes Latin American music because it serves as one of the many genres and subgenres of music that he enjoys listening to it in his spare time (Kondo 2001). 

Kondo approaches video game music scoring like film scoring, albeit with one exception: the interactivity associated with video games. He would often play through certain sections of a game undergoing production to try and get a sense of the kind of music that would match the setting and gameplay. His choice for Latin American and Caribbean music in Super Mario Bros., for instance, depended on several factors. Kondo considered the mood and rhythmic flow for sections of the game. In explaining how he composed the “Overworld/Above Ground Theme,” he wanted to create happy and energetic music that complemented the fast pacing in the game. He also incorporated elements of Portuguese folk music with Latin jazz and Japanese popular music at the time (Kondo 2001).

Some have pointed out that the musical tracks to ​Super Mario Bros. bear striking similarities to other instrumental works, with online discourse divided on whether the similarities signify inspiration or plagiarism. That discussion proves irrelevant and distracting for the purpose of my research and deserves attention elsewhere. Besides. Koji Kondo is not the only composer to draw influences from popular music for VGM soundtracks. I have encountered similar situations with other video game music, like the "Cappricio for Lute" by Yoko Kanno from Uncharted Waters: New Horizons (1994)--which sounds melodically similar to the song "Allentown" by Billy Joel--and the percussive influences from the song "In the Air Tonight" by British rock and pop artist Phil Collins in "Bayou Boogie" by David Wise from Donkey Kong Country 2: Diddy's Kong Quest (1995).

Other instances of etic interpretations of cultures from outside Japan can present problematic depictions. The Street Fighter series provides a fitting example. The games that comprise the Street Fighter games (1987-Present) concentrate heavily on portraying different characters as fighters from around the world. Most of the games feature soundtracks that try to capture and complement the stylistic musical atmospheres of the different geographical locations, which also feature areas from Iberia, Latin America, and the Caribbean: areas like Spain, Mexico, Brazil, and Jamaica. However, researchers in ludomusicology must consider whether these characters and their corresponding musical themes demonstrate cultural respect or stereotyping.

Available visual evidence proves the latter. The documentary film Here Comes a New Challenger (2023), which is currently accessible on the Tubi video streaming service, chronicles the history behind the Street Fighter series: from its arcade origins in the 1980s, to the live action film and anime adaptations in the 1990s. In the documentary the series creator, Akira Yasuda, indicates that that cultural stereotyping played a key role in the character depictions for each represented country, specifically with games like Street Fighter II: The World Warrior (1991) VGM composer, Yoko Shimomura, has also provided her input in the documentary and in other video interviews regarding her approach to the character themes in Street Fighter II. She attempted to match the music to each character and their respective country based on what the developers at Capcom wanted.
 
Exoticism in VGM can also complicate matters when a video game attempts to portray historical time periods, situations, or themes involving elements related to Latin America and the Caribbean. I have encountered myriad games that include themes that certain audiences could polarize audiences:

- European Colonialism in the New World, albeit as a romanticized interpretation (the Uncharted Waters series)

- Constructing worlds via dictatorships (The Tropico series) 

- Military involvement from the United States or elsewhere (Call of Duty, Metal Gear Solid, etc.)

- Fighting gangs or drug lords in parts of Central or South America (Far Cry 6, Max Payne 3, Chili con Carnage)  

- Treasure hunting games that involve surviving in jungles or solving puzzles (the Pitfall series, Tomb Raider games except for Angel of Darkness, the Uncharted series, etc.)

- Games that demonstrate cultural confusion through homogeneity by mixing Iberian or Latin American customs and assuming that they are all the same (the Street Fighter series, Samba de Amigo)
  

More About Video Game Audio

Another significant factor in composing video game music depends on the available hardware at a given point in time and working around its limitations to produce the final product. Koji Kondo started writing video game music in the early 1980s and had to compose with video game audio technology that gradually evolved as the years and decades progressed. The release of a new console or feature usually means learning and adapting to the new hardware. Kondo has been actively composing and co-composing music for Nintendo consoles for decades from the Family Computer (Famicom) (1983-2003) to the Switch (2017-Present).
  
Kondo composed the music to Super Mario Bros. for the Famicom in Japan. Western releases in the United States and Europe saw the game as the launch title for the Nintendo Entertainment System (NES). Regions that adhered to the Phase Alternating Line (PAL) television standards for video games and media, like Europe, ran the game at a slower refresh rate (50 Hz versus 60 Hz in North America) while also increasing the tempo of the music. Both the Famicom and NES feature an Audio Processing Unit (APU) integrated with the Central Processing Unit (CPU) of the respective consoles. The APU consists of five audio channels, which have specific functions: two pulse wave channels, one triangle wave channel, one noise channel, and one Delta Modulation Channel (DCM, sometimes referred to as DPCM for “Delta Pulse Code Modulation) for instances when a game required instrumental or vocal sampling. Kondo used three audio channels to create the music for Super Mario Bros. (the two Pulse channels and the ttriangle channel) and the fourth Noise channel to create sound effects, like the iconic “jumping,” “coin collect,” and “Power-Up” sounds.” Kondo would eventually use the DCM channel several years later to created more pronounced and realistic-sounding drum patterns for Super Mario Bros. 3 (Nintendo 1988, 1990; Kondo 2001).

I am currently listing the VGM tracks that I have found for my research. Some of my progress is currently available via a new page entitled, 
Iberian, Latin American, and Caribbean Elements in Video Game Music on this website. Visitors can also access the page under "Iberian, Latin American, and Caribbean VGM" in the "Works" section on the website.  I will discuss more at a later time.
 
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Locating Iberian, Latin American, and Caribbean Elements in Video Game Music: Observations Concerning Game Audio and Cultural Representation, Part 2

4/7/2025

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Addressing Select Cultural Theory Terminology and Their Possible Applications to Video Game Music

Academic and non-academic research constantly changes with new and credible information available to the public. Certain terms tend to fall out of favor over time: either because they no longer function as reliable guides for public discourse as they had in the past, or because the available literature bears little to no scientific merit. I have encountered such problems when uncovering information about cultural appropriation, cultural authenticity, and cultural essentialism. These terms sound beneficial on the surface, but further perusals reveal grossly unscientific distractions. 

Cultural appropriation has become frequently overused. It also has received no consensus in academic circles and is often weaponized by society. Likewise, people have different opinions and interpretations about what factors determine something as “genuine.” Cultural authenticity is no exception. It is for that same reason why it can prove a problematic term to use in and outside of academia. By contrast, cultural essentialism attempts to differentiate cultures and their customs from each other by determining their “uniqueness.” Scholars like Eric Hatala Matthes perceive cultural essentialism more as a problem than a solution. Cultural essentialism attempts to locate differences through cultural stereotyping and marginalization by assuming that some cultures function in certain ways than others (Matthes 2018).

It quickly becomes evident that contemporary scholarship should avoid outdated or unscientific terminologies. What alternatives can current academic literature apply when discussing Cultural Studies? How would the information relate to video game music within that context? Answers to these questions vary, but my VGM list concentrates on the challenges to cultural representation in video games due to the following:

- transculturation: Developed in the 1940s by Cuban anthropologist Fernando Ortiz (1881-1969) transculturation refers to a process that involves modifying and combining cultures to create a new culture, but doing so at the risks of cultural loss and gain (Ortiz 1940). This theory is now referred to in contemporary academia as “Trans-culturality,”

- exoticism: I use this term to refer to and discuss music meant to evoke another country or global region. My application of the term for this research concentrates primarily on how VGM composers have relied on exoticism and the consequences of (mis)representing different cultures through music. 

Observations:
Countries or Regions Represented in Video Game Music: What I Have Encountered So Far


I have located many musical references to Iberia, Latin America, and the Caribbean in video games. Based on the playlist that I have compiled so far, some regional influences tend to receive more attention than others. I have organized the countries and territories within Iberian, Latin American, and the Caribbean by their respective regions to avoid confusion. I follow that categorization with a list of some musical genres featured in video game music that derive inspiration from these areas of the world. This includes musical influences from Afro-Latin and indigenous cultures:


Europe
Spain
Portugal

Latin America
Brazil (South America)
Peru (South America)
Mexico (Central America)
Argentina (South America)

Caribbean
Cuba (Hispanophone Caribbean)
Puerto Rico (Hispanophone Caribbean)
Jamaica (Anglophone Caribbean)

Musical Genres in VGM That Derive from Derrive from Iberia, Latin America, and the Caribbean

Flamenco (Spain)
Fado (Portugal)
Salsa (Cuba, Puerto Rico)
Mambo (Cuba)
Tango (Argentina, Spain via a connection to Romani music culture) 
Mariachi (Mexico)
Samba (Brazil)
Bossa Nova (Brazil)
Choro (Brazil)
Incan Pan Pipes and/or percussive music from indigenous cultures (Peru, Mexico)
Reggae (Anglophone Caribbean, specifically Jamaica)
Ska (Anglophone Caribbean)
Limbo Music (Anglophone Caribbean) 
Latin Jazz (Mixture of African, Spanish, and Portuguese music cultures)

As I previously mentioned, some countries or regions receive more attention in video games and video game music than other areas. I noticed, for instance, that many video games apply musical genres and aesthetics from Brazil in South America: primarily, the samba and bossa nova. These genres extend to multiple types of video games. I found multiple occurrences of Brazilian musical influences in:

- Fighting games, like the Street Fighter series (1987-Present), which feature playable characters from Brazil

- Racing games, like OutRun (1986)

- Flight simulators, like Pilotwings (1990, 1991), such as in the "Flight Club" theme

- Strategy games, like Uncharted Waters: New Horizons (1994), which can be heard in the track entitled "Empty Eyes," which plays when stationed at ports outside of Europe (Several versions of this tracks vary based on the PC or console ports. The Sega Genesis version slightly decreases the tempo of the DOS version while staying in the same key, while the same theme on SNES version gets entirely transposed and reorchestrated. The track also appears as a song with lyrics-- renamed "Emerald Sea"-- in the Uncharted Waters II: Special Edition soundtrack.

- Business simulators, like Leading Company (1993), a game exclusive to Japan for the Nintendo Super Famicom (SFC) and PC

It also deserves mention that Latin American and Caribbean representation in video games can prove complicated. Some instances that demonstrate Puerto Rican culture refer to the stateside Puerto Rican communities in the mainland United States rather than to the people on the island in the Caribbean. More specifically, some video games (like Spider-Man: Miles Morales for the PlayStation 5 from 2020) explicitly depict the Puerto Rican Boricua culture in places like New York City through attention to detail and maintaining respect to the customs, foodways, and music. 

In discussing exoticism in VGM, I argue that the term should not limit itself to only the Western Hemisphere via Europe and the United States. History has proven that Western cultures have tried to portray “non-Western” music and cultures for centuries: often via stereotyping that has not aged well in the socially conscious and polarizing twenty-first century. Video game music and scoring, however, add a new dimension to understanding exoticism and (to a certain degree) cultural ownership. Many tracks that feature Iberian, Latin American and Caribbean musical styles and instrumentations derive from Japan via musical “Westernization.” Results vary depending on the overall context of a given game, character development, and the mood that the VGM composer wishes to convey. In that respect it offers a glimpse into how etic cultures—those outside the scope of the Western Hemisphere—interpret and reflect parts of the Western Hemisphere through music and interactive experiences. I will offer more to discuss about my ongoing research in a later post.
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Locating Iberian, Latin American, and Caribbean Elements in Video Game Music: Observations Concerning Game Audio and Cultural Representation, Part 1

4/2/2025

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​Introduction:

The following research began in 2023 and emerged via a growing curiosity and love towards video game music. I grew up in the 1990s when video game arcade machines, consoles, and computers coexisted and constantly evolved with new and exciting technological advancements. As someone who had the opportunity to play many of the available 8-bit and 16-bit video game machines in the United States in what society coined the “Console Wars,” that experience enabled me to develop an appreciation for the respective hardware. (Some people within gaming communities online still use the term "Console Wars," albeit to refer to older and current video game consoles: primarily to initiate arguments and spread toxic behavior by demonstrating the “superiority” of one game console over another.) This appreciation not only applied to the graphical processing capabilities and media formatting (from cartridges to CD-ROMs and exclusively digital releases), but also to the aural possibilities via music and sound effects. In recent years, I have noticed that video game music has created a lasting impact on popular culture and history. Musical artists like Button Masher have received positive recognition and awards for arranging video game music by using video game audio hardware from the 1980s and 90s or approximate emulations. The Library of Congress has also contributed to video game music by officially archiving the “Overworld/Above Ground Theme” from Super Mario Bros, (1985) in early 2023. 
 

I have also noticed myriad instances involving the globality and cultural connections with video game music to Iberia (Spain and Portugal), Latin America, and the Caribbean. Previous discussions on my blog have candidly addressed these connections through games like the Uncharted Waters “Turn-Based Strategy” series, as well as other games from the 1980s, 90s, and beyond. The current research presented in my investigative work aims to illustrate more cultural links in greater detail via an ongoing compilation. I attempt to locate and add video game music (VGM) tracks that incorporate music cultures from Iberia, Latin America, and the Caribbean through genres or instrumentation. [I use “Caribbean” within the context of the current research to refer to the multiple colonial and linguistic influences in the region: Hispanophone (Spanish-speaking), Francophone (French-speaking), Anglophone (British English-speaking), and others.]  I consider this music within ethnographic contexts regarding cultural ownership, representation, and creativity by referring to extant and relevant academic literature whenever possible. Concerning the creative aspects involved in video game music, I have written about the basics behind video game Audio Processing Units (APUs) in the 1980s and 90s. The VGM compilation project also seeks to demonstrate the ways in which Latin American communities get represented in video games and video game music, as well as how these communities try to represent themselves in video games by demonstrating cultural respect. 

On Linguistic Parameters, Ludomusicology, and the Current State of Video Game (and Video Game Music) Preservation

I write this research primarily for audiences who speak English. With that said, however, I attempt to incorporate a multilingual approach by presenting certain terms or genres (musical or otherwise) in the Spanish or Portuguese languages. I refer to both the European and Latin American variants of these languages to demonstrate their differences in vocabulary and pronunciation.

Literature concerning video game music research, more commonly known in academia as ludomusicology, has existed since the 1990s and has continued to expand throughout the twenty-first century. The etymology for this specific field of study combines ludology—the study of games and play, which refers to different types of games not necessarily exclusive to video games—with musicology, the history of music and music cultures. Current scholarship about ludomusicology examines video game music across multiple disciplines: technology, history, psychology, (Western) music theory, gender studies, and culture studies to name a few. Ludomusicological research often combines these disciplines to contribute to the growing academic interest in video game music: whether to understand the effects concerning interactive play and listening, or to uncover the impact of this music across cultures and generations of people (Fernández-Cortes and Cook 2021). 

Researching “classic” video games and their respective soundtracks presents both an intriguing and complex endeavor for ludomusicology. Video game preservation can prove key to both accessing and analyzing this interactive media in the 2020s. Emulation has enabled people to access and play games from over the past fifty years, like arcade and console titles from Capcom, Konami, Sega, Nintendo, Atari, and others in physical or digital (intangible) compilations or online services via paid subscriptions. Some video game compilations have also given consumers the opportunity to play games via previously unreleased tiles in digital formats due to the technical limitations and availability. Atari 50: The Anniversary Celebration clearly illustrates this last point. Released on multiple next-generation game consoles and computers in 2022, this compilation of over one-hundred games commemorates the five decades of Atari as a one of the first video game companies and its impact on the consumer electronics market: from the Pong arcade in 1972 to the Atari Jaguar in the 1990s, as well as updated versions of select games. Atari 50 also functions like an interactive documentary and museum by including photo galleries and video interviews with people who worked at Atari, including the company founder Nolan Bushnell (b. 1943) (Atari 2022).  Atari 50 has since received recent additions to the compilation via Downloadable Content (DLC) and the “Expanded Edition” from 2023 and 2024.

I do not suggest that video game emulation serves as a perfect approach to video game preservation. Video game emulations tend to contain both graphical and aural errors via artifacts not encountered on original arcade, console, or computer hardware. When such hardware gets emulated incorrectly, the result can produce glaring visual inconsistencies and odd aural effects for music and sound. The AtGames Sega Genesis Classic Game Console from 2016, for instance, features detuned soundtracks for Sonic the Hedgehog and thirty-nine other titles from the Sega Genesis game library, in addition to forty other games exclusive to the “plug-and-play” console and not officially published or licensed by Sega. Even though Sega collaborated with AtGames on that specific plug-and-play version to a certain extent, Sega eventually rereleased their own version via the Sega Genesis Mini in 2019 as a miniature console with forty emulated games with HDMI and USB capabilities for U.S. audiences. Sega released the Genesis Mini 2 several years later in 2022 (in Japan) and included sixty games from their library, including several from their Sega CD console extension to the Genesis, which initially enabled Full Motion Video (FMV) interactive cinematics and enhanced music and sound via Red Book Audio.   I also do not mean that modern compilations and online gaming services do not contain problems. They, too, can suffer from odd aural situations, like with the strange “stereophonic” approach to the Game Gear titles in Sonic Origins Plus (2023) and aural sputtering with classic games from Nintendo Switch Online (NSO) (2018-Present). 

Another factor to consider with ludomusicology lies in the availability and accessibility of video game soundtracks. While some places do offer tangible and intangible video game music to listen to, the selections depend on who controls the media formatting for public distribution. Music streaming services like Spotify feature VGM soundtracks from some video game publishers and developers while excluding others. They have many albums from the Sega Sound Team. Nintendo, by contrast, deviates from the norm by releasing their video game soundtracks in their own way. Nintendo released the Nintendo Music smartphone application specifically for Nintendo Switch Online subscribers in October 2024. People who have access to a Nintendo account and the NSO service can listen to a growing selection of official Nintendo soundtracks. New additions to the Nintendo Music application periodically get released. 

Nintendo Music does have its limitations. The available soundtracks often come with several tracks missing. NSO subscribers must also understand that Nintendo applies a different approach to providing credentials for music. Credit goes to the company and not to the composer. That approach must be viewed as a customary business practice for game companies in Japan and should not be misinterpreted within a Western ethnocentric lens.

I intend to continue discussing my VGM compulation research sometime next week or so.        
 
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    ​DMA. Composer of acoustic and electronic music. Pianist. Experimental film.

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