Timbre, Genre, and Polystylism in Sonic the Hedgehog 3

In the soundtrack for the Sega Genesis game Sonic the Hedgehog 3 (1992), the genres represented include calypso, funk, carnival, new wave, prog rock, and more. Soundtracks for video games frequently shift genres this way, to create aesthetic themes for different levels or characters. Turning toward...

Full description

Bibliographic Details
Main Author: Megan Lavengood
Language:English
Published: Palgrave Macmillan 2019
Subjects:
Online Access:https://doi.org/10.17613/jqfv-ym78
id fthcommons:oai:hcommons.org/hc:27883
record_format openpolar
spelling fthcommons:oai:hcommons.org/hc:27883 2024-10-20T14:09:23+00:00 Timbre, Genre, and Polystylism in Sonic the Hedgehog 3 Megan Lavengood 2019 https://doi.org/10.17613/jqfv-ym78 English eng Palgrave Macmillan 1166421:Video games:topical 1030620:Music theory:topical 1071422:Popular music:topical 1030893:Musicology:topical 1740103:Video game music:topical 1095153:Research:topical 2019 fthcommons https://doi.org/10.17613/jqfv-ym78 2024-10-08T00:59:55Z In the soundtrack for the Sega Genesis game Sonic the Hedgehog 3 (1992), the genres represented include calypso, funk, carnival, new wave, prog rock, and more. Soundtracks for video games frequently shift genres this way, to create aesthetic themes for different levels or characters. Turning toward an account of the game’s soundtrack as a unified and continuous work, I posit that the music of Sonic the Hedgehog 3 might be understood as analogous to a series of “samples” within a polystylistic whole, following Leydon 2010. Leydon notes that instrumentation “bears the bulk of the semiotic burden” in communicating genre, but stops short of detailing how different instrumental timbres themselves might signify these genres. In my close analysis of two specific levels from Sonic the Hedgehog 3—Ice Cap Zone and Marble Garden Zone—I detail how timbre, as a musical parameter separate from instrumentation, can evoke specific inter-textual and extramusical associations from a listener, based on implied genres in the soundtrack. In doing this, I will show how timbre, a musical parameter that remains overlooked in a great deal of music analysis, might inform and en-hance dialogue in music analyses of genre within video game music and more broadly. Other/Unknown Material Ice cap Humanities Commons CORE Deposits
institution Open Polar
collection Humanities Commons CORE Deposits
op_collection_id fthcommons
language English
topic 1166421:Video games:topical
1030620:Music theory:topical
1071422:Popular music:topical
1030893:Musicology:topical
1740103:Video game music:topical
1095153:Research:topical
spellingShingle 1166421:Video games:topical
1030620:Music theory:topical
1071422:Popular music:topical
1030893:Musicology:topical
1740103:Video game music:topical
1095153:Research:topical
Megan Lavengood
Timbre, Genre, and Polystylism in Sonic the Hedgehog 3
topic_facet 1166421:Video games:topical
1030620:Music theory:topical
1071422:Popular music:topical
1030893:Musicology:topical
1740103:Video game music:topical
1095153:Research:topical
description In the soundtrack for the Sega Genesis game Sonic the Hedgehog 3 (1992), the genres represented include calypso, funk, carnival, new wave, prog rock, and more. Soundtracks for video games frequently shift genres this way, to create aesthetic themes for different levels or characters. Turning toward an account of the game’s soundtrack as a unified and continuous work, I posit that the music of Sonic the Hedgehog 3 might be understood as analogous to a series of “samples” within a polystylistic whole, following Leydon 2010. Leydon notes that instrumentation “bears the bulk of the semiotic burden” in communicating genre, but stops short of detailing how different instrumental timbres themselves might signify these genres. In my close analysis of two specific levels from Sonic the Hedgehog 3—Ice Cap Zone and Marble Garden Zone—I detail how timbre, as a musical parameter separate from instrumentation, can evoke specific inter-textual and extramusical associations from a listener, based on implied genres in the soundtrack. In doing this, I will show how timbre, a musical parameter that remains overlooked in a great deal of music analysis, might inform and en-hance dialogue in music analyses of genre within video game music and more broadly.
author Megan Lavengood
author_facet Megan Lavengood
author_sort Megan Lavengood
title Timbre, Genre, and Polystylism in Sonic the Hedgehog 3
title_short Timbre, Genre, and Polystylism in Sonic the Hedgehog 3
title_full Timbre, Genre, and Polystylism in Sonic the Hedgehog 3
title_fullStr Timbre, Genre, and Polystylism in Sonic the Hedgehog 3
title_full_unstemmed Timbre, Genre, and Polystylism in Sonic the Hedgehog 3
title_sort timbre, genre, and polystylism in sonic the hedgehog 3
publisher Palgrave Macmillan
publishDate 2019
url https://doi.org/10.17613/jqfv-ym78
genre Ice cap
genre_facet Ice cap
op_doi https://doi.org/10.17613/jqfv-ym78
_version_ 1813448889616826368