What Makes a Good Computer Game? Do Not Forget the Music
What makes a computer game memorable?
Good gameplay is essential. The controls must feel responsive, the levels must be interesting, and the player must have a reason to continue. Graphics matter too. Even a simple retro game needs a clear and consistent visual style.
However, there is another part of game design that is sometimes treated as an afterthought: the music.
Some of the most memorable games contain relatively simple tunes. These themes may repeat while we play, but instead of becoming irritating, they gradually become associated with the game itself. Long after we have stopped playing, a few notes can bring back memories of particular levels, characters, challenges and achievements.
The music becomes part of the identity of the game.
For anyone following my series on designing a retro 2D platform game, creating a suitable theme tune is therefore not merely an optional extra. It is another important stage in turning a collection of levels and mechanics into a complete gaming experience.
The Tunes That Refuse to Leave Our Heads
Many early computer games had severe technical limitations. Their composers could not use full orchestras, long recordings or hundreds of different instruments. They often had only a few electronic sound channels available.
Despite those restrictions, they created music that players still remember decades later.
The tunes were often:
- short;
- repetitive;
- rhythmically clear;
- easy to recognise;
- closely matched to the character of the game.
A game such as Frogger did not need an elaborate cinematic soundtrack. Its music and sound effects supported the quick, slightly frantic experience of helping the frog cross roads and rivers.
The same principle applied to many arcade, console and home-computer games. The music did not sit separately from the gameplay. It became connected to the player’s actions.
A simple tune heard while attempting the same difficult level repeatedly can become deeply embedded in the memory. Years later, just a few notes may be enough to recall the entire game.
That is a remarkable achievement for something that may originally have consisted of only a few electronic sounds.
Music Gives a Game Its Identity
Imagine opening a game and seeing its title screen without hearing any music.
The graphics may be attractive, but the experience can feel strangely empty.
Now add a short theme tune. Suddenly, the title screen feels like the entrance to a particular world. The player begins to understand whether the game is intended to be exciting, mysterious, humorous, peaceful or threatening.
Music communicates atmosphere before the player has even pressed the start button.
For a retro platform game, the music might suggest:
- adventure and exploration;
- urgency and danger;
- mechanical or industrial surroundings;
- a magical underground world;
- a cheerful cartoon landscape;
- an approaching final confrontation.
This means that choosing the music is partly a question of deciding what kind of game we are making.
A light, bouncing melody might suit a colourful platform game in which the player collects coins and avoids comic enemies. The same melody would probably be unsuitable for a dark level set in an abandoned factory.
The music should support the visual design, the story and the gameplay rather than fighting against them.
A Good Game Tune Does Not Need to Be Complicated
One of the most common mistakes when composing music is to assume that complexity automatically creates quality.
It does not.
A memorable game tune may be built from only a few notes. What matters is how those notes are organised.
A strong game theme usually needs a recognisable musical idea. This might be:
- a short sequence of rising notes;
- a distinctive rhythm;
- a repeated bass pattern;
- a call-and-response phrase;
- an unusual electronic sound;
- a brief musical sting associated with the main character.
The player should be able to recognise the tune quickly.
This is particularly important in a retro-style game. The music should feel immediate. The opening few seconds need to establish the mood without requiring a long introduction.
A simple melody also has a practical advantage: it is easier to repeat without confusing the listener.
The challenge is to make the tune simple enough to remember but interesting enough to survive repeated listening.
Repetition: The Strength and the Danger
Computer-game music is unusual because players may hear the same piece many times.
A three-minute song in a film may be heard once during a particular scene. A one-minute game loop might be repeated for half an hour while the player attempts a difficult level.
Repetition is therefore both useful and dangerous.
It is useful because repetition helps the player remember the tune. It also gives the level a consistent identity.
However, a loop that is too short, too loud or too musically aggressive can quickly become annoying.
A good loop needs to feel as though it continues naturally. The end should connect smoothly to the beginning without an obvious pause, click or sudden change.
One practical approach is to divide the music into sections:
- A clear opening phrase introduces the main idea.
- A second phrase changes the melody or harmony slightly.
- A short contrasting section adds variety.
- The music returns naturally to the beginning.
Even a loop lasting only 30 or 40 seconds can feel more substantial when it contains small variations.
The aim is not to prevent the player from noticing the repetition completely. It is to make the repetition feel comfortable rather than intrusive.
Matching the Music to the Gameplay
The tempo of the music can influence how the game feels.
Fast music can make the player feel that they should keep moving. This may work well in a level with collapsing platforms, moving hazards or a time limit.
Slower music can encourage exploration. It may suit a level in which the player searches for hidden objects, studies a puzzle or moves carefully through an unfamiliar area.
The rhythm should also match the movement of the game.
In a platform game, the player is constantly:
- running;
- jumping;
- landing;
- collecting objects;
- avoiding hazards;
- attacking or escaping from enemies.
Music with a clear pulse can support this movement. In some games, the player may even begin to time jumps or actions subconsciously with the rhythm.
However, the music should not mislead the player. A frantic soundtrack in a slow puzzle section may create unnecessary pressure. A relaxed tune during an intense boss battle may reduce the sense of danger.
The soundtrack should help the player understand the emotional pace of the level.
Giving Different Levels Their Own Musical Character
A complete platform game does not necessarily need completely different music for every level. Producing too many separate pieces can take a great deal of time and may weaken the overall identity of the game.
Instead, a composer can create variations around a central theme.
For example, the main melody could appear in several forms:
- a bright electronic version for the opening level;
- a slower version for an underground section;
- a metallic version for a factory level;
- a quieter version for a puzzle area;
- a faster and more dramatic version for the final level.
The player continues to recognise the main musical idea, but the arrangement changes to match the location.
This is similar to using the same game character in different environments. The identity remains consistent while the presentation develops.
A recurring theme can also help make a small independent game feel more professionally designed.
Music Can Respond to the Player
More advanced games often use adaptive music. This means that the soundtrack changes according to what is happening.
A simple retro platform game could use this idea without requiring an enormously complicated audio system.
For example:
- an additional rhythm could begin when enemies appear;
- the tempo could increase when time is running out;
- the music could become quieter when the player enters a hidden area;
- a warning sound could be added when the player has only one life remaining;
- the level theme could change into a faster version during a chase;
- the music could stop briefly before a boss appears.
These changes make the game feel more responsive.
Silence can also be powerful. If music has been playing continuously, suddenly removing it can make the player pay attention. The absence of sound may suggest that something important is about to happen.
Good game audio is not simply about filling every second with noise. It is about deciding when sound will have the greatest effect.
Music and Sound Effects Must Work Together
The soundtrack is only one part of the game’s audio.
The player must also hear important sound effects, including:
- jumps;
- landings;
- collecting objects;
- opening doors;
- taking damage;
- defeating enemies;
- reaching checkpoints;
- gaining an extra life;
- completing a level.
If the music is too loud or contains too many competing sounds, these effects may be lost.
This is not just an artistic issue. Sound effects often provide information.
A collection sound confirms that the player has picked up an object. A warning noise may indicate danger outside the visible area. A landing sound helps the player judge whether the character has reached a platform.
The music should leave space for these sounds.
When testing the game, it is therefore important to listen to the complete audio mix rather than judging the music on its own.
A tune that sounds impressive in a music program may be too busy once footsteps, jumps, collisions and enemy noises are added.
Choosing a Retro Sound Palette
A retro 2D game does not have to use authentic 1980s hardware, but it can borrow some of the characteristics of early game music.
Suitable sounds might include:
- square-wave leads;
- simple electronic basses;
- short pulse sounds;
- synthetic percussion;
- arpeggios;
- filtered noise;
- bell-like digital tones.
Limiting the number of sounds can actually help the music feel more coherent.
Modern music software makes it possible to use hundreds of instruments, effects and tracks. The temptation is to keep adding more. However, a deliberately restricted sound palette may suit the game much better.
The music should sound as though it belongs to the same world as the graphics.
Pixel-art characters accompanied by a huge realistic orchestra could work as a deliberate contrast, but in most cases a smaller electronic arrangement will create a more unified style.
Building a Simple Theme for a Platform Game
A practical starting process might look like this:
1. Decide on the emotion
Choose one main idea. Is the game cheerful, adventurous, tense, mysterious or comic?
Trying to communicate every possible emotion in one short tune usually produces confused music.
2. Create a short rhythm
Tap a rhythm before choosing the notes. A distinctive rhythm can make even a simple melody memorable.
3. Write a small melodic phrase
Begin with four or five notes. Play the phrase repeatedly and change one note at a time until it feels recognisable.
4. Add a bass line
The bass does not need to be complicated. It can simply support the main notes and give the music a sense of movement.
5. Add simple percussion
A basic beat can help connect the music to the running and jumping of the character.
6. Create a contrasting section
Change the melody, bass or chords briefly before returning to the opening idea.
7. Test the loop
Listen carefully to the point where the music returns to the beginning. The transition should be smooth.
8. Put it into the game
The most important test is not how the tune sounds by itself. It is how it feels while actually playing the game.
Testing the Tune Properly
The first version of the music is unlikely to be perfect.
Testing should include more than listening to the tune once through headphones.
Play the game for an extended period with the music running. Attempt the same level several times. Deliberately spend longer than usual in one area.
Then ask:
- Does the tune become irritating?
- Is the loop too obvious?
- Can the sound effects still be heard?
- Does the music match the speed of the game?
- Does it make the level feel more exciting?
- Is the melody easy to remember?
- Does it fit the visual style?
- Is the volume comfortable?
- Does the music restart smoothly after losing a life?
It is also useful to ask another person to play the game without explaining what they are supposed to notice.
Their behaviour may reveal more than a direct question. They might begin tapping along, comment on the tune, turn the volume down or fail to notice the music at all.
Each reaction provides useful information.
Original Music Makes the Game More Distinctive
It is easy to use generic royalty-free music. This can be useful for prototypes, but it may not give the final game a distinctive identity.
Creating an original tune allows the music to be designed around:
- the movement of the character;
- the speed of the levels;
- the visual style;
- the game’s humour;
- the important events;
- the overall story.
Original music also avoids the problem of hearing the same stock track in several unrelated games, videos or advertisements.
A small game does not require a large soundtrack. One strong theme, a few variations and some carefully designed sound effects may be enough.
The quality of the ideas matters more than the number of tracks.
My Own Game-Design Process
As I develop this series on building a retro 2D platform game, it is becoming increasingly clear that game design is not one isolated skill.
Programming creates the rules and interactions. Graphics create the visible world. Level design creates the challenge. Music and sound create much of the atmosphere.
Each part affects the others.
A jumping mechanic may work technically, but it feels more satisfying when it is matched with the right sound. A level may look attractive, but it can feel lifeless without music. A short melody may seem insignificant until it is heard while the character runs, jumps and avoids hazards.
This is one of the enjoyable aspects of creating a game. It combines computing, art, music, storytelling, psychology and problem-solving.
The music is not simply decoration added after the programming is complete. It is part of the design.
A Tune Can Become Part of the Player’s Memory
A good computer game needs enjoyable gameplay. It needs clear graphics, responsive controls, suitable challenges and a reason for the player to continue.
It also needs character.
Music can provide that character.
The most effective game themes are not always long, expensive or musically complicated. Sometimes they are simple repeating tunes that become inseparable from the experience of playing.
They accompany our successes, our mistakes and our repeated attempts to complete a difficult level. Gradually, they become lodged in the memory.
For my retro 2D platform game, the next challenge is therefore not simply to add some background noise. It is to create a tune that belongs to the game: something that supports the action, reflects its personality and remains recognisable after the player has stopped playing.
Because when the player walks away still humming the theme, the game has achieved something special.



