WEBVTT
Kind: captions
Language: en

00:00:00.000 --> 00:00:01.840
{What I Love!}

00:00:01.840 --> 00:00:08.400
Hello! I’m Scruffy, and today, I’m discussing&nbsp;
some fun bits of adaptive audio in Wii Play,&nbsp;&nbsp;

00:00:08.400 --> 00:00:11.200
which was a Nintendo party game from 2006 designed&nbsp;&nbsp;

00:00:11.200 --> 00:00:15.120
to showcase the features of the Wii’s&nbsp;
flagship controller, the Wii Remote.

00:00:15.120 --> 00:00:19.840
It was a cute little game, kinda felt like an&nbsp;
arcade, with these nine minigames with very small&nbsp;&nbsp;

00:00:19.840 --> 00:00:24.800
gameplay loops, and the goal in each one is just&nbsp;
to get a high score. But nearly every one of them&nbsp;&nbsp;

00:00:24.800 --> 00:00:30.800
had some little gem of adaptive music, music that&nbsp;
responded to gameplay conditions. For instance,&nbsp;&nbsp;

00:00:30.800 --> 00:00:35.440
one minigame was just a table tennis volley,&nbsp;
with electronic music that sounded pretty bouncy.

00:00:35.440 --> 00:00:39.600
[electronic music plays]

00:00:39.600 --> 00:00:44.480
But as the volley got faster, so would the tempo&nbsp;
of the music. Since it’s all played in real time&nbsp;&nbsp;

00:00:44.480 --> 00:00:49.280
with virtual MIDI instruments, that tempo&nbsp;
could change fluidly. Another example would&nbsp;&nbsp;

00:00:49.280 --> 00:00:53.920
be the billiards game, which featured this&nbsp;
jazzy tune between electric piano and bass.&nbsp;&nbsp;

00:00:53.920 --> 00:00:56.560
["Billiards" theme plays]

00:00:56.560 --> 00:00:59.840
And if you pocket a ball,&nbsp;
this brush snare gets added…&nbsp;&nbsp;

00:00:59.840 --> 00:01:03.234
["Billiards" theme plays with brush snare]

00:01:03.234 --> 00:01:07.600
And that all dynamically goes away on the&nbsp;
beat when it’s the next player’s turn.

00:01:07.600 --> 00:01:13.440
Really cool stuff. But I think the most complex&nbsp;
system comes from the last game in this selection:&nbsp;&nbsp;

00:01:13.440 --> 00:01:19.920
Tanks! In Tanks!, you play as a little toy tank on&nbsp;
a wooden floor, facing off against waves of enemy&nbsp;&nbsp;

00:01:19.920 --> 00:01:25.360
toy tanks. You need to fire little pellets and&nbsp;
lay little mines as you negotiate the increasingly&nbsp;&nbsp;

00:01:25.360 --> 00:01:31.360
challenging AI and attacks of each color of enemy&nbsp;
tank. These tanks also determine how the music&nbsp;&nbsp;

00:01:31.360 --> 00:01:36.560
sounds, and since the music is played with MIDI&nbsp;
instruments, it can change on a dime as soon as&nbsp;&nbsp;

00:01:36.560 --> 00:01:41.920
a tank is dispatched. So let's break down the&nbsp;
surprisingly intricate system governing this.

00:01:42.720 --> 00:01:45.120
When a stage starts, you hear the following intro,&nbsp;&nbsp;

00:01:45.120 --> 00:01:48.647
and then it leads into a&nbsp;
very short loop. Here goes:

00:01:48.647 --> 00:02:01.723
[An arrangement of the "Tanks!" theme plays]

00:02:01.723 --> 00:02:06.480
And that's it, really. A little pastiche of&nbsp;
military fanfare with a toyish snare drum&nbsp;&nbsp;

00:02:06.480 --> 00:02:09.120
and flutes, and only four measures to the loop.&nbsp;&nbsp;

00:02:09.760 --> 00:02:13.360
It's the layers that are added or&nbsp;
subtracted that make this interesting.

00:02:14.080 --> 00:02:17.120
On stage 1, you'll hear no&nbsp;
difference. The brown tank,&nbsp;&nbsp;

00:02:17.120 --> 00:02:22.320
which stays in place and fires at the player&nbsp;
very seldom, doesn't change the music on its own.

00:02:22.320 --> 00:02:26.320
In stage 2, you meet a grey&nbsp;
tank, which moves around...&nbsp;&nbsp;

00:02:26.320 --> 00:02:30.480
and fires very seldom. It adds a little&nbsp;
metronome sound layer to the music.

00:02:30.480 --> 00:02:33.280
["Tanks!" theme with metronome plays]

00:02:33.280 --> 00:02:38.640
Now in stage 3, we jump up to two grey tanks and&nbsp;
a brown tank, which introduces another feature&nbsp;&nbsp;

00:02:38.640 --> 00:02:44.640
of this system: the number of enemy tanks in the&nbsp;
stage influences what timpani pattern gets added.&nbsp;&nbsp;

00:02:45.440 --> 00:02:49.840
These three tanks together add this&nbsp;
timpani part, which I’ll call “timpani A.”&nbsp;&nbsp;

00:02:49.840 --> 00:02:51.840
["Tanks" theme with timpani A plays]

00:02:51.920 --> 00:02:57.200
If you defeat one of these tanks, timpani A goes&nbsp;
away. The same with stage 4, where there are two&nbsp;&nbsp;

00:02:57.200 --> 00:03:02.320
brown and two grey tanks. Get the number of&nbsp;
tanks below three, and timpani A goes away.&nbsp;&nbsp;

00:03:02.880 --> 00:03:08.400
But notice that the grey tank is taking priority&nbsp;
here: we can still hear its metronome in the mix.&nbsp;&nbsp;

00:03:08.400 --> 00:03:13.920
That’ll be important too, this idea of priority:&nbsp;
it scores whichever tank is the most dangerous.

00:03:14.800 --> 00:03:20.960
And in stage 5, the most dangerous tank is the teal tank,
two of&nbsp;them in fact. They fire rocket-powered pellets&nbsp;&nbsp;

00:03:20.960 --> 00:03:26.800
that travel extra fast. Where the brown and grey&nbsp;
tanks were “regular” tanks, the teal tank is a&nbsp;&nbsp;

00:03:26.800 --> 00:03:33.120
“special” tank. Firstly, just one of these teal&nbsp;
tanks on stage is enough to activate timpani A.&nbsp;&nbsp;

00:03:34.080 --> 00:03:39.440
But if you have three or more of them, then you’ll&nbsp;
get timpani B, an alternate timpani pattern that&nbsp;&nbsp;

00:03:39.440 --> 00:03:44.904
focuses on offbeats. You can also hear that these&nbsp;
teal tanks introduce a layer of cymbal crashes.&nbsp;&nbsp;

00:03:44.904 --> 00:03:49.920
["Tanks!" theme with cymbals and timpani B plays]

00:03:49.920 --> 00:03:54.560
And finally, “special” tanks like these do&nbsp;
something unique to the music when there&nbsp;&nbsp;

00:03:54.560 --> 00:04:00.000
are fewer than 3 tanks left. I call&nbsp;
this “boss mode,” as though this tank&nbsp;&nbsp;

00:04:00.000 --> 00:04:05.520
becomes the final boss of the stage. For teal&nbsp;
tanks, when the last remaining tank is teal,&nbsp;&nbsp;

00:04:05.520 --> 00:04:10.180
the snare drum is removed, leaving just&nbsp;
timpani, metronome, and cymbals for percussion.&nbsp;&nbsp;

00:04:10.180 --> 00:04:14.640
["Tanks" plays in teal-tank boss mode]

00:04:14.640 --> 00:04:20.880
Somehow that feels more… final? Climactic?&nbsp;
Anywho, you’ll see that appear from now on as&nbsp;&nbsp;

00:04:20.880 --> 00:04:26.480
we go through more powerful “special” tanks. And,&nbsp;
without looking internally, I can’t really extract&nbsp;&nbsp;

00:04:26.480 --> 00:04:31.520
a pattern here, it seems kind of custom-made&nbsp;
for each tank. But I’ll make a chart at the end.

00:04:32.640 --> 00:04:37.920
So, next comes the yellow tank, which doesn’t&nbsp;
shoot much, but moves fast and lays mines often.&nbsp;&nbsp;

00:04:38.720 --> 00:04:42.000
These add a bass drum layer that&nbsp;
works well with its other layers:&nbsp;&nbsp;

00:04:42.000 --> 00:04:44.000
cymbals, metronome, and timpani A.&nbsp;&nbsp;

00:04:44.000 --> 00:04:49.280
["Tanks" theme with bass drum plays]

00:04:49.280 --> 00:04:53.840
You’ll often hear it with timpani B though, as&nbsp;
long as there are at least three tanks remaining,&nbsp;&nbsp;

00:04:53.840 --> 00:04:57.760
and a majority of those tanks are&nbsp;
special tanks. The yellow tank also&nbsp;&nbsp;

00:04:57.760 --> 00:05:01.520
removes the snare drum during its “boss&nbsp;
mode,” when it’s the only tank left.

00:05:01.520 --> 00:05:06.880
["Tanks" plays in yellow-tank boss mode]

00:05:06.880 --> 00:05:13.680
Next are red tanks, which move and fire often,&nbsp;
with clever ricochets in mind. These guys disrupt&nbsp;&nbsp;

00:05:13.680 --> 00:05:19.280
the established patterns so far. They come with&nbsp;
cymbals, but they also come with timpani B,&nbsp;&nbsp;

00:05:19.280 --> 00:05:23.840
even if there’s only one on the field.&nbsp;
They’re the only ones that do that.&nbsp;&nbsp;

00:05:23.840 --> 00:05:28.640
And now, if a red tank is the most powerful tank of&nbsp;
two remaining tanks, the snare drum gets cut.&nbsp;&nbsp;

00:05:28.640 --> 00:05:32.800
["Tanks!" theme plays without snare drum]

00:05:32.800 --> 00:05:36.400
If you beat the other tank and the&nbsp;
red tank is the only tank remaining,&nbsp;&nbsp;

00:05:36.400 --> 00:05:39.920
add the snare drum back in. See&nbsp;
how disruptive these tanks are?

00:05:40.800 --> 00:05:46.240
But it gets better, next are green tanks, which are&nbsp;
stationary but shoot rocket-powered pellets that&nbsp;&nbsp;

00:05:46.240 --> 00:05:52.080
ricochet twice, allowing them to calculate and&nbsp;
pull off these long-range trick shots on you. They&nbsp;&nbsp;

00:05:52.080 --> 00:05:58.640
add cymbals, bass drum, tuba, and tubular bells,&nbsp;
some more classic military band instruments.&nbsp;&nbsp;

00:05:58.640 --> 00:06:02.480
["Tanks" theme, green-tank variation plays]

00:06:02.480 --> 00:06:07.440
But they have even more special conditions. If&nbsp;
they make up the majority of three tanks left,&nbsp;&nbsp;

00:06:07.440 --> 00:06:13.760
switch to timpani A, instead of B. If they’re the&nbsp;
most powerful of two tanks left, remove the snare&nbsp;&nbsp;

00:06:13.760 --> 00:06:20.800
drum. And if the only tank left is green, remove&nbsp;
the bass drum. So now the only low end is the&nbsp;&nbsp;

00:06:20.800 --> 00:06:25.680
tuba, sometimes removing percussion really does&nbsp;
increase the tension in a final moment like this.

00:06:27.520 --> 00:06:31.680
Green tanks win priority against every&nbsp;
other tank we’ve mentioned so far,&nbsp;&nbsp;

00:06:31.680 --> 00:06:36.880
and also against the next tank on the list,&nbsp;
purple tanks. They’re like red tanks but they&nbsp;&nbsp;

00:06:36.880 --> 00:06:42.560
move faster and lay mines occasionally. And on&nbsp;
their own they get cymbals, bass drum, and tuba,&nbsp;&nbsp;

00:06:42.560 --> 00:06:47.280
removing the bass drum if they’re the last tank&nbsp;
left. But if they still share a stage with a&nbsp;&nbsp;

00:06:47.280 --> 00:06:52.880
green tank, the green tank’s music wins out.&nbsp;
The only thing that overpowers a green tank is:

00:06:52.880 --> 00:06:58.320
What I’m calling “super special tanks.”&nbsp;
These are the ones you only meet far into&nbsp;&nbsp;

00:06:58.320 --> 00:07:05.200
the game. The first ones, white tanks, are met&nbsp;
at stage 20, the final stage of a normal game.&nbsp;&nbsp;

00:07:05.760 --> 00:07:10.480
They turn invisible when the stage starts, so&nbsp;
you can only see their tank tracks, pellets,&nbsp;&nbsp;

00:07:10.480 --> 00:07:17.280
and mines. They feature metronome, cymbals, bass&nbsp;
drum, tuba, and synthesizer, perhaps scoring&nbsp;&nbsp;

00:07:17.280 --> 00:07:27.040
their supernatural nature. And they supersede&nbsp;
all other tanks. If it’s among two tanks left,&nbsp;&nbsp;

00:07:27.040 --> 00:07:33.440
remove the cymbals, but keep timpani B. If&nbsp;
it’s the only tank left, remove the metronome,&nbsp;&nbsp;

00:07:33.440 --> 00:07:40.080
keep the snare drum, and switch to timpani A.&nbsp;
Whew… there is but one tank that can take priority&nbsp;&nbsp;

00:07:40.080 --> 00:07:45.840
over this complex system. To find it, you not only&nbsp;
have to win stage 20 and return to the main menu,&nbsp;&nbsp;

00:07:45.840 --> 00:07:50.000
you have to go back in, get all the way&nbsp;
back through stage 20, and now find that&nbsp;&nbsp;

00:07:50.000 --> 00:07:55.920
there are 80 more stages to tackle. If you&nbsp;
manage to get to stage 50, you encounter:

00:07:55.920 --> 00:08:01.360
Black tanks. These are the most powerful&nbsp;
tanks, traveling the fastest of all,&nbsp;&nbsp;

00:08:01.360 --> 00:08:07.200
laying mines, and firing rocket-powered pellets&nbsp;
at a far greater rate than teal or green tanks.&nbsp;&nbsp;

00:08:07.200 --> 00:08:12.800
And if at least one black tank is on the stage,&nbsp;
you get the smorgasbord of layers in the music.&nbsp;&nbsp;

00:08:12.800 --> 00:08:19.680
Metronome, cymbals, tuba, tubular bells, synth,&nbsp;
no snare drum for added tension, and timpani B.&nbsp;&nbsp;

00:08:19.680 --> 00:08:25.920
It overrides everything, as it should! ...As the&nbsp;
most formidable enemy this minigame can offer.&nbsp;&nbsp;

00:08:25.920 --> 00:08:31.760
And is it really a “mini” game at this point?&nbsp;
There are a hundred stages, each with a unique&nbsp;&nbsp;

00:08:31.760 --> 00:08:37.360
progression of adaptive music simply because the&nbsp;
strongest tank dictates the percussion, and you&nbsp;&nbsp;

00:08:37.360 --> 00:08:42.960
defeat tanks in a unique order. You may hear&nbsp;
the same four measures of music over and over,&nbsp;&nbsp;

00:08:42.960 --> 00:08:48.000
but you’ll never hear it quite the same way twice.&nbsp;
That’s why this game deserved to be talked about.

00:08:48.960 --> 00:08:54.640
And now, here’s a chart of all the layers in this&nbsp;
piece of music, and, to the best of my knowledge,&nbsp;&nbsp;

00:08:54.640 --> 00:08:59.840
what tanks make them occur. Feel free to&nbsp;
pause the video to take it in, I suppose,&nbsp;&nbsp;

00:08:59.840 --> 00:09:05.600
and see how much variety can come from using&nbsp;
both enemy type and enemy number as inputs in&nbsp;&nbsp;

00:09:05.600 --> 00:09:10.960
this adaptive music system. Now, I’d like&nbsp;
to thank my friends Wolfgang and DavoGato&nbsp;&nbsp;

00:09:10.960 --> 00:09:16.320
for their help as always in making these videos.&nbsp;
And I’d like to thank my supporters on Patreon,&nbsp;&nbsp;

00:09:16.320 --> 00:09:21.360
who help keep my video-making process sustainable.&nbsp;
If you’d like to support my work directly,&nbsp;&nbsp;

00:09:21.360 --> 00:09:26.560
and get perks like your credit here, seeing&nbsp;
videos early, a vote on what music I arrange,&nbsp;&nbsp;

00:09:26.560 --> 00:09:31.120
and more behind-the-scenes content, you can visit&nbsp;
my Patreon link in this video’s description.

00:09:31.760 --> 00:09:35.840
And with that, I’m Scruffy, and&nbsp;
thank you very much for watching.

