During my last semester of college my composition professor went on sabbatical, and the music department brought in a temporary replacement from another school. While my old prof had a frivolous experimental streak — he once had us write pieces to cover up the nameplates outside people’s offices — the new guy was much more traditional.
One day I went to his office to show him a piece I was working on for class. It was just melodic fragments with some chord symbols sketched out underneath, but I wanted his opinion on the direction I was taking. He looked it over and asked, “What’s the instrumentation?”
I hadn’t decided yet, and told him so.
He stared back quizzically. “I don’t see how you can compose without knowing what you’re composing for,” he said. “I always keep the instruments in mind.”
I don’t really work that way, I said, and we got to talking about The Real Book.

The Real Book is a bible for jazz musicians. It contains hundreds of pages of music like this one, called lead sheets. Lead sheets are stripped down transcriptions that contain just a melody and chord symbols; no instrumentation, no dynamic markings, no detailed arrangements. And it is this tradition, not the classical one, that has informed my compositional thinking — much to my new professor’s chagrin.
The Real Book’s lead sheets are based on separating content from form, somewhat like the functional division between HTML and CSS. The written part — melody and chords — contains the core identity of the piece. This must be present in some respect for the performance to be recognizable. However, virtually all of the formal considerations — what the instruments will be, how the chords will be voiced, how long the solos will last, and so on — are at the discretion of the performers.
As someone from a jazz and popular music background, I typically consider a piece independently of a particular recording’s qualities. When I listen to Thelonious Monk play “Between the Devil and the Deep Blue Sea,” for example, I hear the angular melodic lines and playful reharmonizations in the context of a baseline “regular” version (say, George Harrison’s), but I still keep the two separate. Whether or not Monk is too dissonant for your ear is a completely separate issue from whether you think “Between the Devil and the Deep Blue Sea” is a good song.
That separation, incidentally, is why I argue for the quality of old game music — as far as I’m concerned, focusing on the “fake,” low-fidelity sound misses the point. The music is there; the rest is aesthetics.
(UPDATE: Be sure to see Tommy’s response to the following criticism in the comments; as it turns out, we’re on the same page.)
Here’s a snip from game composer Tommy Tallarico’s interview with Guinness World Records:
Isn’t video game music just a constantly repeating loop of blips and bleeps? How can this be a full-time job?
This is actually a huge misconception among people who haven’t played a game in awhile. The reality is that when I first got involved in the game industry over 18 years ago a lot of the music was short repetitive bleeps & bloops. This was because the technology at the time didn’t allow for real music and live musicians. [...] In the mid 90’s DVD’s became a viable storage medium for games. Once this happened, composers and musicians could now use real instruments to create game music. It was an exciting time because no one had ever hear [sic] their video games make these kinds of sounds before.
And this is from the biography on his website:
Tommy Tallarico is a veritable video game industry icon. As one of the most successful video game composers in history, he has helped revolutionize the gaming world, creating unique audio landscapes that enhance the video gaming experience. He is considered the person most instrumental in changing the game industry from bleeps & bloops to real music now appreciated worldwide by millions of fans.
Tallarico rightly dispels the misconception that game music hasn’t evolved past “bleeps and bloops”, but he perpetuates another misconception in the process: namely, that game music before the DVD era was not “real” music.
I have a lot of respect for Tommy — he is, after all, the most prolific game composer of all time. But the idea that old game music was not “real” is a load of bull.
Yes, some of the lasting appeal of old game music can undoubtedly be attributed to nostalgia — but not all of it. There is artistic merit to the pieces of the 8- and 16-bit era that is irrespective of the technical limitations imposed by the hardware. The fact that they are performed by now-antiquated synths does not preclude them from categorization as “real music.”
As the co-creator of Video Games Live, Tallarico must have noticed the continued popularity of Mario and Zelda music. I think that, in his excitement over the new possibilities afforded by modern consoles, he has underestimated the compositional quality of older game music. He has conflated content with form.
(By the way, that lead sheet up above is actually the Koopa Beach theme from Super Mario Kart. Out of context, its harmonic language is indistinguishable from a bona fide jazz standard. But hey, it’s all just bleeps and bloops, right?)