![]() The usual method to emulate it is via quick arpeggios, which is one of the most relevant features of chiptune music (along, of course, with its electronic timbres). ĭue to limited number of voices in those primitive chips, one of the main challenges is to produce rich polyphonic music with them. The SID was a very technically advanced chip, offering many other features including ring modulation and adjustable resonance filters. Unlike the Game Boy, the pulse channels on the Commodore 64 allowed full control over wave duty cycles. The Commodore 64, however, used the MOS Technology SID chip which offered 3 channels, each switchable between pulse, saw-tooth, triangle, and noise. The Game Boy uses two pulse channels (switchable between 12.5%, 25%, 50% and 75% wave duty cycle), a channel for 4-bit pulse-code modulation (PCM) playback, and a pseudo-random-noise generator. Two notable examples of systems employing this technology were the Nintendo Game Boy portable game console and the Commodore 64 personal computer. Available waveforms often included pulse wave (whose timbre can be varied by modifying the duty cycle), square wave (a symmetrical pulse wave producing only odd overtones), triangle wave (which has a fixed timbre containing only odd harmonics, but is softer than a square wave), and sawtooth wave (which has a bright raspy timbre and contains odd and even harmonics). Common waveform generator configurations usually included two or three simple waveforms and often a single pseudo-random-noise generator (PRNG). A waveform generator usually produces a basic geometrical waveform with a fixed or variable timbre and variable pitch. Day of the Tentacle was my first PC game and I do like some of the Lucasarts music, but it never really appealed to me as much as the earlier chip music.A waveform generator is a fundamental module in a sound synthesis system. I only got into the PC around 92-93 and I always looked down on the hopeless sound that the PC could produce. The Amiga also had some very awesome music, such as the title from Apidya, Xenon 2 megablast, the Turrican games, Shadow of the Beast, and theres also some brilliant demo stuff, most of which I cant remember at the moment You can get all of these from the High Voltage SID collection The SID really was incredible for its time and it was amazing what people like Rob Hubbard, Martin Galway, Jeroen Tel and David Whittaker could do in a few k with these things. Yes the Amiga was far more capable and an amazing machine, but a lot of the music used samples which I didn't like as much as pure chip music. Mortal Kombat - some great sampled speech - GET OVER HERE! Gauntlet II - Blue Wizard shot the food, Red Valkyrie is IT! ![]() Strider - the laugh at the beginning got you in the mood - as did Altered Beasts - Rise From Your Gwave! Speedball 2 - both music and sound - but really - ICE CREAM! Space Invaders - so simple yet so ominous! Lotus Turbo Esprit 3 - how cool was the "cd player"?Ĭannon Fodder - War, never been so much fun!Ĭalifornia games (Atari Lynx/Handy) - great stuff.Īlso more than just tunes any games you thought the sound effects were great in, this thread is all about sound! Outrun - Magical Sound Shower, need I say more? Monkey Island 2 - seriously iMuse put the i in music long before Apple ![]() Having missed out on the C64 (because I owned the superior - yes debatable - Atari 800XL) I understand the SID chip was phenomenal, however I do know for certain the Amiga smacked the Atari ST quite "soundly" (owned both) when it came to epic music with it's amazing stereo sound and RCA outputs allowing you to plug that sucker straight into your hi-fi (which I did!).Īnyway, a few of my most fond aural memories. What would you OCAU (yes you) rate as the best retro music and sound effects? Also what machines would you rate the best at producing this stuff. ![]() Even some of the sounds when you added a credit or navigate through a menu remain in your memory. Well it's often an "unsung" hero but without those little ditties, bleeps, bloops and samples to amplify a lot of our retro gaming experiences they would have been nowhere near as addictive, nor would you catch yourself whistling the tune to Monkey Island 2 on the bus.
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