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The 50 Best Rock & Roll Video Games of All Time

From "KISS Pinball" to "Guitar Hero," a guide to 30 years of games that rock. By Scott Steinberg

SCOTT STEINBERG

Posted Oct 31, 2008 12:25 PM

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1978

Simon

FROM: Milton Bradley

BEHIND THE MUSIC: Launched May 15th at Studio 54, this Jurassic forerunner to today's touch-sensitive Nintendo DS featured four colored buttons (red, green, yellow, blue) and three simple variations. Memorization's the goal, with players required to repeat back a randomized or user-created sequence of lights and tones with a simple poke. Named for "Simon Says" and created by Ralph Baer, who also invented home console gaming with 1972's Magnavox Odyssey, it quickly became an American institution, and is still available for purchase today.

WHY IT ROCKS: Besides single-handedly popularizing handheld electronic entertainment and directly influencing every subsequent system from Game Boy to PlayStation Portable, its pattern-based action set the mold for nearly all successive music-themed titles. That goes double for many of the current generation's most "innovative" offerings, which simply require enthusiasts to play back notes synchronized to audiovisual prompts that appear onscreen.

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1978

KISS Pinball

FROM: Bally

BEHIND THE MUSIC: Resplendent in dragons, flames, lightning bolts and black-and-white face paint, this classic flipper-swatter features enough flashing lights and table-shaking tones to pass for one of its headliners' infamous stage acts.

WHY IT ROCKS: Lovingly showcases Gene Simmons' proboscis-like tongue, and offers chilling foreshadowing as to fellow rockers' insatiable appetite for high-tech merchandising that would follow. Amusingly, later reprised with a horrible, but unrelated PC/PlayStation follow-up which didn't even feature licensed music or speech samples.

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1983

Journey

FROM: Bally/Midway

BEHIND THE MUSIC: Riding high on 1983's Number Two-charting Frontiers album, and with spirits undoubtedly buoyed by a recent Budweiser sponsorship (among the industry's first), the San Francisco balladeers were tapped by coin-operated amusement staple Bally Midway to computerize their brand of rock. The setup: Controlling band members with cartoon torsos and black-and-white photos for heads, avoid or blast glowing alien adversaries while collecting instruments to be rewarded with an animated concert complete with a cassette player-fueled rendition of "Separate Ways." Recently named one of Game Informer's Top 10 Worst Licensed Game Ideas Ever, we can only assume editors hadn't played Data Age's Journey Escape for Atari 2600. Released a scant year earlier, this home-console counterpart, also inexplicably set in space, had players fighting intergalactic groupies (hearts with legs) and promoters (floating heads) with the help of roadies in hopes of reaching your insect-like spaceship.

WHY IT ROCKS: Marks the first time a band got its own video game — before Journey, it was only pinball. The title also paved the way for every other band appearance in a game since, and shows that the relationship between rock and games — and their combined ability to draw a crowd — goes back to long before anyone ever thought to debut a single (hello Billy Corgan and Axl Rose) in interactive form.

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1984

Will Harvey's Music
Construction Set

FROM: Electronic Arts

BEHIND THE MUSIC: Fifteen-year-old Will Harvey was an Apple II protégé who built this intuitive, drag-and-drop user-interface powered, if tedious to operate, song building kit while still in high school. File under Did You Know: He later went on to found popular massively multiplayer 3D online universe There.com.

WHY IT ROCKS: One of the earliest forerunners of Pro Tools, it proved there was a voracious appetite for music-themed desktop titles. The program also provided an early hit for then-nascent publisher Electronic Arts long before Madden NFL debuted, which would later generate star-powered soundtracks that got bands like Good Charlotte thousands of spins.

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1984

Break Dance

FROM: Epyx

BEHIND THE MUSIC: California Games wasn't even a twinkle in Epyx's eyes when the company first offered Commodore 64 owners the chance to do the worm by using joystick inputs to repeat back computerized dancers' moves.

WHY IT ROCKS: Primitive as popping-and-locking may seem here, it nonetheless kicked open the door for game makers to shine the light on musical subcultures, not just songs. Besides, rudimentary as the animation is, every move looks like you're doing the robot.

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1985

Frankie Goes to
Hollywood

FROM: Denton Designs/Ocean

BEHIND THE MUSIC: Launched on British home micros, this offbeat adventure saw you playing mini-games, solving murders and otherwise attempting to escape life as a boring, nondescript sod on Liverpool's streets. Admittance to the fabled Pleasuredome, the ultimate goal, came at a price, though: Specifically, having to boost your sex, war, love and religion attributes, each statistic inspired by ciphers on the dance-pop staple's album covers.

WHY IT ROCKS: Hailed as a classic across the pond, it helped break down barriers for independent gamemakers and was amongst the first titles to dabble with symbolism. (A prominent genre fixture in the decadent celebrity multimedia "experiences" released nearly a decade following.) Plus, it had "Relax (Don't Do It)"!

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1988

Rock Star Ate My
Hamster

FROM: Codemasters

BEHIND THE MUSIC: As much budget-balancing challenge as interactive satire, this money-juggling game tasks you, as scummy manager Cecil Pitt, with guiding pop star parodies like "Dorrissey," "Maradona" and "Bill Collins" to gold-selling status.

WHY IT ROCKS: For the first time, chronicles almost every aspect of recording industry self-production/promotion, from gigging and publicity stunts to dealing with piracy and shooting videos. Also, "Bruce Stringbean" and "Tina Turnoff" still make us giggle.

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1989

Rockstar

FROM: Wizard Games

BEHIND THE MUSIC: A forgotten desktop gem, this all-text outing is the earliest popular business simulation to fully embrace the shadier aspects of backstage life, including use of controlled substances and groupie exploitation.

WHY IT ROCKS: Generations before Midway's NARC remake glorified narcotics, it actually offered you the opportunity to manage coke or pot intake, with side-effects ranging from creativity boosts to painful stints in rehab.

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1990

Michael Jackson's Moonwalker

FROM: Sega

BEHIND THE MUSIC: A "Smooth Criminal"-era arcade and Genesis title that saw the King of Pop shimmying it out with suited thugs to rescue kidnapped children, before that concept became so ironic.

WHY IT ROCKS: You mean, apart from an inexplicable cameo by Bubbles, who turns you into a laser-spewing robot? Reasonably enjoyable to play, and featuring MJ's creative input, it showed that with a little TLC, even the strangest SoundScan spin-off could be good.



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1990

Miracle Piano Teaching System

FROM: The Software Toolworks

BEHIND THE MUSIC: While actual owners were rare due to its wallet-crushing $500 price, this keyboard-touting piano trainer enjoyed high visibility as a standout catalog and marketing piece for the Nintendo Entertainment System.

WHY IT ROCKS: One of few titles that aimed to expand the mega-popular console (and its wide-eyed grade school audience)'s musical ambitions, and further served to illustrate set-top systems' viability for use with more than just mindless platform-hoppers. Plus, if you could convince your parents to purchase it, any other essential cartridge — Final Fantasy, Ninja Gaiden or Bionic Commando — looked like a steal by comparison.

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1990

Loom

FROM: LucasArts

BEHIND THE MUSIC: Adventure games (mouse-driven scavenger hunts interwoven with quirky dialog and poorly-animated cut-scenes) were once huge on home computers, but largely confined to formulaic fantasy, sci-fi and tongue-in-cheek outings. At least, until genre kingpin LucasArts told the haunting tale of Bobbin Threadbare, a magical Weaver who uses combinations of notes to string together tunes that act as puzzle-solving spells. Rather than simply chat or collect items, a mystic staff was employed to craft these otherworldly ditties, which could also be played in reverse to create opposing effects (bleaching vs. dyeing clothes) and, as a result, still more haunting jingles.

WHY IT ROCKS: The first of its ilk to explore melody as a control method, as well as a best-seller and instant classic, a pair of planned sequels never materialized due to team members' preoccupation with other projects.

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1991

The Blues Brothers

FROM: Titus

BEHIND THE MUSIC: Back at the dawn of the '90s, Americans had Super Nintendo systems with smooth scrolling, vibrant graphics and sprawling adventures starring dynamic duo Mario and Luigi. French gamers? They were packing pre-Windows IBM PCs with limited visual capabilities, clunky keyboard control schemes, blocky visuals and (sacrebleu!) clumsy approximations starring Jake and Elwood. The goal: Get the bros (running from the cops, of course) to a concert by hurling objects at enemies.

WHY IT ROCKS: Once upon a time, for desktop systems, its performance was actually state-of-the-art, and — in a biz milestone — gave a fictional musical act its premier virtual chance to shine. Now, about that Spinal Tap treatment ...

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1992

Motörhead

FROM: Virgin Games

BEHIND THE MUSIC: Picture Streets of Rage, only with a handlebar mustache and fondness for biker gear. When Lemmy's bandmates get kidnapped, Mr. Kilmister takes to the streets, assaulting backwards ball-cap-sporting chumps with fist, bass, guitar or flame-spitting belch. Released only for the Euro-centric Amiga and Atari ST computers.

WHY IT ROCKS: In a tip of the hat, and facial mole, to David Hasselhoff, illustrates that just because you can't sell two units in North America doesn't mean you can't be a cult icon in the Old World. It's probably still huge in Lithuania.

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1992

Make My Video series

FROM: Digital Pictures

BEHIND THE MUSIC: Drunk with the power of CD storage — capable of holding hundreds of times more audiovisual data than floppy disks, the previous computing medium du jour — our forerunners sagely assumed that digitized video and interactive movies (versus, say, creativity and innovative gameplay) were the future. This game let you play director by mixing and matching a limited selection of grainy video clips to provide a visual accompaniment to songs by Kris Kross and Marky Mark.

WHY IT ROCKS: You mean apart from the fact that, unlike the musicians these games feature, we're still talking about said titles today? Sheer comic relief. See Power Factory Featuring C&C Music Factory, whose oddly lit, neo-industrial backdrops and diabolical close-up shots better suit a Saw flick than anything rated as suitable for consumption by Walkman-loving children. "Things That Make You Go Hmmm," indeed.

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1992

Crüe Ball

FROM: Electronic Arts

BEHIND THE MUSIC: Pinball goes glam, with digitized renditions of "Dr. Feelgood," "Live Wire" and "Home Sweet Home" offered in addition to the vertically scrolling, on-table action, which serves up targets like maggots and skulls to squash.

WHY IT ROCKS: Heavy metal plus pinball and a special appearance by group mascot Alister Fiend? If you weren't, like, so there at the time, dude, chances are you didn't have a Y chromosome.



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1994

Revolution X

FROM: Acclaim

BEHIND THE MUSIC: Packing a full-size machine gun in the arcade or SNES/Genesis/PC controller, overthrow the fun-squashing New Order Nation regime and save Aerosmith in a series of shooting gallery engagements.

WHY IT ROCKS: Educational value. Street scholars learn the perils of hyperbole (CDs and laserdiscs double as grenades); poor contractual negotiation (Steven Tyler's contributions mostly include shrieks of "Don't give uuuuupp!"); and filtering social commentary through the marketing department's eyes (enemies are led by the sunglass-/leather bustier-sporting dominatrix Headmistress Helga, natch).

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1994

C.P.U. Bach

FROM: MicroProse

BEHIND THE MUSIC: Designed by legendary developer Sid Meier (Civilization, Pirates!), this bizarre side-project, released for the ill-fated 3DO console, let you set parameters for the software to create virtual concertos around. Sadly, given the system's limited sell-through, audiences remained mostly deaf to the program's potential.

WHY IT ROCKS: Relative obscurity aside, brought classical composition to the mainstream in a way that's yet to be topped, with Nintendo's promising Wii Music arriving only now, nearly 15 years later.

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1995

Quest for Fame

FROM: Virtual Music/IBM

BEHIND THE MUSIC: Fusing an ill-conceived electronic gadget (chunky plastic wedge the v-pick: strum on any surface, like a table or tennis racket, to play featured tracks) and adventure (compete to headline a stadium show with Aerosmith), it's a living monument to CD-ROM era excess.

WHY IT ROCKS: Yet another inexplicable cameo op for Tyler and Co., the rhythm-based mechanics and obvious thematic similarities plant the seeds for Guitar Hero's eventual arrival. Most importantly, through the game's spectacular failure, underscores the need for controllers that you wouldn't feel embarrassed for using in public.

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1996

EVE

FROM: Real World Multimedia

BEHIND THE MUSIC: Second in ultra-prolific songwriter Peter Gabriel's experimental blends of art and music. (First was Xplora 1, more collection of audiovisual oddities than game). Wander surreal worlds poking and prodding to enjoy occasional video and musical interludes.

WHY IT ROCKS: Vague allusions to comprehending the relationship between man, woman and nature reveal artists' pretentious nature isn't limited to musical works alone, since it's basically an overgrown picture book for 21st century hippies. Translation: Think Myst meets mescaline with spectacular results.



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1997

PaRappa the Rapper

FROM: SCEA

BEHIND THE MUSIC: A quirky Japanese PSOne import which challenged players, as a paper doll pooch, to bust a move by pressing buttons in time to featured beats. Do so correctly, and you drop mad science on onion-headed senseis, moose driving instructors, Rastafarian frogs and chickens that pass for chefs. Captivating domestic audiences with its sing-song vibe, hypnotic play and psychedelic cardboard cutout aesthetic, it's still one of the freshest interactive approximations of MCing hip-hop heads will find.

WHY IT ROCKS: Brought the "rhythm game" category home to North American shores, which eventually gave birth to countless hip-wiggling rivals from Unison to Bust a Groove.

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1997

Beatmania

FROM: Konami

BEHIND THE MUSIC: A DJ simulation that equipped you with five keys and a turntable, demanding that players scratch their way through techno, drum-n-bass and hip-hop tracks. Originally launched in Japanese arcades, it's credited with starting the faux instrument craze, and launching Konami music game division Bemani's eponymous, signature line of ridiculous accessory-equipped, tune-making titles.

WHY IT ROCKS: Drafted the blueprint upon which nearly every single breakout music game success story has since been built. Dance Dance Revolution, played by physically shimmying on a virtual stage, is a direct descendant.

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1998

Spice World

FROM: Psygnosis

BEHIND THE MUSIC: Released at the height of Spice mania, Geri Halliwell, Melanie Brown, Victoria Beckham and cohorts from the 55 million record-selling supergroup become yours to control in custom-built dance-offs.

WHY IT ROCKS: Spearheaded Girl Power's conquest of the digital realm, shattering the simulated glass ceiling for every Cheetah Girls and Hannah Montana title to come.

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1998

Sex 'n Drugs 'n Rock 'n Roll

FROM: Sensible Software

BEHIND THE MUSIC: Canceled due to controversial themes, which no publisher would tackle in the halcyon, pre-Grand Theft Auto days, this long-lost classic would've been a risqué adventure chronicling desperate rock star Nigel's rise to the top. Creator Sensible Software's self-described "multimedia experience" included 15 hours of lewd dialogue, animated music videos and a hero who could huff illicit substances, masturbate and, if he eschews condoms, even contract AIDS from groupies.

WHY IT ROCKS: Nearly 10 years in development, its production saga — conceived during home computing's dawn, intended to launch its maker into the 3D era, signed to Warner International, sold, dropped, beatified online — parallels that of legendary records.

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1998

Guitar Freaks

FROM: Konami

BEHIND THE MUSIC: A breakout smash in Far Eastern arcades: Armed with a Fender-like plastic guitar controller featuring color-coded buttons and a motion sensor, shred along to on-screen graphical indicators.

WHY IT ROCKS: Sound familiar? Despite Konami's failure to capitalize on the series' popularity in the US, the original "guitar hero" predates its best-selling cousin by the better part of a decade. Somewhere out there, we just know there's an developer still weeping into his Schlitz.

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1998

Dance Dance Revolution

FROM: Konami

BEHIND THE MUSIC: The arcade game that inspired a cultural revolution. Standing on a virtual dance stage, work up a rhythm then step, jump and twist in time to floating arrow icons, and J-Pop hits, to perform something resembling an actual rump-shaking routine. Celebrates its 10th anniversary in November, with new releases such as Dance Dance Revolution X and Universe 3 keeping the time-honored tradition of couch-potato choreography going strong.

WHY IT ROCKS: Inspired local and national dance competitions; muscled its way into gyms the globe over; inspired a generation of footloose tweens who could contort like pretzels at the local Dave & Buster's but barely shoulder lean otherwise; spawned over 100 hernia-inducing sequels; made local quarter-munching dives cool again; and gave us all something to gawk at. Plus, actually adopted by states like West Virginia as part of state PE programs to combat childhood obesity, a marked step up from ego-crushing kickball competitions and those thigh-chafing ropes.



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1999

Wu-Tang Shaolin Style

FROM: Activision

BEHIND THE MUSIC: Staten Island's campy kung-fu clique (RZA, GZA, Raekwon — nine brawlers from Inspectah Deck to U-God appear) pummel martial arts-wielding opponents with karate kicks, special weapons and fatalities. Shocker: ODB favors drunken style moves, including an inexplicable decapitating finisher.

WHY IT ROCKS: While of questionable quality and subject to a lukewarm critical reception, proved there's ample room in the 3D space to expand an artist's surrounding mythology, as evidenced by 50 Cent's later efforts.

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1999

Um Jammer Lammy

FROM: SCEA

BEHIND THE MUSIC: Spin-off of popular PaRappa the Rapper series which introduced fans to Lammy, lamb guitarist of band MilkCan, who — with the aid of well-timed key presses — must jam her way to a gig she's late for.

WHY IT ROCKS: Exhibited how the basic rhythm game formula was easily transportable between musical genres, opening the door for punk, pop, rap and metal to later join the soiree.

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1999

Samba de Amigo

FROM: Sega

BEHIND THE MUSIC: A cult hit in arcades and on Sega's Dreamcast console, which put plastic maracas in your hands and had you shake-shake-shake through a trippy, Latin-flavored world of sombrero-clad monkeys and dancing bears.

WHY IT ROCKS: Taught an essential lesson: Even the seemingly dumbest activity can be made 10 times cooler when it involves physically waving some gonzo electronic accessory and the kind of sensory backdrop only LSD could inspire.

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1999

Vib-Ribbon

FROM: SCEA

BEHIND THE MUSIC: PaRappa creator and musical game genre pioneer Masaya Matsuura outdoes himself here, allowing you to insert any music CD into your PlayStation and enjoy uniquely-generated level designs. Wireframe graphics complement the action, featuring a female rabbit running along a single-line pathway and avoiding obstacles as tracks play in the background.

WHY IT ROCKS: The first title to turn your record collection into an endless source of button-mashing replay value.

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1999

MTV Music Generator

FROM: Codemasters

BEHIND THE MUSIC: A flagship music creation program built for PC and console platforms that (amen) actually made playing producer easy for once by enabling owners to quickly and painlessly mix riffs, beats, sound effects and 3D visualizations.

WHY IT ROCKS: Explored the much-ignored subject of stepping behind the actual boards and dialing up dance-ready joints (yours to distribute free of royalties or licensing restrictions) for non-commercial purposes. Who knows how many DJs it inspired?

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2000

Space Channel 5

FROM: Sega

BEHIND THE MUSIC: Parrot back moves according to displayed prompts to make cosmic reporter Ulala blast aliens, rescue human captives and otherwise jiggle her way through an intergalactic dance party.

WHY IT ROCKS: An early critical favorite for the Dreamcast, it highlighted music games' continued cultural resonance, demonstrating that they even enjoyed enough inherent mass appeal to kick-start interest in a new console. Additionally, features a random cameo by Michael Jackson ("Space Michael").

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2000

KISS Psycho Circus: The Nightmare Child

FROM: Gathering of Developers

BEHIND THE MUSIC: A nondescript first-person shooter inspired by Todd McFarlane's cult comic books that re-imagine the hard-rocking quartet as supernatural warriors sent to eradicate ancient evil.

WHY IT ROCKS: Helped to reinvent the band for a new generation of tech-savvy comic book fans as virtually animated saviors of humanity.

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2001

Frequency

FROM: SCEA

BEHIND THE MUSIC: Zooming down kaleidoscopic 3D corridors, tap buttons when prompted to make notes, drums and vocals play, eventually completing entire songs by electronic gurus like Orbital, BT and the Crystal Method.

WHY IT ROCKS: The first game, and initial step towards exploring acoustics as gameplay elements, from fledging developer Harmonix, who'd later go on to invent seminal titles Guitar Hero, Rock Band and Karaoke Revolution. Sequel Amplitude (2003) added online elements and higher-profile song licensing, hinting at key features of these later hits.

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2001

Rez

FROM: Sega

BEHIND THE MUSIC: Enter a surreal, vector-graphics representation of cyberspace and clear it of viruses by highlighting enemies and dispatching them in a psychedelic spray of colored light and shapes. Ever-present house music rounds out the experience's peyote-tinged flavor, with shots keyed to land in time with thumping beats.

WHY IT ROCKS: Champions the spirit of synesthesia, and one of the earliest games obviously intended to be played under the influence. Integrated support for a "trance vibrator" USB gizmo which shudders and pulses to the soundtrack further prompted several fans to undertake well-publicized experiments in masturbation.

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2001

Karaoke Revolution

FROM: Konami

BEHIND THE MUSIC: In spite of standalone karaoke home systems' success years prior, this was the first video game to actually put a microphone in wannabe stars' hands and encourage them to torture friends and neighbors.

WHY IT ROCKS: Although it judged pitch, not accuracy or intonation (much to tipsy crooners' delight), proved there was a major market for living room caterwauling long before SingStar, American Idol and LIPS ever even got the green light.

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2001

SingStar

FROM: SCEA

BEHIND THE MUSIC: Although a largely copycat product, Sony's answer to Karaoke Revolution, promising USB microphone-enabled sing-alongs to onscreen lyrics, still remains popular in the U.S., where it recently made the jump to PS3. However, the franchise is a veritable juggernaut overseas, with a whopping 70 releases (including pop, R&B, and '90s editions) spanning multiple languages and custom set lists individualized by territory.

WHY IT ROCKS: Elegantly reveals how music universally translates across nationalities and cultures as a medium for both entertainment and play, ensuring the topic's continued exploration by software makers. Also, bonus points awarded for being the first game to sport a Bollywood edition.

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2002

Britney's Dance Beat

FROM: THQ

BEHIND THE MUSIC: Rewind the tape to 2002, and Britney, then Forbes' Number One-ranked most powerful celebrity, was at the peak of her career, enjoying breezy paydays like this quickly forgettable timed button-bashing outing, featuring tracks such as "Oops! ... I Did It Again" and "I'm a Slave 4 U."

WHY IT ROCKS: Like earlier fan-service specials such as *NSYNC Hotline Fantasy Phone and CD-ROM Game, gave closet fans an interactive means to obsess over their favorite chart-topper.



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2003

Def Jam: Vendetta

FROM: Electronic Arts

BEHIND THE MUSIC: Rap's premier record label unleashes its roster of living characters (Ludacris, DMX, Ghostface Killah) on unsuspecting haters in a WWE main event-type scrapper that goes heavy on the urban machismo. Hip-hop and you don't stop ... smashing rival MCs' faces in with uppercuts, roundhouses and occasional shots to the groin, that is.

WHY IT ROCKS: Gave some of hip-hop's big-name artists' the perfect outlet to showcase their exuberance, and outsize personalities.



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2004

Snoop Dogg Boxing

FROM: Blue Heat

BEHIND THE MUSIC: Blunted West Coast MC turned reality TV star and youth football coach meets Punch Out! on your cellular phone with knockout results. Fun fact: The near-ubiquitous rhyme-spitter also doubles as the last opponent players get to beat the living gin-and-juice out of.

WHY IT ROCKS: Helped establish the pop culture-skewering mold that would eventually define nearly all celebrity dalliances with mobile devices hence — Brady Bunch Kung-Fu or Lil' Jon Crunk Golf, anyone?

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2005

Guitar Hero

FROM: RedOctane/Activision

BEHIND THE MUSIC: With 21 million copies sold worldwide; multiple spin-offs (Guitar Hero: Aerosmith, Guitar Hero Encore Rocks the '80s, etc.); chart-topping adaptations for nearly every platform from Nintendo DS to mobile phones; a cultlike following amongst teens and twenty-somethings; and entire South Park episodes now devoted to its charms, you'd be forgiven for failing to recall that, prior to launch, the dynamo which sparked an entire industry was once just a risky, unproven gamble from RedOctane, a little-known manufacturer of dance pad peripherals and dabbler in online video game rentals.

WHY IT ROCKS: Single-handedly built today's fastest-growing game category, may help save rock through the sale of online music and is guaranteed to keep the cheap plastic Stratocaster party going for decades hence.



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2005

Lumines

FROM: UbiSoft

BEHIND THE MUSIC: Once upon a time, puzzle games were either cutesy, doe-eyed cartoon affairs or shameless spin-offs of Tetris. Then came this entrancing PSP effort from designer Tetsuya Mizuguchi (Space Channel 5, Rez), which demands that you group colored squares set atop scintillating backgrounds before a screen-sweeping line synchronized to the beat of background music comes and clears them away.

WHY IT ROCKS: Brought the club experience home, with its laser-light show effects and pounding beats, and showed how audio could enhance, and be actively incorporated, into nearly any play experience. Later hits like Everyday Shooter and Every Extend Extra owe it an obvious debt of gratitude.



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2005

50 Cent: Bulletproof

FROM: Vivendi Universal

BEHIND THE MUSIC: Having survived nine shots in real life, the Queens lyricist teams with G-Unit soldiers Lloyd Banks, Tony Yayo and ex-affiliate Young Buck to butcher his assailants in this fictionalized run-n-gun spin-off. Surprise: Eminem and Dr. Dre also make cameos, respectively, as a corrupt detective and trigger-happy dealer in black market arms.

WHY IT ROCKS: Bad controls; bad graphics; bad targeting; bad enemy artificial intelligence; bad song and video extras; bad publicity; bad voice-acting; an average Metacritic rating of 47 and it still sold over a million copies? No greater testament exists to musicians' sheer star power, though we'll have to wait till sequel Blood on the Sand drops in '09 to find out if Curtis still has the platinum touch.



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2006

Elite Beat Agents

FROM: Nintendo

BEHIND THE MUSIC: Critics adored this rhythm-based game starring a team of quirky men in black who aid citizens by inspiring them via dance, with boogie sessions controlled via poking the DS' touch-sensing screen.

WHY IT ROCKS: Outrageously flamboyant, the title — an Americanized take on Japan's Osu! Tatakae! Oendan! franchise — makes the most imaginative use of featured tracks like "Material Girl" and "YMCA" ever witnessed.

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2007

Traxxpad

FROM: Eidos

BEHIND THE MUSIC: A full-service suite of music creation tools designed for use on the PSP handheld, including sequencers, drum machines and the ability to record audio snippets via microphone, then export to MP3 files.

WHY IT ROCKS: Turned portable gamers into beatmakers overnight, and made it possible for them to produce tracks without having to lug along a bulky laptop while catching the downtown train.

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2007

Audition

FROM: Nexon

BEHIND THE MUSIC: A Korean online dance simulator that's accessible free 24/7, where button-nosed anime avatars shake their moneymaker to Natasha Bedingfield, Backstreet Boys and Avril Lavigne in freestyle or synchronized routines to score fresh shades and hairdos.

WHY IT ROCKS: Offers endless entertainment for the teen and tween set within a permanent cyberspace venue that costs zilch to jump right into and (go figure) obsess like a schoolgirl over.

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2007

Musika

FROM: Sony BMG

BEHIND THE MUSIC: Matsaya Matsuura strikes again, turning the iPod into an interactive visualizer. The experience in a nutshell: After tapping your music library to provide a soundtrack, random letters appear onscreen in increasingly graphically surreal ways. Players must then identify ASAP if these letters are represented in the current song title by pressing the center button, or jab forward/back to prompt the next character's appearance.

WHY IT ROCKS: While Apple's ubiquitous tagalong isn't exactly giving Nintendo or Sony the shakes, demonstrates there's room for gaming's growth on alternate devices yet, and potential gold to be found in the iPhone 3G App Store.

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2007

Rock Band

FROM: MTV Games

BEHIND THE MUSIC: The first game to combine all aspects of the virtual music-making experience (singing, pounding skins, playing guitar or bass) was also the initial offering to deliver peripherals for all (including microphone, plastic drum set and faux axe) in one kit. Roughly 21 million digital song downloads; dozens of master, re-recordings or alternate tracks (all playable) by artists like Rush, Metallica and Weezer; and countless satisfied fans — who could now perform as cohesive four-man bands online — later, the world will never be the same.

WHY IT ROCKS: Invented the globe's fastest-growing vehicle for the sale of digital music, and provided MTV a marquee entrée into the gaming universe. Backed by the network's cachet, Harmonix founders Alex Rigopoulos and Eran Egozy were able to assemble the greatest video game soundtrack ever, and snag a well-deserved slot on Time magazine's 100 most influential people of 2008.

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2008

Wii Music

FROM: Nintendo

BEHIND THE MUSIC: Conduct orchestras or coax sweet nothings from 60-plus instruments — bongos, maracas, guitars, violins, pianos, even cowbells — by physically manipulating the Wii remote, nunchuk controller and balance board peripheral.

WHY IT ROCKS: Brings motion-sensitivity to the broadest range of musical applications ever, and, apart from 2002's Mad Maestro, delivers the coolest spin on classical we've seen since Falco's "Rock Me Amadeus."

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2008

Guitar Hero: World Tour

FROM: Activision

BEHIND THE MUSIC: Aims to differentiate itself from perennial rival Rock Band 2 with personalized song creation utilities (albeit just instrumentals, not vocals) and options to share custom-built tracks online. Further crams in support for microphone and drum peripherals; four vs. four broadband Battle of the Bands showdowns; custom tattooed or lip-ringed avatar generation; and exclusive tunes by Van Halen and the Eagles.

WHY IT ROCKS: The ability to quickly construct your own shred-ready spin on "Smells Like Teen Spirit," "Miss Murder" or other favorite FM staples, then watch as peers vote it to the top of weekly rankings, turning you into an overnight sensation. Also, day-and-date releases of Metallica's Death Magnetic, plus a three-song track pack from R.E.M. and the exclusive, pre-retail debut of new Smashing Pumpkins' single "G.L.O.W.," with Billy Corgan set to appear as a playable character alongside Ozzy Osbourne and Jimi Hendrix. Also, with all due respect to beer pong, still the best party game ever.

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2008

Rock Band 2

FROM: MTV Games/Electronic Arts

BEHIND THE MUSIC: Retools and enhances celebrated features, (like its predecessor's jack-of-all-trades musical mentality, Internet readiness and stellar song library). Highlights include individualized character creation complete with the ability to buy posters and figurines featuring your fictional group; competitive Battle of the Bands scenarios; signature tracks like Bob Dylan's "Tangled Up in Blue" and debut Chinese Democracy cut "Shackler's Revenge"; revamped controllers (sorry, cymbals cost extra); and compatibility with previously-purchased songs.

WHY IT ROCKS: Expanded virtual touring options, an exclusive appearance by AC/DC, added multiplayer thrills and a constant stream of weekly contests and album/track expansions are sure to resonate with enthusiastic admirers. Most significantly, carries the torch for a new generation of music-based titles, and, given heated competition with Activision's MVP (prompting the need to instantly wow spectators) promises relationship-ending excuses aplenty, and months of productivity-crushing thrills.

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1978: Simon

1978: KISS Pinball

1983: Journey

1984: Will Harvey's Music Construction Set

1984: Break Dance

1985: Frankie Goes to Hollywood

1988: Rock Star Ate My Hamster

1989: Rockstar

1990: Michael Jackson's Moonwalker

1990: Miracle Piano Teaching System

1990: Loom

1991: The Blues Brothers

1978: Motörhead

1992: Make My Video Series

1992: Crüe Ball

1994: Revolution X

1994: C.P.U. Bach

1995: Quest for Fame

1996: EVE

1997: PaRappa the Rapper

1997: Beatmania

1998: Spice World

1998: Sex 'n Drugs 'n Rock 'n Roll

1998: Guitar Freaks

1998: Dance Dance Revolution

1999: Wu-Tang Shaolin Style

1999: Um Jammer Lammy

1999: Samba de Amigo

1999: Vib-Ribbon

1999: MTV Music Generator

2000: Space Channel 5

2000: KISS Psycho Circus: The Nightmare Child

2001: Frequency

2001: Rez

2001: Karaoke Revolution

2001: SingStar

2002: Britney's Dance Beat

2003: Def Jam: Vendetta

2004: Snoop Dogg Boxing

2005: Guitar Hero

2005: Lumines

2005: 50 Cent: Bulletproof/b>

2006: Elite Beat Agents

2007: Traxxpad

2007: Audition

2007: Musika

2007: Rock Band

2008: Wii Music

2008: Guitar Hero: World Tour

2008: Rock Band 2

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