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You are here: Home / Archives for chiptunes

chiptunes

SidTracker64: Create SID Chiptunes On Your iPad

September 10, 2015 By ausretrogamer

SidTracker64_HDRIf you don’t have a circuit bent synthesizer to create your awesome chiptune tracks, then SidTracker64 is the app you have been looking for! There is no need to fork out for expensive old equipment- you just need $16.99AUD (and your iPad) and you are ready to release your inner Rob Hubbard and Martin Galway tunes.

SidTracker64 is for everyone, from the absolute beginner (like myself) to the accomplished chiptunes maestro – you’ll be hard pressed not to find a feature you are looking for. When you fire up the app, you are greeted by the familiar C64 blue screen which then “loads” the synth control deck. You may be daunted at first with all the knobs, buttons and switches, but the helpful tutorial is only a swipe away. There are many and varied features within SidTracker64, and rather than regurgitating them here, check out the app on iTunes. Once you like what you see (we are confident you will be impressed like we were), buy the app, you won’t regret it! Now, If you excuse me, I’m gonna go back to creating that awesome Commando SID track *wink*.

No need to have expensive equipment – just grab SidTracker64 for your iPad to make those sweet SID chiptunes!SidTracker64_title

The familiar C64 screen greets you to the wonderful world of SidTracker64
SidTracker64_2

Your SID chiptune creating deck. Don’t be daunted, help is only a finger swipe away!
SidTracker64_1

There is an extensive tutorial system to get you started
SidTracker64_3_help

Look at all these functions! Never fear, help is always near!
SidTracker64_4

Gotta interact with your knobs!
SidTracker64_5

Edit your fave chiptunes and put your own spin on them!
SidTracker64_6

This is a muso’s dream come true!
SidTracker64_7

Oh man, the synth sound, it is music to my ears!
SidTracker64_8

Catch those awesome waves!
SidTracker64_9

Give me a (drum) beat!
SidTracker64_10

This will get the heart racing!
SidTracker64_11

Midi Madness!
SidTracker64_12

source: SidTracker64

 

Filed Under: Retro Gaming Culture Tagged With: C64, chiptunes, Create chiptunes, iTunes, Retrocomputing, retrogaming, Rob Hubbard, SID, SidTracker64

Interview with Aaron White: Chiptune Maestro

May 29, 2015 By ausretrogamer

Aaron_HDRI know we have said this time and time again, and with the risk of sounding like a broken record, we’ll say it again – there are wonderful people around the world on social media. One such lad that fits in this ‘wonderful people’ category, is Mr. Aaron White from the UK. Since engaging with Aaron on Twitter, we have learned  that he has some seriously great talent in creating chiptune music on his beloved Amiga. Ms. ausretrogamer and I have become fans of Aaron’s compositions, so it was only natural for us to sit down with the chiptune maestro and put him through some rigorous questioning. Get your headphones on, tune-in to some cool chiptunes and read on!

AUSRETROGAMER [ARG]: When did you get into video gaming and what was your first games system? Do you still have it?
Aaron White [AW]: My first ever system was a Commodore 64 which I got on Christmas Day 1984. I still have vivid memories of waking up that Christmas morning & unwrapping this huge box and to my amazement, there it was, sitting right in front of me, a beautiful C64. I also received three games along with it which were Roland’s Rat Race by Ocean Software, Ghostbusters by Activision and World Games by Epyx/US Gold. All three were wonderful games. Stupidly, I sold my original C64 along with 100’s of games back in 1992, but I have since acquired two more C64s, one being a traditional breadbin model and the other being a C64C.

ARG: Were you a musician (if so, what instrument(s)?) before you got into making chiptunes? What made you get into music on computers?
AW: I had a keyboard and a guitar when I was younger (I still have a keyboard) even though I can read music, I was never that good at playing either instrument. I just used to try and jam along with my favourite records of the time, listening by ear and trying to play in tune. I suppose I first got into chiptune music when I got an Amiga 500 for Christmas 1989 (The Batpack edition). I would listen in amazement at the sounds and tunes this brilliant computer made. I’d often wonder how it was all done, until early in 1990, a friend of my father’s came around clutching a bunch of disks which contained Soundtracker. I listened in awe when he played back the Axel F theme tune from the hit movie Beverly Hills Cop. This tune, along with many others were on the ST-00 disk, which was the programme disk. They weren’t modules back then, they were songs, so first you had to click on that file to start loading it, and then it would ask you for various instrument disks such as ST-01, ST-02 and so on. This proved to be a pain as I only had five instrument disks, so there were quite a lot of songs that I couldn’t listen to. Still, it was the programme that had me hooked. Before I went onto composing tunes of my own, I started ripping songs/modules from various demos and games to play back and see how they were all put together (effects, commands and so on). Then one day I plucked up the courage to finally try composing something myself and I’m not ashamed to admit, my early efforts were truly awful (some of my very first tunes still exist to this day!). I didn’t understand timing, nor notation really, until I started to teach myself how to read music. Over the years I’ve stopped and started creating music on the Amiga, but over the past couple of years I’ve got back into it becoming a lot better and making my chiptunes sound ok. I think I keep improving all the time and to date, I’ve done over one hundred compositions (some original/some covers). Just as a side note, my programme of choice is Protracker 3.15.

Aaron_protracker

ARG: We are huge fans of your compositions, do you have any favourites?
AW: Thank you for your kind words. It always gives me encouragement and spurs me on to create more chiptunes when I receive feedback like that. As for favourites, this changes all the time, I think I’m still improving all the time and with each one that comes along, it tends to be my new favourite till the next one.

ARG: Who is your favourite chiptune/music artist?
AW: I have several favourite chiptune artists: 4-Mat of Anarchy, Nuke (also of Anarchy fame), Matt Furnis who went on to create a huge amount of game music, and one of my old friends Mub (a member of LSD), who lived not far from me in the same town. I loved Mub’s compositions and some of which he actually created at my house. I can only ever wish to aspire to be as good as these guys!

Aaron_pic1

ARG: Best music in a video game?
AW: Hmm, that’s a toughie. I love the tunes in Pinball Fantasies, I also love the in-game music to Aladdin, Supercars II and Monkey Island 1 and 2.

ARG: Tough question, ZX Spectrum or C64 (and why you chose that computer)?
AW: There’s no competition, C64 all the way for me! No colour clash, and far superior music. It was also my first computer I ever owned, and I will always be in love with it for that reason alone. ARG: Great answer! *winks*

Aaron_pic2

ARG: What is your favourite game or gaming genre?
AW: Again another toughie. I have a few favourites – on the Amiga, it has to be The Secret Of Monkey Island, Ruff N Tumble, Aladdin, and Toki. On the C64, I’d say – Batman: The Movie, The Untouchables, Platoon and for sentimental reasons, Roland’s Rat Race – as that was the first game I ever loaded up on my C64. I’m also looking forward to a few new games on the C64, two of which being Maze Of The Mummy and Jam It, which could well become new favourites of mine. As you can tell, I do love platform games, but I’m also a massive fan of adventure games (point & click) and sport games also.

Aaron_Pic3

ARG: Do you have an all-time favourite system?
AW: I have three all-time favourite systems – the C64, Amiga A1200 and the Sega Saturn. The first two are for the vast array of games that were available on both systems, as for the Sega Saturn, well, to finally get arcade perfect conversions of popular Sega titles running at home in front of my very eyes, it just blew my mind.

ARG: Finally, where can people go to listen to your awesome chiptune compositions?
AW: If people would like to check out my chiptunes, then they can – follow me on twitter (@aaronub4t) or check out my YouTube channel where I upload some of my compositions. Also, people can download Amiga disks I have created in ADF format which can either be used on a real Amiga or via emulation from vintage is the new old,  and from Commodore Is Awesome. As long as people keep enjoying them, I’ll keep making them. Enjoy!

As we say our goodbyes, we can’t help but be in awe of Aaron in what he has achieved with creating chiptune music – if only we were that talented! We’ll definitely be enjoying his next creation. For now, we’ll let Aaron get back to playing one of his (many) Ocean games.

 

Filed Under: Retro Gaming Culture Tagged With: Aaron White, Amiga, chiptunes, interview, making computer music, Protracker, Retro Gamer

8-Bit Mixtape

November 30, 2014 By ausretrogamer

8bit-mixtape_TITLEI must admit, I prefer my chiptunes to be emitting from the wonderful SID chip inside the C64, but then I get surprised with mixes like this one from Eclectic Method.

If you are a fan of gaming beats and audio effects, your prayers have been answered. Kick back and chill out with this awesome 8-bit mixtape!

Eclectic Method – 8 Bit Mixtape from Eclectic Method on Vimeo.

Filed Under: Retro Gaming Culture Tagged With: 8-bit, 8-bit mixtape, chiptunes, Eclectic Method mixes, retrogaming

Beep: A History of Video Game Sound

August 26, 2014 By ausretrogamer

BeepIntro06With the flood of samey video gaming documentaries on the market, it is refreshing to see new and interesting video gaming film ideas hitting Kickstarter.

Beep: A History of Video Game Sound is a documentary film which will take viewers on a rich audio-visual journey through the history of game music and sound, from the minimalist sounds of 1970s arcade classics through to the surround sound orchestral soundtracks of 2014’s latest epics (Ed: oh man, chiptunes too!). We all have fond memories of gaming tunes or that special music track that has been (lovingly) stuck in our heads since childhood. Beep will unlock these memories by giving the maestros and sound designers of these awesome tunes the opportunity to tell their own stories and share in their amazing achievements.

But wait, there is more! The film will be published together with a book that will provide an in-depth perspective on the evolution of game audio, packed full of interviews with the pioneers of game sound. So whichever way you look at it, all bases are covered – on film and in literature.

There are great rewards for each pledge – from $1CAD all the way up to the dizzying $8,000CAD, there is something for everyone. With a target of $40,000CAD by September 30, let’s make sure this campaign succeeds! Every dollar counts. Show your support!


image and video via Beep

 

Filed Under: Announcements Tagged With: Beep, chiptunes, Kickstarter, Video Gaming Documentary, Video Gaming Film

Press Play: Loader Music

February 28, 2014 By ausretrogamer

C64_load

How many of you recall the days when games were loaded from tape? The collective sigh is deafening! With head alignment and azimuth adjustment to throw in the mix, it was always a gamble when loading games from this primitive media. Don’t get me wrong, the nostalgia is still strong when rewinding a tape for the fifth time and pressing PLAY to reload the same game.

When it came to loading a game from tape, your patience was further tested (and eroded) with the length of time it took to complete the load of a game. It wasn’t uncommon for games to take up to 47 minutes to load (yes, I am looking at you Arnie’s America’s Cup Challenge!). We used that time to shoot some hoops or play some cricket in the backyard. Once time had passed, we would go back inside to either find the game loaded, or that dreaded decompression screen on an endless loop. ARRGGHHH!

tape

How could the loading be made more tolerable? Developers came up with a novel idea – putting load music to entertain the poor souls that endured long loading times. This was exactly what companies like Ocean did. Their Ocean Loader music has become synonymous with popular C64 chiptunes. It was a great way for time to pass while the game loaded. There were (Ed: still are) many memorable loading tunes, but one that sticks in mind is Jonathan Dunn’s Ocean Loader 4! 


source: PeyserCommodore

Other memorable loading tunes that compensated for the long and frustrating wait of loading a game were The Last Ninja 2, Hawkeye and Sanxion.

There were also innovative loading screens and music that were entertaining for gamers. Thalamus‘ Mix-E-Load innovation was implemented on their 1987 release, Delta. The Mix-E-Load allowed the gamer to remix the loading music by adjusting the effects. Created by Gary Liddon and featuring tunes by Rob Hubbard, it provided entertainment during long load times. Very clever stuff indeed.


source: viking120373

Another great innovation to help ease the loading pain was Mastertronic‘s Invade-a-Load, a clever loading system that let the gamer play a Space Invaders clone while waiting impatiently for their game to start.


source: dwayne2005

We may have come a long way since tape loading, but the nostalgia to load games from tape grows stronger with each passing year. If you still have your Commodore 1530 C2N Datasette, take it out of storage and load up a cassette game, preferably one that has loading music.

Filed Under: History Tagged With: C64, chiptunes, Invade-E-Load, Loading Music, Mix-E-Load, Press Play, Retro Gaming, Tape Loading

Interview with Bob Yannes: SID Chip Inventor

February 17, 2014 By ausretrogamer

What a coup it would have been if we were able to interview the creator of the SID chip, Mr. Robert (Bob) Yannes. Instead, we found an interview from August 1996 with Bob and Andreas Varga. We thought that the interview was insightful and still relevant to be shared (unedited) with all SID fans and retro gaming enthusiasts. Read on!

SID

Andreas Varga [AV]: Did you foresee that people would actually treat your little VLSI-chip like an instrument?
Bob Yannes [BY]: Actually, I was an electronic music hobbyist before I started working for MOS Technology (one of Commodore’s chip divisions at the time) and before I knew anything at all about VLSI chip design. One of the reasons I was hired was my knowledge of music synthesis was deemed valuable for future MOS/Commodore products. When I designed the SID chip, I was attempting to create a single-chip synthesizer voice which hopefully would find it’s way into polyphonic/polytimbral synthesizers.

AV: Are you aware of the existence of programs like SIDPLAY, PlaySID,… which emulate the SID chip up to the smallest click ?
BY: I only recently became aware of them (through your website). I’m afraid I haven’t thought much about SID in the last 15 years…I am constantly amazed and gratified at the number of people who have been positively affected by the SID chip and the Commodore 64 (which I also designed) and who continue to do productive things with them despite their “obsolescence”.

AV: Have you heard the tunes by Rob Hubbard, Martin Galway, Tim Follin, Jeroen Tel, and all the other composers ?
BY: I’m afraid not, are recordings available in the US?

AV: Did you believe this was possible to do with your chip?
BY: Since I haven’t heard them I’m not sure what we are talking about, however, I did design the SID chip with enough resolution to produce high-quality music. I was never able to refine the Signal-to-noise ratio to the level I wanted, though.

EnsoniqLogo

AV: How much of the architecture in the SID inspired you when working with the Ensoniq synthesizers?
BY: The SID chip was my first attempt at a phase-accumulating oscillator, which is the heart of all wavetable synthesis systems. Due to time constraints, the oscillators in SID were not multiplexed, therefore they took up a lot of chip area, constraining the number of voices I could fit on a chip. All ENSONIQ sound chips use a multiplexed oscillator which allows us to produce at least 32 voices per chip. Aside from that, little else of SID is to be found in our designs, which more closely resemble the Mountain Computer sound card for the Apple II (the basis of the Alpha Syntauri system). The DOC I chip (used in the Mirage and ESQ-1) was modeled on this sound card. Our current designs, which include waveform interpolation, digital filters and digital effects are new designs that aren’t really based on anything other than our imaginations.

AV: How big impact do you think the SID had on the synthesizer industry?
BY: Well, I don’t think it had much impact on the synthesizer industry. I remember once at Commodore that Sequential Circuits was interested in buying the chip, but nothing ever came of it. My intention in designing the chip (since MOS Technology was a merchant semiconductor house at the time and sold chips to the outside world) was to be able to sell the SID chip to synthesizer manufacturers. SID chip production was completely consumed by the Commodore 64 and by the time chips were readily available, I had left Commodore and never had the opportunity to improve the fidelity of the chip.

AV: What would you have changed in the SIDs design, if you had a bigger budget from Commodore ?
BY: The issue wasn’t budget, it was development time and chip size constraints. The design/prototype/debug/production schedule of the SID chip, VIC II chip and Commodore 64 were incredibly tight (some would say impossibly tight)–we did things faster than Commodore had ever done before and were never able to repeat after! If I had had more time, I would have developed a proper MOS op-amp which would have eliminated the signal leakage which occurred when the volume of the voice was supposed to be zero. This lead to poor signal-to-noise ratio, although it could be dealt with by stopping the oscillator. It would also have greatly improved the filter, particularly in achieving high resonance. I originally planned to have an exponential look-up table to provide a direct translation for the equal-tempered scale, but it took up too much silicon and it was easy enough to do in software anyway.

AV: The SID is very complex for its time. Why didn’t you settle with an easier design ?
BY: I thought the sound chips on the market (including those in the Atari computers) were primitive and obviously had been designed by people who knew nothing about music. As I said previously, I was attempting to create a synthesizer chip which could be used in professional synthesizers.

AV: Do you still own a C64 (or another SID-equipped computer) ?
BY: Sure, I have a couple of them (including the portable), but I honestly haven’t turned them on in years.

AV: Did Commodore ever plan to build an improved successor to the SID ?
BY: I don’t know. After I left I don’t think there was anyone there who knew enough about music synthesis to do much more than improve the yield of the SID chip. I would have liked to have improved the SID chip before we had to release to production, but I doubt it would have made any difference to the success of the Commodore 64.

sid_C64

AV: Can you give us a short overview of the SID internal architecture ?
BY: It’s pretty brute-force, I didn’t have time to be elegant. Each “voice” consisted of an Oscillator, a Waveform Generator, a Waveform Selector, a Waveform D/A converter, a Multiplying D/A converter for amplitude control and an Envelope Generator for modulation. The analog output of each voice could be sent through a Multimode Analog Filter or bypass the filter and a final Multiplying D/A converter provided overall manual volume control.

As I recall, the Oscillator is a 24-bit phase-accumulating design of which thelower 16-bits are programmable for pitch control. The output of the accumulator goes directly to a D/A converter through a waveform selector. Normally, the output of a phase-accumulating oscillator would be used as an address into memory which contained a wavetable, but SID had to be entirely self-contained and there was no room at all for a wavetable on the chip.

The Sawtooth waveform was created by sending the upper 12-bits of the accumulator to the 12-bit Waveform D/A.

The Triangle waveform was created by using the MSB of the accumulator to invert the remaining upper 11 accumulator bits using EXOR gates. These 11 bits were then left-shifted (throwing away the MSB) and sent to the Waveform D/A (so the resolution of the triangle waveform was half that of the sawtooth, but the amplitude and frequency were the same).

The Pulse waveform was created by sending the upper 12-bits of the accumulator to a 12-bit digital comparator. The output of the comparator was either a one or a zero. This single output was then sent to all 12 bits of the Waveform D/A.

The Noise waveform was created using a 23-bit pseudo-random sequence generator (i.e., a shift register with specific outputs fed back to the input through combinatorial logic). The shift register was clocked by one of the intermediate bits of the accumulator to keep the frequency content of the noise waveform relatively the same as the pitched waveforms. The upper 12-bits of the shift register were sent to the Waveform D/A.

Since all of the waveforms were just digital bits, the Waveform Selector consisted of multiplexers that selected which waveform bits would be sent to the Waveform D/A. The multiplexers were single transistors and did not provide a “lock-out”, allowing combinations of the waveforms to be selected. The combination was actually a logical ANDing of the bits of each waveform, which produced unpredictable results, so I didn’t encourage this, especially since it could lock up the pseudo-random sequence generator by filling it with zeroes.

The output of the Waveform D/A (which was an analog voltage at this point) was fed into the reference input of an 8-bit multiplying D/A, creating a DCA (digitally-controlled-amplifier). The digital control word which modulated the amplitude of the waveform came from the Envelope Generator.

The Envelope Generator was simply an 8-bit up/down counter which, when triggered by the Gate bit, counted from 0 to 255 at the Attack rate, from 255 down to the programmed Sustain value at the Decay rate, remained at the Sustain value until the Gate bit was cleared then counted down from the Sustain value to 0 at the Release rate.

A programmable frequency divider was used to set the various rates (unfortunately I don’t remember how many bits the divider was, either 12 or 16 bits). A small look-up table translated the 16 register-programmable values to the appropriate number to load into the frequency divider. Depending on what state the Envelope Generator was in (i.e. ADS or R), the appropriate register would be selected and that number would be translated and loaded into the divider. Obviously it would have been better to have individual bit control of the divider which would have provided great resolution for each rate, however I did not have enough silicon area for a lot of register bits. Using this approach, I was able to cram a wide range of rates into 4 bits, allowing the ADSR to be defined in two bytes instead of eight. The actual numbers in the look-up table were arrived at subjectively by setting up typical patches on a Sequential Circuits Pro-1 and measuring the envelope times by ear (which is why the available rates seem strange)!

In order to more closely model the exponential decay of sounds, another look-up table on the output of the Envelope Generator would sequentially divide the clock to the Envelope Generator by two at specific counts in the Decay and Release cycles. This created a piece-wise linear approximation of an exponential. I was particularly happy how well this worked considering the simplicity of the circuitry. The Attack, however, was linear, but this sounded fine.

A digital comparator was used for the Sustain function. The upper four bits of the Up/Down counter were compared to the programmed Sustain value and would stop the clock to the Envelope Generator when the counter counted down to the Sustain value. This created 16 linearly spaced sustain levels without havingto go through a look-up table translation between the 4-bit register value and the 8-bit Envelope Generator output. It also meant that sustain levels were adjustable in steps of 16. Again, more register bits would have provided higher resolution.

When the Gate bit was cleared, the clock would again be enabled, allowing the counter to count down to zero. Like an analog envelope generator, the SID Envelope Generator would track the Sustain level if it was changed to a lower value during the Sustain portion of the envelope, however, it would not count UP if the Sustain level were set higher.

The 8-bit output of the Envelope Generator was then sent to the Multiplying D/A converter to modulate the amplitude of the selected Oscillator Waveform (to be technically accurate, actually the waveform was modulating the output of the Envelope Generator, but the result is the same).

Hard Sync was accomplished by clearing the accumulator of an Oscillator based on the accumulator MSB of the previous oscillator.

Ring Modulation was accomplished by substituting the accumulator MSB of an oscillator in the EXOR function of the triangle waveform generator with the accumulator MSB of the previous oscillator. That is why the triangle waveform must be selected to use Ring Modulation.

The Filter was a classic multi-mode (state variable) VCF design. There was no way to create a variable transconductance amplifier in our NMOS process, so I simply used FETs as voltage-controlled resistors to control the cutoff frequency. An 11-bit D/A converter generates the control voltage for the FETs (it’s actually a 12-bit D/A, but the LSB had no audible affect so I disconnected it!).

Filter resonance was controlled by a 4-bit weighted resistor ladder. Each bit would turn on one of the weighted resistors and allow a portion of the output to feed back to the input. The state-variable design provided simultaneous low-pass, band-pass and high-pass outputs. Analog switches selected which combination of outputs were sent to the final amplifier (a notch filter was created by enabling both the high and low-pass outputs simultaneously).

The filter is the worst part of SID because I could not create high-gain op-amps in NMOS, which were essential to a resonant filter. In addition, the resistance of the FETs varied considerably with processing, so different lots of SID chips had different cutoff frequency characteristics. I knew it wouldn’t work very well, but it was better than nothing and I didn’t have time to make it better.

Analog switches were also used to either route an Oscillator output through or around the filter to the final amplifier. The final amp was a 4-bit multiplying D/A converter which allowed the volume of the output signal to be controlled. By stopping an Oscillator, it was possible to apply a DC voltage to this D/A. Audio could then be created by having the microprocessor write the Final Volume register in real-time. Game programs often used this method to synthesize speech or play “sampled” sounds.

An external audio input could also be mixed in at the final amp or processed through the filter.

The Modulation registers were probably never used since they could easily be simulated in software without having to give up a voice. For novice programmers they provided a way to create vibrato or filter sweeps without having to write much code (just read the value from the modulation register and write it back to the frequency register). These registers just give microprocessor access to the upper 8 bits of the instantaneous value of the waveform and envelope of Voice 3. Since you probably wouldn’t want to hear the modulation source in the audio output, an analog switch was provided to turn off the audio output of Voice 3.

AV: Any other interesting tidbits or anecdotes ?
BY: The funniest thing I remember was getting in a whole bunch of C-64 video games which had been written in Japan. The Japanese are so obsessed with technical specifications that they had written their code according to a SID spec. sheet (which I had written before SID prototypes even existed). Needless to say, the specs were not accurate. Rather than correct the obvious errors in their code, they produced games with out of tune sounds and filter settings that produced only quiet, muffled sound at the output. As far as they were concerned, it didn’t matter that their code sounded all wrong, they had written their code correctly according to the spec. and that was all that mattered!

____________________________________________________________________________________________________________________

NOTE: The original interview has since been lost to the sands of time on the internet. Luckily for us, the Internet Archive Wayback Machine salvaged the interview before it was lost forever.

 

Filed Under: History Tagged With: Bob Yannes, C64, chiptunes, interview, SID

An Introduction to Retro Gaming Live Music

January 3, 2014 By ausretrogamer

soundbytes

Retro gaming music genres remind me not only of the game tunes but also embrace a celebration of the collective atmosphere of being a kid in the 80s –  It was not just about the game you took home after school and played for 6 hours straight, but also good times spent against a backdrop of TV shows, movies of the time, riding BMX bikes, attitudes, and other 80s pop culture icons.

Although I’d known about chiptunes, mods, demo scenes, remixes, and some interesting game theme a capella on youtube, when I saw names like Minibosses and NESkimos on convention schedules, it definitely sounded like the ‘next level’! Speaking of ‘next level’, many of us who played around on machines like the Commodore 64 , Atari 800 or the Amiga, at some stage inevitably started to dissect those games to see what made them work.

TOPS

Though not limited just to retro gaming, the Nerdcore genre in the style and hacker-related lyrics of artists like YTcracker, Dual Core, MC Frontalot, and Dale Chase definitely shares some common roots with old-school games and deserve a mention here.

Many of the listed bands play at gaming, demo, or hacker conventions, and can be easily missed with lots of things going on. It really pays to know a few and remember to stop-by when you’re there. To get you started, here’s a list of great retro gaming-related live acts to check out one night or at least have a listen to.

music_live

A few bands that rock out some of those great memorable retro game themes:

  • Minibosses
  • The Oneups
  • Brentalfloss
  • Video Games Live
  • The Advantage
  • Axes Denied
  • Bit Brigade
  • Year 200x
  • The Greatest Bits
  • Sixto Sounds (technically a re-mixer but with guitar sounds)

A small sampling of Nerdcore artists with retro gamer-related lyrics and styles:

  • MC Frontalot
  • YTCracker
  • Dual Core
  • Dale Chase
  • Schaeffer the Darklord

Although there’s a plethora of awesome artists out there, here’s just a few choice video clips from the above list to start with. I’ve tried to grab the live versions where possible to give some idea of the audience experience, which is often fairly up-close and personal, especially in the case of Nerdcore shows I’ve been at. Crank it up!

Minibosses : Super Mario 2 at Penny Arcade Expo 2006

source: Vaguely Qualified Productions

The OneUps: A number of tunes at Nerdapolooza 2013

source: Jason Roop

Video Games Live : Medley at Hamilton Palace Theatre 2011

source: Montreal Metal Shows

Axes Denied : Commando theme

source: Axes Denied

Year 200x : Ghosts ‘n Goblins theme

source: The LoverlyLiz

Sixto Sounds : Castlevania

source: LKH9

MC Frontalot : It is pitch dark

source: MC Frontalot

Zealous 1, Shaffer the Dark Lord, MC Lars and YTCracker : Do the Bruce Campbell (anyone remember that old c64 Evil Dead game?)

source: 1jwells
____________________________________________________________________________________________________________________

MARTdiaf23
Retro, science fiction, horror movie fan and breaker of things.

Follow diaf23 (dieinafire23) on Twitter

 

 

 

 

Filed Under: Retro Gaming Culture Tagged With: chiptunes, live music, MC Frontalot, Retro Gaming Music, video

Ultimate C64 Chiptunes

August 21, 2013 By ausretrogamer

C64_breadbox

In all honesty, picking my favourite C64 chiptune is like finding a needle in a haystack – it’s impossible. With maestros like Hubbard, Dunn, Follin, Dalglish, Maniacs of Noise, Tinman, Tel, Galway to name a few, the task is all the more daunting.

Like any ‘best of’ list, it is all subjective and down to personal taste. I had the pleasure in narrowing my all time favourite chiptunes to my ultimate top 25.

Let the nostalgic SID sounds wash over you!

#25 Paperboy [composer: Mark Cooksey]

source: gdreyband

#24 Operation Wolf [composer: Jonathan Dunn]

source: NOTHING

#23 Super Monaco Grand Prix [composer: Jeroen Tel / Maniacs of Noise]

source: cheetahman91

#22 Hawkeye [composer: Jeroen Tel / Maniacs of Noise]

source: comppi

#21 Bubble Bobble [composer: Peter Clarke]

source: PeyserCommodore

#20 Run The Gauntlet [composer: Jonathan Dunn]

source: lordtrumpy

#19 Golden Axe [composer: Jeroen Tel]

source: lordtrumpy

#18 Ocean Loader 4 [composer: Jonathan Dunn]

source: PeyserCommodore

#17 WEC Le Mans [composer: Jonathan Dunn]

source: Hans Perters

#16 R-Type [composer: Chris Hülsbeck & Ramiro Vaca]

source: th3l3fty

#15 Parallax [composer: Martin Galway]

source: gdreyband

#14 Sanxion [composer: Rob Hubbard]

source: CaseOfGlass

#13 Comic Bakery [composer: Martin Galway]

source: gdreyband

#12 Red Heat [composer: Jonathan Dunn]

source: NOTHING

#11 The Great Giana Sisters (Menu Theme) [composer: Chris Hülsbeck]

source: PeyserCommodore

#10 Myth [composer: Jeroen Tel]

source: cheetahman91

#9 Last Ninja 2 [composer: Matt Gray]

source: Manialt

#8 Cybernoid [composer: Jeroen Tel / Maniacs of Noise]

source: inphanta

#7 Skate or Die [composer: Rob Hubbard]

source: Darcal2

#6 BMX Kidz [composer: Rob Hubbard & Jori Olkkonen]

source: Manialt

#5 IK/IK+ [composer: Rob Hubbard] – these could not be split! Absolute classics!

source: manialt


source: cheetahman91

#4 Mega Apocalypse [composer: Rob Hubbard]

source: Luzifer217

#3 L.E.D. Storm [composer: Tim Follin]

source: NOTHING

#2 Turbo Outrun [composer: Jeroen Tel / Maniacs of Noise]

source: cheetahman91

#1 Zamzara [composer: Charles Deenen / Maniacs of Noise]  – wait till you get to 1:55 !

source: inphanta

There you have it – the ultimate 25 C64 chiptunes. Controversial list? You be the judge.

Like with any pleasure, there is the agony – the agony of leaving out music from: Arkanoid, Bionic Commando, Robocop, The Untouchables, Rastan Saga, Dragon Ninja, Dan Dare 3, Yie Ar Kung Fu, Midnight Resistance and most agonising of all, Commando – sorry Mr Hubbard.




Filed Under: History Tagged With: 80s, BGM, C64, C64 Month, chiptunes, Commodore 64, Jeroen Tel, LED Storm, Maniacs of Noise, Music, Retro Gaming, retro music, SID, SID chiptunes, SID tunes, Turbo Outrun, Zamzara

Daft Punk – Get Lucky 8-Bit

May 14, 2013 By ausretrogamer

With the popularity of Daft Punk’s ‘Get Lucky’ song, it was only going to be a matter of time before it was going to get the 8-bit treatment.

The talented Floating Point Music took this hot track and converted it to what we like, 8-bit!

 

 

Image Source: Sankari69

 

Filed Under: Retro Gaming Culture Tagged With: best of the web, chiptunes, Daft Punk, Music

SuperByte 2013: Chiptunes, Retro Gaming and 8-Bit Art

May 7, 2013 By ausretrogamer

SuperByteFest_banner

Back in 2012,  a musical and cultural festival was held in Manchester – SuperByte 2012. This event had all day micromusic (chiptunes) and retro gaming aplenty. The festival turned out to be the largest of its kind in the UK and attracted visitors from all over Great Britain and mainland Europe.

For 2013, SuperByte is back and bigger than ever! From 13 to 14 September 2013, the UK and international chiptune community will descend on Jabez Clegg in Manchester for two days of live music, visual arts, retro gaming and heaps more. SuperByte 2013 is going to be huge!

Get your SuperByte 2013 tickets now.

Event: SuperByte 2013 Festival
When: September 13 – 14 2013
Where: Jabez Clegg, Manchester

 

 

Filed Under: Announcements Tagged With: chiptunes, events, festival, Retro Gaming

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