Archive for the ‘c64’ Category

The First Megademos?

January 17, 2021

I’ve always liked the term ‘megademo’. It hasn’t really been that popular since its demise in the early 1990s, but my group Hack n’ Trade has kept the tradition going. Why? Well, the megademo form comes with some pretty convenient advantages:

  • It doesn’t need a theme. What comes next can be a complete surprise in design, sound, text, etc.
  • Megademos require user interaction: the user has to press a button or key to get to the next part.
  • The viewer tolerates a break between parts (loader/decruncher, a loading part, a menu).

At least that is the way many see it today, and how we saw it in the mid 1990’s when we did our first megademo. “It’s easier than making a seamless trackloading demo without interruptions”. But I’ve come to realize that not everybody agrees with this idea…

The Early Days

It looks like the megademo word was first used in 1987. Janeway’s megademo category lists four Amiga productions from that year, and they describe the very bare bones production Megademo Disk by United Software Rebels (West Germany) as the first Amiga megademo. Since it was released just a few weeks after the Amiga 500 was launched (!) it seems like a reasonable assumption.

At the end of 1987, Sodan (the Dane who pioneered demo coding on the C-64) and Magician 42 released Techtech Demo. It’s a pretty great demo with several disparate parts like a typical megademo, but it also has a track loader (loading the next part while the current one is playing to minimize pauses for loading). So from a technical perspective, Janeway could have categorized this as a trackmo, like they did with Sodan’s Star demo from earlier that year. The third demo on the list, Some Demo Codes, could have been categorized as a pack disk rather than a megademo, as they mention in the comments.

For my purposes, the current categorization of demos are less interesting than what they were actually called back then, by the authors themselves. Now, I haven’t read through all the scroll texts from 1987, but there is one Amiga demo explicitly named and introduced as a megademo: Megademo by Antitrax 2010 from December 1987 (with music by Karsten Obarski). Interestingly, it supposedly competed in a specific megademo competition at the FCS-ECC copy party. That sounds unlikely to me but I can’t confirm or deny it with the links at Demozoo or in the invitation letter, courtesy of the lovely Got Papers? project.

 

 

To my surprise, the C64 has several explicitly titled megademos in 1987, judging from a search at CSDb.

All of these have several disparate parts with breaks. Most of them are essentially several demoparts/intros linked together, many of them including ripped game songs that you can browse through. Finland Cracking Service (FCS) stands out from the rest with some fairly impressive code and custom music (self-composed and hacks/remixes of game music). A slightly absurd detail that I appreciate is that you don’t exit the parts with space like in other megademos, but each part has its own specific exit key. In the demo, FCS sends some “comments” to Fantasy Cracking Service (FCS) in Germany who organized the party mentioned above, about stealing their acronym.

Does this mean that megademos were first popularized on the C-64? Well, not really. The chart below compares the amount of megademos on the Amiga and the C64 (ie, releases in Janeway and CSDb that have ‘megademo’ in the name). 

As you can see, during the so called golden years of the demoscene in the late 1980’s, megademos were clearly more of an Amiga thing. It is possible that the term first appeared on the C64, but it is also possible that the first megademos on the Amiga haven’t been preserved and archived.

Meganormal

Megademos became the new norm on the Amiga and 1989 saw one of the most iconic megademos on the Amiga: RSI Megademo (see below). I like Scoopex’s Megademo from the same year, which has a similar vibe of acid house rock. 1990 saw another one, called Budbrain Megademo. All of these used a specific loader part while loading the next part, but they never interrupted for loading/decrunching. To many, this became a defining feature of megademos.

When you remove the loading part (like Sodan did in 1987 already) and use a track loader for seamless progression, it makes less sense to call it a megademo. This is perhaps most clearly expressed in Scoopex’s notorious demo, Mental Hangover from 1990:

Even so, the term was sometimes used for seamless track loading demos (trackmos). King Fisher just told me that he called Red Storm (one of the earliest C64-trackmos) a megademo, for example. I suppose it was a way to separate it from the majority of demos on the C64, which had interruptions for loading/decrunching. On the Amiga, it made more sense to separate megademos from trackmos, because they were both popular at the same time. Scoopex didn’t want people to call it a megademo, because it was “better” than that.

I’m not sure. This certainly requires some more digging into by the global megademo research community. In any case, megademos gradually faded in popularity and status and a few years later they were predominantly ironic, funny or “fake” productions.  Luckily, that’s when me and my group Hack n’ Trade stepped in and started to dominate the megademo world. In 1996/1997 we were almost alone in using the term. What a success! 

Expanding The Norm

What I like with the megademo concept is that it’s not seamless. It’s chopped up in confusing bits that don’t really make sense together. It’s rough, it’s weird. And if you follow that train of thought, then perhaps our latest demo Essentials can be seen as a form of megademo. Parts are loaded randomly, they score very low in the rational sense making tests, but they also contain tools and music software? Yeah, have a go:

Panoramic Designs masterpiece Psykolog from 1991 has a similar spirit, and particularly the end part that starts about 16:30 into the video. 

Okay, that seems like a good ending to this post. If you have any information or ideas on the megademo topic, please let me know. Especially if you know things about other platforms than ye ol’ C64 and Amiga.

Unknown Chip Music Album From 1999 – Or Not?

March 4, 2020

If someone asks me when the chipscene began, I say “around 2000”. At that time chip music was mostly a thing in the demoscene, just like it was mostly a thing in the games industry before that. To be brief. But in 1999 something else started to happen. In the timeline we can that

  • Micromusic.net was formed
  • Bodenständig 2000 released an Atari-album
  • Role Model released an Amiga-album
  • Alec Empire released a Gameboy-album
  • Nanoloop appeared

Three die hard chip music albums, a new Gameboy music software (that was not a tracker), and a brand new online community for a community that didn’t even exist yet. Pretty wild! The previous years, as far as I’ve found out, don’t even come close:

  • 1998: Bodenständig 2000’s Atari-album Hemzärmelig
  • 1997: Horn of Fanyulo’s abstract multiplatform album Chatarra Informatica
  • 1995: The Electric Family – a compilation with SNES Mario Paint music

That’s pretty much it, for the (becoming) chipscene, anyway. There were other things like a myriad of Amiga-made gabber/hardcore music that was not chip music, there were songs and tools in the demoscene, game soundtracks (on the Gameboy, for example), and so on.

But okay, getting to the point: I was surprised when a friend (thx Margaret Montreux) showed me a chip album from 1999 that I didn’t know about: Attract Mode by COiN. So even more chippy things happened in 99? Behind the name is, well, another name: Thermos Malling. He had been playing drums for Bob Log III in various constellations and then, almost out of nowhere, he releases a chip music album in January 1999. Play the video – it’s the full album.

The first thing you hear is a jingle from Arkanoid. Sampled. Yes, COiN sampled C64 game music, cut it up, manipulated it and added other sound sources like drums and Apple’s text-to-speech for vocals.

THAT’S FAKEBIT I can here the chipsters roar. Well, it’s certainly not the most authentic form of chip music. Back when this was more of a purist blog, this album wouldn’t have made it into the timeline. Maybe it would have made it onto the badly named plagiarism page, though. There you can find die hard plagiarizers like Laromlab who performed, sold and promoted other people’s songs as his own. But there’s also artists like Monotrona who sampled old 8-bit songs, mangled it and added her own work to it. That’s not plagiarism in my book.

So is COiN more like Monotrona or Laromlab? To be honest, I didn’t actually recognize too many C64-songs in COiN’s material. I thought that maybe he played around so much with the original material that it became unrecognizable? I needed to compare it with the original C64-songs so I decided to turn to a higher power: the CSDb forums. It didn’t take long until JCH, demoscener since 1986, replied. He actually identified one of his own songs in there – and then plenty more. Check it out.

00.00 Arkanoid subtune by Martin Galway

00.14 & 00.39 Knackdick by JCH

06.51 Hawkeye by Jeroen Tel

06:56 Scroll Machine (subtune) by Yip

11.08 Bodyslam jingle by Tim Follin

11.15 Turbo Outrun subtune by Jeroen Tel

11.45 Hotrod subtune by Jeroen Tel

Here JCH was fed up with it, but other people chimed in with:

14.41 Clystron subtune by Thomas Detert

15.15 Another Turbo Outrun subtune by Jeroen Tel

18.30 Another Clystron subtune by Thomas Detert

The list will surely grow longer, but we can already conclude a few things. First of all – I was wrong. The original C64-songs haven’t been mangled, mixed and mashed together. But COiN has clearly cut and edited quite a bit to rearrange the songs themselves and to insert parts from other songs. And of course, there’s plenty of added material on top as well. Secondly, COiN is not just sampling game music as he claims, but also demoscene music. Remember when Timbaland sampled a demoscene song and said that it was from a video game? Yeah that stuff can get you in trouble…

Ok, so does that mean that COiN should be listed in the main timeline? Or will he be handed over to the plagiarism page of doom? And what about Monotrona? What will it beeee? Well, I need to sleep so I’ll just leave you hanging but if you have any ideas, feel free to comment. :——)

Btw, COiN’s second album, Architects of Character, is also available in full on YouTube:

 

Cartridge Music – the Best of Two Worlds?

August 18, 2016

IMG_8542

Releasing music on a cartridge that needs an old 8-bit platform to work, might seem like the worst way of releasing music today. But if you think about it a bit more…. A cartridge takes the best parts of the software-world and the hardware-world: You get a good-looking physical object, and it doesn’t have to contain only static recordings that are the same forever and ever.

The first cartridge release I heard about was Vegavox, a NES-cartridge made by Alex Mauer in 2007 with a basic interface to select songs. The follow-up, Vegavox II (below) was more refined with custom moving graphics for each song.

This looks similar to music videos, but under the hood it’s actually quite different. A video is a recording – a stream that plays from A to B the same way every time. Vegavox II on the other hand, is code and instructions that requires a very specific platform for playback. It’s more like a theater than a movie. Potentially, the user/viewer can ruin the whole thing by interrupting and destroying.

In the 1960’s this was a politically fueled idea that became prevalent in the computer arts to come. The power of the user. Today there are of course countless apps, games and sites with playful audiovisual interaction. But there’s not a whole lot of musical apps and situations where the composer really tries to give the user power over their own composition. Ah, the neurotic narcissism of music folks, eh? ^__^

+++

In the mid-1980’s, people started to rip game music and make compilations for the user to choose songs and trigger sound effects. The teenagers in the burgeoning demoscene started to make their own music, and by 1991 the music disk was an established format with quality releases such as Bruno’s Box 3, Crystal Symphonies and His Master’s Noise and plenty of gritty hip house megamix type of things, like Tekkno Bert.

These music disks normally pretended to be recorded music, even if it wasn’t. Under the hood there were notes and instruments being played live by software/hardware. You can see it in The Top Boys’ music disk above, where the notes are “played” on the keyboard. Theoretically the user could change each and every note, unlike a video where you can’t change the music at all. Music disks normally didn’t allow that, but commercial releases like the Delta Loader and To be on Top did.

While musical interaction almost seemed (and seems) a bit sinful to the genius music brain, visual interaction was (and is) more common. Back in the 1980’s there was 8-bit generative visuals like Jeff Minter’s Psychedelia (and other acid-ish stuff hm) that taps into earlier things like Atari’s Video Synthesizer.

Returning to the topic of cartridges and jumping ahead to 2016, RIKI released the Famicom-cartridge 8bit Music Power with music by eg Hally and Saitone. The user could interact with the music aswell as play games, and there were visualizers for the music. It’s like a mixture of a music disk and interactive music games.

Musical user interaction is still a rather unexplored field. Perhaps the user can mute instruments (8bit music power), move back and forth through a timeline (jazz.computer, dynamic game music) or trigger sounds/visuals in a game/composer environment (Playground). One recent interesting example is Yaxu’s Spicule, where the user can change the algorithms that compose the music in realtime.

A while back, Ray Manta at DataDoor came up with the idea to make a C64-cartridge and continue this exploration. So me, 4mat and iLKke got to work (and also did this). DUBCRT is our attempt to merge ideas from these different eras. There’s some music disk vibes to it, but in a kind of abstract and 1960’s modernist way. For each track there is a visualizer that spits out PETSCII-graphics, based on the music that is played.

The interaction is not all rationally easy to understand, but you can change the parameters of the visuals and (in a hidden part) change which audio sequences are played for each voice. You can also superimpose audio waveforms onto them, which means that you can pretty much ruin the song completely. A big plus! Nobody’s in charge. You can hear an example in Tim Koch’s remix in the album-release on Bandcamp.

All of this fits in 64 kilobytes, which means less than 8 kilobyte per song/visual. 4mat is known to only need 23 bytes to make good C64-stuff, and I tried to optimize my songs to fit aswell. All of ilKke’s graphics are in PETSCII, which also helped to keep the filesize down.

Here’s hoping to more absurd musical power interactions in the future! And since DUBCRT sold out in three hours, it actually seems like more people see this is as the best of two worlds. He he he…

Black Dog, Swedish House Mafia, Anthony Rother – New Old Sceners!

November 13, 2015

After I published the rough blog post draft Famous People who Came From the Scene I received hundreds of suggestions of sceners who moved on to the music charts, the cinema, the gaming industry, and so on. The “success stories”. A bit overwhelming, and I had to try to decide which were relevant to include or not. I didn’t have time to do a thorough job, unfortunately.

But I learned a lot of new things! The Finnish games industry seems to be even more riddled with ex-sceners than Sweden is. I was also reminded that the softsynth company AudioRealism is from an Atari-scener. And that several sceners started to make 3D graphics and visual effects for Hollywood-style movies.

What I found even more interesting is that Anthony Rother, one of the bigger names in European “oldschool electro” scene especially 15 years ago, used to be in the C64-scene as Anthony R/Online. He didn’t release much it seems – there is just one song on CSDb – but he went to the legendary Venlo party in the Netherlands, December 1988. Although he never got there. He was stopped at the border because his passport was in bad shape. So Anthony and his group mates in Online ended up hanging around in Heinsberg until the discotheque opened as Paradroid put it. Thanks to Tero for digging up this information. And here is Tero’s C64 signed by Anthony, btw:

tero mäyränen anthony rother hacker online

Other sceners chose the mainstream, or eurodisco specifically. In Finland, Captain/Frantic was involved in the euro disco group Dance Nation (check this video!) and he probably even made some Smurf eurodisco. Thomas Detert, a famous name in C64-music, also made eurodisco in Activate (see video below).

A related genre to eurodisco, progressive trance (oops, dodging glow sticks from angry trancers once again), also has some big acts with scene backgrounds: Infected Mushroom and Logic Bomb. And in the real modern version of eurodisco, EDM, there is also some scene influence. Axwell of Swedish House Mafia used to make Amiga music as Quazar.

But what made me most happy to find, thanks to Tim Koch, was the old Amiga productions of Black Dog Productions. The two original members (now active as Plaid) made a few mysterious yet harmless Amiga “demos” before they pioneered the early 1990’s “intelligent techno” that led to IDM.

Fractal Factory #1 from 1990 (above) is way more hip hop inspired than most scene works at the time. Loopy and “trancey”, the rhythmic and harmonic approach has many similarities to their seminal Warp-album Bytes from 1993.

The Pharaoh amiga demo (above) is more rave-culture oriented. The music has these loopy, mysterious and monotonous beats and the visuals have.. well.. loopy, mysterious and monotonous animations. :)

They used a very odd music software. The comments on the Pharaoh-video (recommended reading) leads to this video of the Pharaoh-song playing in a tracker called MultiMedia Sound. This seems to be one of the least popular Amiga music programs ever, judging from SOAMC. To be fair though, there are hundreds of songs made in its predecessor, SoundFX.

Black Dog released more Amiga-stuff. Fractal Factory #2 was on a CU Amiga disk, for example. Interesting to note is that they released it in the public domain and not in the scene. While that might seem nitpicky, these were two culturally separated fields at the time. For sceners, the public domain was lame. You wouldn’t want to be caught dialling into a BBS full of PD-lamers! Although PD-people watched and distributed demos, afaik there was some resentment towards the cracker-parts of the scene. This distinction can still be seen today, for example in arguments about whether Compunet-productions should be on CSDb or not.

Black Dog had their own BBS called Black Dog Towers. I can’t find much info about it on the web, but I remember reading a log from a local trader who called the BBS using a Calling Card (w0w). He got to chat with Ken Downie who made some a snarky remark about the trader’s handle. Fair enough perhaps, becase he used the handle aPH3X tW1Nn. :)

Right, enough for now. Feel free to explore the list of “famous” sceners and add your suggestions to this neverending project.

 

Generation 64: A Harmless Story About the C64 Generation?

October 4, 2014

I just got a copy of the book Generation 64, and wanted to make a quick blurb..

Generation 64 is a new book about the generation of Swedes who grew up with the Commodore 64. It’s only available in Swedish, but I think there’s a Kickstarter somewhere to get it translated into English. And that would be great. This is an important story to be told, and it’s well researched and contains lots of curiosities, good photos, and so on. It’s definitely a book worth reading. Get it now!

It’s a book about the past. There are interviews with famous public figures about their childhood with computers. There are also more “advanced” users like demosceners, crackers, music makers, designers, game makers, and so on. There is a clear aim of making this generation relevant by essentially describing the current successes of many of people from Generation 64. In the games industry (Candy Crush, Minecraft, DICE), in music (Axwell and Swedish House Mafia, The Hives and also non-Swedes like Legowelt, Aphrodite, and Paradox are mentioned) and of course as programmers. And as entrepreneurs.

This book paints a nice-looking picture of an important background to Sweden’s hi-tech industries, basically. I haven’t read more than half of the book yet, but it seems clear that it’s not much about politics and hacking. Which is fine, of course. It’s a book for a wider audience, and not a critical look at computer culture and society.

But…

It connects to a history that goes something like this: in the 1980’s we had piracy and out-of-bounds hacking, in the 1990’s they went online, and now they work in the “creative industries”, with computers & networks, or at universities. There is a special section in the book about entrepreneurs. But no special sections on, you know, remix cultures or open source, file sharing, copyright fights, and so on. It’s basically more like the story of Spotify than the Pirate Bay – although both of them are represented in the book (by Peter Sunde and Oskar Stål, respectively).

As Spotify was quickly presented as The Solution to the “problem” of file sharing in Sweden, with it came a sort of white-washing of piracy. Kazaa and Fairlight are now mostly accepted as something like childhood mistakes. It’s not as controversial as it used to be.

Meanwhile, Peter Sunde is treated like crap in Swedish prison, Gottfrid Svartholm Warg is involved in a Danish court case which seems to be run with very dubious methods. The third Pirate Bay member is still on the run. And yet – the Pirate Bay is still online and torrents are being shared at more or less the same rate.

And Spotify is nowhere near a functioning business model – they are losing gazillions of money.

Obviously, this is not relevant for a book about Generation 64. My point is just that there is also a different story to be told about this culture. This rebellious use of technologies has not just been sucumbed into entrepreneurship, science and open source rhetorics. There is still lots of controveries that are not solved at all. There is still a lot of politics in this.

And had I written a book on the C64 scene, I would have emphasized that more. Sort of like I did in my 2009-paper for the re:live conference in Australia. Because that will be even more important in the future, when internet and computers are not as free as they used to be.

 

 

About My Demoscene Talk at Øredev

November 18, 2013

Last week I made a presentation about the demoscene at the developer conference Øredev. Before the talk I did an improvised C64 ambient dinner performance – where I just start the software and do everything from scratch, and show the screen to the audience. (see image)

by emiebot @ flickr

Photo by Emiebot

The theme of the conference was art, so my talk was more or less “demoscene vs art”. I argued that the scene and the art world are fundamentally different. The themes of 1960’s computer art might be similar to the scene: moving graphics, sound, code, making “new” thing with technology, networked communications, etcetera. But today the scene and the art world basically doesn’t overlap at all.

The scene competes with skills by making works that you go WOW!LOL!WTF! the first time you see it. The execution is more important than the concept, which connects to scene to craft rather than art. I’ve emphasized this since 2008, because it’s one of the most defining traits of the scene imo.

I talked about the years around 2000 when 8-bit works started to appear in the art world. Usually that was in the shape of glitch (Jodi), chipmusic (micromusic.net, Nanoloop), ASCII art (Vuk Cosic),  circuit bending (Notendo), videogames (Cory Arcangel). Sceners were not involved in this, and some of them (including me) were annoyed with the lame execution. “Hey, it’s not eliteeeee!”.

Photo by Codepo8

Photo by Codepo8

So… then I went on to talk about why I started to move towards the art world myself. We played HT Gold, which didn’t really work in the scene because it’s full of trash. I showed demos that doesn’t work in the art world (ie, most of them). And I showed Dansa In which I think is the first time I’ve worked with something that worked both as “art” and “demo”.
Nevertheless, I discussed the possibilities of scene-style coding playing a bigger role in the art world in the future. Doing things for www, smartphones and microcontrollers could surely use some of the über-rationalistic yet trial-and-error-craziness that sceners are so good at. Efficient use of the hardware, of course, will become more important if digital art goes monumental but wants to not waste more resources than necessary.
Finally, I mentioned three cultural traits of the scene that could/should have a bigger influence:
Distribution is always free in the scene, and they developed a sort of DIY infrastructure for that. There was an international network established already in the 1980s, using both telecommunications and postal mail. Distribution was hard work by dedicated traders, swappers and sysops who copied software around the world. I was always fascinated by this, and we’re once again seeing the need for this with the recent waves of censorship, surveillance and control.
Copyright remains an infected issue in the scene, despite (or because of) the normalization of free distribution, and its close ties with the cracking scene. Amiga MOD-music is my favourite example, where composers sampled sounds from records and basically claimed ownership of them. “Don’t rip my samples!” was a common statement. In the scene, it is always better to do it yourself, rather than building on someone else’s work. It doesn’t want to be a remix culture.
If someone was “stealing” they would be shamed in public (diskmags, parties, bulletin boards) so they lost their reputation. We could, perhaps, compare this to how Timbaland was attacked by “an angry nerd army” when he sampled Tempest’s chiptune. To me, this seems like a much more modern way than to have a court decide which methods are okay, and which are not. But yeah, it will probably take some decades before we go back to that behaviour.
Formats. Distributing most things as real-time programs instead of recordings, leads to a treasure for future historians. The massive online archives means that the demoscene is one of the most well-preserved subcultures so far. Imagine what we can do with all that data in the future! It’s like cultural analytics done on “open source” artefacts – or even better. Also, this puts some demands on the platforms. They need to support wild methods and low-level trickeries, not punish them. Strictly enforced license agreements embedded in the hardware (“if you try something funny, your gadget will blow up and call the police”) or underlying mega-protected systems are not really the future, from this point of view.
Finally: I know the few sceners that were in the audience were disappointed that I didn’t show many traditional demos. That wasn’t really the point with the presentation, which I probably should have made more clear. The idea was to discuss the scene from the perspective of art and highlight its advantages and disadvantages. Also – I showed many of my own works because I was asked to, and because I have worked many years in that grey semi-desertic area inbetween art and demoscene.

C64-sounds Hiding in Soundtracks: Interview With GMM

September 27, 2012

I was watching a documentary on TV about a Norwegian artist called Pushwagner (born 1940). Suddenly I heard arpeggios. And ring modulation. And wavetable drums. Hm, what’s this C64 stuff doing in a documentary like this, I thought. That raised some questions, so I got in touch Gisle Martens Meyer who made the music for Pushwagner, and he was kind enough to answer my questions.

It turns out that he once smashed an Amiga 500 on stage, composed MODs and also made some more recent chip-releases under the name Ninja 9000. But I was curious about how he works with chip sounds for soundtracks. Apparently he always uses SID-sounds, more or less, but some clients are more conservative than others…

Listen to the Pushwagner songs on Soundcloud (fyi, Goblin Roadtrip is the most chippy one)

CHIPFLIP > Could you tell us a little about the process behind it? Was it your idea to include these sounds? Did you have any specific ideas behind it?

GMM > Actually the process of providing music to the film is less old-skool writing-to-locked-image and more supplying-directors-with-material-to-work-with. The directors had access to all my stuff during a rather long production period, for maybe four years I think. So they always worked on the film with bits of my music (from all of my projects), but I didn’t write specifically for them during this preproduction. I just kept releasing stuff, or giving them unreleased stuff.

Then, during editing, the last six months, I’m properly involved, mostly in discussing track or cue selections, and if they need musical edits to fit their cuts I arrange it as we agree. In some cases I rewrite or adapt tracks so they work better with the scene. So it’s not scoring in a traditional sense. The directors work with mostly finished music all the time. I work like this with multiple directors, it’s like a sliding scale from sync license to adaptive score… So to answer the question; no – I did not “add” the arps and SID stuff there during scoring, the directors did by choosing those tracks, and we actually discussed their sound and how/if they would fit.

The directors (like me) grew up with C64 and Amigas and we all love those sounds, but also know they could appear alien, depending on context. So it wasn’t me, it was all of us making a deliberate choice.

CHIPFLIP > Did you or the directors have any relation to the demoscene?

GMM > I can’t remember if the directors were active sceners or quietly contributing / creating without making it public… So I can’t speak for them. I was a young and clueless musician and didn’t really participate much in groups or front of scene, I was lurking far away. I made some music disks on my own, mostly under pseudonym Gnosis and through a Czech group called Torture Of Music. I think some of it is available in scene archives.

CHIPFLIP > Do you, or anyone else, think that the common associations of these sounds (videogames and 8-bit) was problematic for the atmosphere of the documentary?

GMM > No, and I never heard anyone else either, rather the opposite I think, it really works. The kind of people who would react negatively to SID-sounds wouldn’t watch this kind of documentary. If they exist, how can anyone not like those sounds…

I think people “into” these kinds of things recognize particulars, like it sounds like a C64. Other people just recognize or label it as “the kind of videogame sound”. Other people again (like kids) just like the bubbly fun or the playfullness of it.

And in general I think if you use SID-sounds – as any other sound – as a balanced musical element in a larger context, it works fine and it can hold it’s own. It’s just there and it sounds right.

CHIPFLIP > Some would say that by now, chipsounds stand on their own feet, separated from the 8bit/videogame thing. What do you think?

GMM > I agree and agreed a long time ago. I hear it lots of places in all kinds of contexts. It always makes me happy, there should be more :)

CHIPFLIP > What kind of feedback have you received?

GMM > Positive. Kids seem to love the bubbly C64 tracks. Adults seem to like the span of genres, sounds and atmospheres in the music. The soundtrack was featured in some online services like Spotify and Wimp when it was released. I don’t read reviews, but I understand the movie in general was well received. The score was nominated for best film music at the Norwegian film awards Amanda this summer, and is also nominated for Nordic Film Composer Awards.

CHIPFLIP > Did you use SID-sounds for other soundtracks aswell?

GMM > Yes, always, and got them into several, but mostly as an element and not complete solution. And sometimes very subtle, like a cameo…. I also did some conceptual work on a film score using deliberate Amiga Protracker sounds and programming, but that one has been in funding phase for ages. But curiously I note that in my TV work there is rarely room for or approval of SID-sounds. TV is perhaps more conservative.

CHIPFLIP > When your SID sounds are not approved in TV-productions, how is that usually expressed? What do they say that they don’t like?

GMM > It’s never an angry director or producer wanting to remove it, it’s usually intuitive understanding by me not to waste time trying to sneak it in, because there is so little time for everything in TV. I usually work with people I am very well in sync with, so I mostly just “know” it wouldn’t work, because of the total sound or aesthetics of the series or project. I am sure there are situations where it would work wonders, I just haven’t been exposed to them yet.
Like I did a sci-fi puppet series for kids, and the sound was “orchestral symphonic”, and trying to make it “hollywood”. I didn’t even think of chipsounds, it didn’t fit. But I can use “chip” techniques, like a subtle one-time +12 octave arp at the start of sounds to make it stand out quicker for a theme signal, things like that.

I think TV is often shorter “everything”, shorter time for production, shorter span for telling something, shorter room for experimentation. TV’s just hectic, in all ways. That’s maybe why less chip there, or if it’s there, it’s really obvious there. Don’t know. Interesting to think about, good questions!

►???

May 30, 2012

Go ahead! Yeah! ► PRESS PLAY ON ??? (download: 1 2)

A few years ago there wasn’t much chip bass around, but since then it has become pretty common. The Canadian mystery man known as ??? is one of the top players, fusing reggae and hip hop into a melodic and fönky sauce, oscillating between dub and skweee. With one of the most ungoogliest names around, his music used to be pretty complicated to find (since he deleted it all the time), but then he released Wall You Need is Love on Pause in 2011.

His next release is right here, at Chipflip. No titles, no bullshit – pure irreductionsm! It consists of two mixes of 30 minutes each, accessible through an interface made by the Venezuelan artist ui. The first mix is a set of Gameboy dub, in ???’s characteristic carefree style. The second one is more hip hoppy, and also shows off some of his wobbly C64-songs. The hip hop mix also contains an Amiga remix that I made. Can you find it? Btw, ??? also makes less chippy stuff as Babaji Beat. Fade Runner

C64-storage: uIEC

January 18, 2012

Storage is a problematic thing with the C-64 and most other 8-bitters. Floppies are great, but drives are heavy. That’s why I got the 1541U last year and my whole body was satisfied with it. But at 130 euros, it’s a bit pricey. The uIEC is roughly half price and lets you browse the memory card just like with a floppy disk. It was developed by Jim Brain, one of the titans of the Commodore world. Although it doesn’t work with all software, it’s still a great substitute for a disk drive.

The uIEC comes with no documentation whatsoever, which is kind of nice, but there’s actually not so much info online either. For the hardcore nerds that’s not a problem of course. But if you’re anything like me, you’ll probably insert it upside down. Like I did. But bloggers like Ilesj are helpful, and I wanted to do something similar. Please comment if you find any mistakes or have suggestions.

tl;dr. /// GOOD: cheap, doesn’t require d64-files, good-looking. /// BAD: tricky interface, no casing, no manual. /// TRICKS: buy with daughter card, update the firmware, use with Final Cartridge. /// I THINK it’s a good gadget for gigs – just put all your stuff on a memory card and avoid all that D64-confusion on stage.

The speed. The uIEC is just as slow as a normal disk drive, unless you use its built-in JiffyDOS fastloader. You can use it either by installing a piece of hardware in your C-64, or use e.g the SJLOAD-software. When you have it on the memory card, simply add a !* before the filename (LOAD”!*PROGRAM”,10,1). It loads very fast. However, SJLOAD doesn’t support shortcuts to enter directories, copy files, etc. To enter a D64-file for example, you have to write OPEN1,8,15,”CD//:ACIDBURGER.D64″:CLOSE1. So we need more interface.

The interface. I’m a bit lost with this, admittedly. Would be great with a simple support for short commands, but not sure if it exists. With programs like FB64 you can move around the memory card and load files from directories and D64-files. Also, the SJLOAD stays active if you loaded FB64 with it. Also, there’s software like CBM-Command to transfer files between D64/floppy/cards, etc. If you like that Norton Commander thing.

The loaders. The uIEC generally doesn’t work with software that tries to run code on the drive. So games and demos with many files and custom fastloaders probably won’t work. I noticed that SJLOAD caused some problems – like not being able to load files in the music software I use. So hopefully something better than SJLOAD will appear (or did it already?). There are a few fastloaders supported, such as Final Cartridge (couldn’t find mine to test with though). Also, plenty of the tools I use didn’t work until I updated the firmware.

The firmware. I had to update the firmware to be able to run software from folders or D64:s. No big deal though, just put the files on the memory card and it manages on its own.

Btw, good to know:

– The uIEC is device 10 by default. To show the directory you write LOAD”$”,10 instead of the normal LOAD”$”,8.

– If you buy the uIEC with daughterboard, you don’t have to fix your own power supply. Then it uses the cassette port for power.

– uIEC is based on the SD2IEC that grew out of the 1541-III. Other options are e.g. IEC-ATA and MMC2IEC.

– You can build an uIEC into a nice external box if you want to. Check out this one by Rik Magers for example:

► Goto80 + Raquel Meyers: 2SLEEP1

September 14, 2011

2SLEEP1 is a playlist of audiovisual performances in text mode, designed to make you fall asleep. The idea is to show the music being composed in real-time (Exedub) along with typewriter-style animations (e.g. Sjöman).

Both the music interface and the graphics are built up from text symbols. This means that the (graphical) objects can work together with the (musical) instructions, on a visual level. Vank is a first rough test of this and Matsamöt makes a similar thing, without the improvisation. Finally, Echidna is a silent movie with semi-live music.

Made by Raquel Meyers and Goto80 (me), mostly using c-64 and Amiga. The videos are early explorations of new methods, so it’s rather brutal at times. Greetz to Poison (rip) and Toplap!