When I was watching VH1 late Wednesday night, the station aired one of their Rock Docs on "Soul Train" during their "Black to the Future" marathon called "Soul Train: The Hippest Trip in America."
"Soul Train" was a television show started in 1970 by Don Cornelius, and was aimed at the general audience to show positive images of the Black community. Essentially, it was a recorded club party! They played the latest music and had different musicians perform (i.e. Aretha Franklin, Stevie Wonder, Elton John, just to name a few), gave everyone the latest scoop on fashion and showed off the newest dance moves.
One thing "Soul Train" accomplished was to be the first T.V. show to air breakdancing. They cleared the dance floor and allowed a segment just for the poppers and lockers from Los Angeles to do their routine.
Although the dance element of hip-hop is known for being something from the streets, "Soul Train" broke the mold of hip-hop's being something that is only for the streets because of the glamor and positive reputation the show had on its audience.
Whatever was on Soul Train meant nothing but good things; so, when an element of hip-hop appeared in the show, the audience felt hip-hop was a positive thing to embrace. That segment opened so many doors for other hip-hop artists to grace the stage of "Soul Train." It also was the inspiration behind "Yo! MTV Raps", a show dedicated to exploring the culture of hip-hop and to entertaining the general audience with hip-hop music videos.
Basically, "Soul Train" was a stepping stone in making hip-hop approachable to people outside of the community.
Showing posts with label break dancing. Show all posts
Showing posts with label break dancing. Show all posts
Friday, May 21, 2010
Tuesday, January 19, 2010
Hiphop Video Games: Flow
If you can't keep up with the rhythm to most hiphop songs, you have no need to worry - there's a game for that.In 2005, Ubisoft released the game "Flow: Urban Dance Uprising," a b-boy flavored DDR video game full of hiphop tracks and breakbeats. Using your Dance Pad, PS2 controller, or even an EyeToy Camera, you have the ability control the guy or gal breaking for points for more songs, costumes, territory, and ultimately respect.
If only it really felt that way.
Don't get me wrong! The tracks selected for this game were great, including Kurtis Blow, Rakim, and the Sugar Hill Gang. Although they were the typical breaking/break dancing/b-boying/b-girling (whatever you call it; I'll explain that later though) songs that no hiphop head could not dance to, the developers in charge of the music could have dove a lot deeper in the crates for better hiphop records. I expected more breakbeats and got a lot of mixes from different styles of DJing from all over the world. Even though it's a good thing to hear hiphop mixes from other countries, the game should have kept the soundtrack filled with original breakbeats that b-boys and b-girls first fell in love with.
Another problem I had with the game was the simplicity of the dance moves. I know we're not all breakers; most of us can barely dance, let alone break dance! Even beyond all that, I would've thought we would have more control than step left, right, up and down. I really thought I was going to get to use my hand for this game, like breakers usually do with their footwork, but was heavily disappointed when I only got four ways to move. The closest the game got to the footwork in breaking was the top-rock, where breakers use their feet to bust moves as well as their hands to taunt the opponent and add dance moves. I wanted to at least try a handstand or spin, or, in all honesty, hurt myself after several attempts.The good news is the dance moves for Flow aren't as easy as normal DDR games. Even the "easy" setting is pretty difficult for people who aren't good at moving their feet. This game is for those who are naturally loose when they dance. If you are stiff when you dance, this game will be a challenge for a long time.
The overall problem with this game was the lack of connection between the art and culture of breaking and video gaming. There were plenty of opportunities where the developers could have made gamers feel like they are really breaking but fell short. From the music to the controls, there was only a small taste of a simulation of breaking. More beats, movements and options would've given gamers a better experience of hiphop, especially if they want a more physical experience. Thanks to the lack of development (and what I am assuming is also lack of research), the game was ultimately too simple to flow with hiphop.
Labels:
break dancing,
breakbeats,
ddr,
footwork,
fow urban dance uprising,
hip-hop,
kurtis blow,
rakim,
sugar hill gang
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