Interactive version of Cold War Kids’ I’ve Seen Enough:
Other than the fact that you can mute/unmute a band member’s performance, the better surprise is that each band member’s performance also comes in 4 different versions as well.
Interactive version of Cold War Kids’ I’ve Seen Enough:
Other than the fact that you can mute/unmute a band member’s performance, the better surprise is that each band member’s performance also comes in 4 different versions as well.
While this is not a game, I found it an interesting example of interactive music video as music promos. devilfish made a Flash animation that utilized the webcam and some computer vision to render a 3D version of the music video. The main interaction takes place with the user holding a “tracking card” in front of the camera, by which the 3D video is rendered.
Julian Perretta’s Interactive Music Promo on Creative Review
Using computer vision and motion detection to create a visual drum. Cool stuff>
osu! is a tribute game to Osu! Tadake! Ouendan! and Elite Beat Agents from the NDS. It’s playable on PC and takes over the original game’s game mechanic. Further yet, players can make their own customized stage with their own choice of song.
Unlike in the original game, in osu! the background visuals can either be a still image or a pre-rendered video. Indication of the palyer’s performance, failure, and fever/combo becomes the responsiblity of the gauge UI.
An animation tool developed by MIT, in which users can create interactive games and animation in. Projects can be uploaded and shared. Appearantly a lot of youngsters enjoyed using this.
There’s other animating tools online similar to Scratch, but I find this to be really scripting/programming-oriented as well. Just take a look at the “Control” and “Sensing” tabs in the interface; those are practically programming elements visualized.
Here’s a game that functions the same way as music videos, namely, to promote a song.
http://www.rektor.no/index.php?go=princess
Retro game graphics are use, references to classical 2D fighting games and Dance Dance Revolution are used.
A music game for iPHone from Harmonix, which resonance a lot with Guitar Hero and Frequency. Users can select their own songs on their iPhone and play them as stages. Like Harmonix’s other music games, Phase‘s gameplay involves a 3D road with discs floating towards the screen, all of which supposedly are positioned according to the song’s rhythm. As the song is divided into segments, users complete each segment by sucessfully capturing the discs for that segment.
While the fact that Phase can use songs in your iTune to create levels may give it an edge over most of its preceeding music games, reviews pointed out that the levels created don’t always correspond to the music’s rhythm, making the player relying more on visual ques than the audio ques at times.
A music rhythm game on PSP and Playstation features the characters designed by Rodney A. Greenblat. It’s played by pressing the face buttons by the music score. The gameplay usually goes by having the player repeat a given rhythm pattern, though sessions of free-improvise may also appear.
Parappa the Rapper Official Website
What I find intriguing is that while there is a score that needs to be played correctly, players can also improvise and play out their own unique rhythm.
Frequency is one of Harmonix’s early music rhythm games and have been the forerunner of its later franchise, Guitar Hero. Harmonix later published Amplitude as a sequal to Frequency.
In the game, the player play as the FreQ, who manuveurs through a octagonal tunnel during the gameplay. The game looks like a racing game or flight simulation game in that the player controlls the FreQ’s movement as it travels between the 8 tracks of the tunnel.
Each stage has a song associated with it, which is broken down into 8 components, each linked to one of the tracks in the tunnel; to name a few, one track may be the vocal of the song, one may be the bass, one the synthesizer, and so on. While traveling on a track, the player has to sucessfully perform two segments by hitting the corresponding face buttons, which is arranged to sync with the song.
The game also allows players to remix their own track of music. Users may pick elements from the in-game songs and remix them into another song. These remix songs can also be played as stages, though there will also be no scores kept.
This game is originally on Sega Dreamcast, has been ported onto Wii, and appearantly can be played in arcade as well. With the same concept of music performance with mock instrument controllers (as Rockband and Guitar Hero), the controllers for the Dreamcast and arcade are two Maracas. Players have to shake the maracas in 6 different locations (defined by left/right and altitude). Occasionally, the player has to post a pose with the maracas as well.
Here is someone who got real crazy with the arcade.
I’m personally wondering if the game distinguishes between the right/left maracas during the gameplay. It appears that in the Menu mode, one maraca acts as the arrow pad and the other the Select button. The Dreamcast controllers are ultrasound sensors that works with a sensor bar, while the Wii version utilies the Wiimote and Nunchuk; for the latter, maraca attatchments are also available. The Dreamcast maraca controllers are, by the most part, considered to be too expensive.