...but I'm working on ideas for the next few episodes. Basically I'll be doing a few episodes of Famicom Fridays talking about some of the games I picked up last weekend at MAGFest, specifically ones that have specialized soundchips and otherwise. These are games that feature different music than what we would've found on the US NES, and I feel that it'd be fun to share these games with you all.
I'll make a video talking about these games briefly either after I get home from work tonight (at 1AM..), or during Saturday. I'll also talk a little bit about MAGFest in general, and answering some questions that I wasn't able to answer during the Q&A's that were held with the TGWTG crew.
Next, some video ideas I'm planning on doing include ones talking about music composition/songwriting in general...kind of in the same vein as Famicom Fridays, but focused moreso on just general music theory/composition. In addition, I'm planning on doing at least one video talking about the DSiWare game I did music for (Hot and Cold), and how I did some of the tracks for that game. There should be some time in the near future for all of this to be done. :)
Lastly, I'm making a small request out to you all. For Famicom Fridays, I'm looking for two things if possible. One is someone who can act as a Pixel Artist to help create a new logo/title screen for the show, while keeping with the idea of making it look like a Famicom/NES title screen. The other is a request for loans on particular Famicom titles that have unique soundchip/music in them for me to talk about in future episodes. These titles include the Famicom Disk System version of Gyruss and Dracula II/Castlevania II, as well as cart versions of Madara and Gimmick!
I'm not asking for permanent donations of these games, and I really don't want to ask people for money to help me get these games...but if anyone out there either has these titles, or knows someone who might have it, it'd mean a lot to me if someone could help out in getting my hands on these games to at least play/talk about them.
At any rate folks, if you are interested in helping out either with the pixel work or game hunting, please contact me when you can. :)
Showing posts with label Famicom Fridays. Show all posts
Showing posts with label Famicom Fridays. Show all posts
Friday, January 8, 2010
Friday, January 1, 2010
Famicom Fridays #5 - Lee is Still 8-bit!
Happy New Year everyone! This is less of a tutorial video, and more of a demonstration of a new song I did for Lee from Still Gaming. Enjoy, and have a great weekend! I'll try to make some updates while at MAGFest. :)
Also, you can listen to the full track over to the right, under the player "Arrangements for Clients." :)
Also, you can listen to the full track over to the right, under the player "Arrangements for Clients." :)
Labels:
8-bit,
chiptune,
Famicom Fridays,
Lee and Dena,
Lee is Still Gaming
Friday, December 25, 2009
Famicom Fridays #4: Holiday Special
There's not much holiday themed action here, but I decided to finally make an episode based on requests. Hopefully you all are having a happy holiday season, folks! :)
Here's a direct link to the Youtube version.
Here's a direct link to the Youtube version.
Labels:
8-bit,
Chip Collection,
chiptune,
Famicom Fridays,
Reason,
tutorial
Thursday, December 17, 2009
Some Bad News...and Good News!
Hey all. I know this seems a little iffy for me to be making such an announcement so close to Friday, but I won't be posting an episode of Famicom Fridays this week - been busy working on a LOT of music this week, and hopefully I'll get some of it posted up over the weekend. :) In addition, I got some plans for next Friday, and something especially special planned for January 1st's installment of Famicom Fridays (just in time for MAGFest! :D).
As always, please feel free to give me info on what you'd like to see me talk about in these episodes, as I want to make Famicom Fridays as fun/interesting for you to watch as it is for me to make 'em. :)
Thanks in advance for your patience, all, and I'll see about making a small video update of some sort for tomorrow.
Oh! One additional bit of news. According to some people that I've worked with over at Majesco, there will be a DSiWare Release of a game I did music for! :) The game, Hot 'n Cold, supposedly will be released on the 21st...though I'm not 100% sure if it's confirmed or not...here's hoping, and if you can get the game, please do so to help support the folks on the dev team that allowed me to contribute over an hour of original music to the title! :)
As always, please feel free to give me info on what you'd like to see me talk about in these episodes, as I want to make Famicom Fridays as fun/interesting for you to watch as it is for me to make 'em. :)
Thanks in advance for your patience, all, and I'll see about making a small video update of some sort for tomorrow.
Oh! One additional bit of news. According to some people that I've worked with over at Majesco, there will be a DSiWare Release of a game I did music for! :) The game, Hot 'n Cold, supposedly will be released on the 21st...though I'm not 100% sure if it's confirmed or not...here's hoping, and if you can get the game, please do so to help support the folks on the dev team that allowed me to contribute over an hour of original music to the title! :)
Labels:
DSiWare,
Famicom Fridays,
Hot 'n Cold,
MAGFest,
update
Friday, December 11, 2009
Friday, December 4, 2009
Famicom Fridays #2 - Blue Bomber (Pre) Birthday Bonanza!
My birthday is tomorrow...so to celebrate, here's a video of me talking about my first chiptune piece that I wrote way back in 2004 (The video is new...it's just the song that was made in 2004. :P). Enjoy, folks, and have a great weekend!
Thursday, November 26, 2009
The NEW Famicom Fridays #1 - Chiptunes That You Might Don't Know...
(Click Image for Anthem)
Hello one and all, and welcome to the first installment of the revival of Famicom Fridays (and I'm aware that it's actually Thursday...consider this a special Thanksgiving gift...or me being impatient, whichever sounds better), where I’ll try to explain the various tricks and techniques I use to create the retro-tastic sounds that’re better known as 8-bit/chiptune music!
...I’m somewhat embarrassed about using that retrotastic pun, but now’s not the time for embarrassment, it’s time for some music!
For today’s entry, I’m going to be talking about some of the techniques I used to create an 8-bit arrangement of the current theme song to everyone’s favorite internet show about games that aren’t too well known - Games That You Might Don’t Know, But Are Still Pretty Damn Sweet!
For those of you who haven’t seen this show before, be sure to scope it out here...well, after you read this blog, of course!
The theme song was written by Julien Diaz (AKA: The Sad Panda), and it’s quite an energetic work. So let’s take a quick listen to what my 8-bit rendition sounds like:
As you can see, there’s quite a bit going on in this version of the song, too! Since this the first installment of the new Famicom Fridays, I figure it’s only appropriate to touch over some basics about how I make this music in the first place.
First and foremost, I primarily use Reason/Record to create my chiptune music. Personally, I’d love to be able to delve into circuit bending or actually coding out the music authentically...but I’m not as savvy in those areas, so Reason works well as a backup. Thanks to modern developments, there are a LOT of ways of getting great sounding retro synth tones to either create ‘authentic’ sounding chiptune music...or simply to add some retro flavor to other styles. I’ll try to touch on some of these options in future installments, but for now, I’ll explain what I use.
The sounds I used in this song came from the “NES Wave Pack” put out by The Chip Collection. You can get it for 20 bucks, and it’s pretty good for the price, though some of the sounds are a bit on the noisy side, and some tweaking is needed to make them really expressive. Still, for a low cost option, it’s not bad at all! :)
Anyways! So when it came to doing this arrangement, the first key step was transcribing the song. I simply did this by listening to Julien’s original repeatedly, while picking out the key melodic and harmonic elements on my keyboard. Once I figured out enough of the song, I was able to create a rough transcription using my NES tones to make sure I got the tempo, melody, and progression worked out accurately enough.
Sounds okay, but notice how...lifeless it sounds? There’s hardly any flow and connectivity to the melody, the drum samples sound a bit flat and dull, and there isn’t really any harmonic language being used. Looks like we’ll need to do a little tweaking here before we get to the final product!
In regards to the melody, we could just leave it as it is, and it’d be accurate in terms of pitch...but we can make it sound much more expressive and lively using some extra tweaks. Namely, making the melody slide into and away from the main notes (via pitch bend), an adding that magical vibration of the note we like to call vibrato (via the mod wheel). Here’s a picture of how some of that looks.


The last topic I want to hit on for this segment deals with the 'chord' sounds that I came up with to deal with the lack of harmony in the song. I only used it during the chorus of the song, not only to keep the song from getting too busy, but also to help reinforce the structure of the song. Now, these chords are done using the same sound sources as everything else in the song, and furthermore, the tracks are monophonic (which means only one note can be played at a time on each track).
So how did I create something that sounded like sustained chords, with multiple notes being played at once?
Take a look at this picture, and click on it to check the sample of what it sounds like:

(Click Image to hear sample!)
As you can hear, the melody in this case has a little more life to it, but there's still a little extra work we can do. One trick I like to do is to create an echo effect, which is fairly easy to do. I simply make a copy of the melody line after I'm done writing it, offset the copy forward by some short interval (in this case, an 1/8th note), and make the copied melody softer. The end result is a fairly nice echo effect that adds some wonderful density to the previously dry sounding line:
(Another clickable picture to hear another sample!)
Now we're talking! Let's move on to those drums. Just to give you an idea of how the drum samples that I used sounded on their own, simply click here. Notice how it sounds extremely empty, especially when soloed on its own, and how dark sounding it seems to be right now? We can fix that with some layering!
What I ended up doing was layering other drum samples (all of which were from the same sample collection I linked to earlier!), as well as using simple white noise (manipulated, of course!) to help give those samples some more impact, clarity, thickness. Let's take a glance at what that looks like...
(I don't think I need to explain what you can do here. :D)
So how did I create something that sounded like sustained chords, with multiple notes being played at once?
Take a look at this picture, and click on it to check the sample of what it sounds like:
Can you figure it out? It may look like a mess of notes that shouldn't be able to make any sort of sound, but upon closer inspection...
...you can see that I simply have notes moving up and down around the appropriate notes of the harmony, but extremely quickly. This creates the illusion of a sustained chord, using just a monophonic sound.
This is, in fact, in line with a common technique that was used predominantly by Western game composers during the 80's, especially on platforms like the Commodore 64. I'll pull out some examples of this down the line, especially if I get some sort of encouragement/recommendations to do so. ;)
With those three techniques examined, this concludes this first (of hopefully many!) installment of Famicom Fridays. Please feel free to leave comments about what you thought of this entry, and what you might want to read/see/hear more about in future installments. Also, if there is a particular 8-bit track that is featured on my blog that you want me to break down and explain in a future Famicom Friday, don't hesitate to ask.
Have a great weekend folks! This has been Skitch, and I'll be sure to see you again next Friday!
Labels:
Benzaie,
Famicom Fridays,
GYMDK,
Julien Diaz
Wednesday, November 25, 2009
In Preparation for Famicom Fridays #1...
I'm getting some things together for Thanksgiving, needing to fly out tomorrow morning at 6AM. :P In addition, I'm getting some music done for a few folks, and getting some writing points fleshed out for the first installment of the revival of Famicom Fridays for this Friday (otherwise, why would I call it that? :P).
The focus of Famicom Fridays will be on detailing and explaining various techniques I use to create some of the Famicom/NES/Chiptune/8-Bit music that I do, so if there are any particular elements of the songs you want to hear more about, feel free to comment and let me know!
For those who plan on celebrating it, have a Happy Thanksgiving tomorrow, and for those that aren't, I'm sure tomorrow will be a great day for you all, too. :)
The focus of Famicom Fridays will be on detailing and explaining various techniques I use to create some of the Famicom/NES/Chiptune/8-Bit music that I do, so if there are any particular elements of the songs you want to hear more about, feel free to comment and let me know!
For those who plan on celebrating it, have a Happy Thanksgiving tomorrow, and for those that aren't, I'm sure tomorrow will be a great day for you all, too. :)
Friday, November 20, 2009
Something Dead Is A-Comin' Back...
(Click Image for Anthem)
I'm working on bringing back this blog concept, that I attempted then abandoned in '08. If you have any suggestions of techniques in NES/Chiptune music that you'd like to hear/read about, post in the comments!
Labels:
8-bit,
chiptune,
Famicom Fridays,
revival
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