Pxtone Manual
Pxtone Manual
TABLE OF CONTENTS
FOREWORD by Pixel............................................................................3
INTRODUCTION.....................................................................................4
1.BASICS.....................................................................................................5
1.1 OVERVIEW ...............................................................................................6
1.2 VOICE ......................................................................................................12
1.3 UNIT ........................................................................................................13
1.4 KEYBOARD...............................................................................................20
5. RECOMMENDED STUFF..............................................................78
6. FINAL WORDS..................................................................................95
Foreword by Pixel 3
FOREWORD by Pixel
私は自分のゲームを作るためにプログラミング技術を身につけました。
実際にゲームを作るとなると、身近な音源は MIDI か WAVE に限られてしまいまし
た。
WAVE ファイルは容量が大きくなってしまって、インターネットで配信するのに向
かない。
MIDI はプレイヤー自信が使っている音源によって音色が変わってしまうし、
矩形波やサイン波などのシンプルな音色が使えない。
"It was the desire to create my own game that motivated me to teach myself
programming. When I started out as a game developer, the only audio formats
available to me were MIDI and WAV.
WAV files were massive in size and burdensome to distribute online. The sound
quality of MIDI could vary and was incompatible with simple sound waves like sine
waves and square waves. This was what compelled me to build my own sound
editor for Windows to function under any circumstances and produce files small
enough to distribute online.
Please enjoy creating music with the sounds you have assembled yourself".
25 / 11 / 2010
Daisuke Amaya (AKA Pixel)
Translation by Yoshi Miyamoto
INTRODUCTION
This manual is intended to be easy-to-use, and it has four main chapters. The first is about
PxTone Collage basic use. The second is about videogame music concepts and how to
extress your ideas in Pxtone Collage simply. Chapter three is about 'fine surgery': all those
articulations and tricks often used in videogame songs. The final section introduces
recommended videogame soundtracks, with an emphasis on those heard on arcade
machines, home computers and consoles.
Since the Pxtone tracker is a freeware program, this manual and the example files are free
to use. With this text, I would like to contribute to the free resources at the disposal of the
indie game community. I invite everyone from the beginner to the experienced videogame
musician to read the following pages in case it might be of use.
I would also like to thank the great Pixel, the developer of Pxtone, for his enormous
contribution to the world of gaming. PxTone is, in fact, a powerful tool for making complex
musical arrangements with as many details as the professional soundtracks of 80's and 90's
arcade machines.
Why PxTone?
PxTone has incredible flexibility as an arranger and tracker. It is accurate enough, and
what's more, is compatible with other programs like Game Maker. Another advantage is the
song file size. If you don't use large samples, the standard size is only about 50-100 Kb. You
can use it as a music engine through its *.dll library, or if you prefer, you can export any
song into *.wav format and further convert it into MP3, OGG, or any standard format used
in your videogame (VG).
Many musicians use Pxtone in different ways, not only for VG music. The style and
treatment of this manual will be focused on the 'classic era' of Donkey Kong (Nintendo,
1981), Ghosts'n Goblins (Capcom, 1985), Legendary Wings (Capcom, 1986), Double Dragon
(Technos Japan, 1987), Shinobi (Sega, 1988), among others. If you are involved in the
videogame industry, you may find this manual helpful, even if you don't happen to use
Pxtone.
G87
Basics 5
1. BASICS.
In this chapter will familiarize ourselves with menus and commands of Pxtone Collage. First,
I recommend extracting files into a single, easy to access folder. For example:
desktop/PXTONE TUTORIAL. The list of files and folders provided are:
1.1 OVERVIEW.
When we run ptCollage.exe for the first time, the screen shows this:
Ok, let's explain bit by bit. Before starting, please click on the red circle to close that little
window (Player). We will talk about this feature later.
6 Basics
a) Upleft menu:
It is a pretty simple menu: Load project is used for loading arrangements in *.ptcop
format, Initialize Project is used to start a new arrangement from a blank sheet. Save
Project is used to save the CURRENT project. Save Project as is used to save the arrange
for the first time, or save it with other name. Output [*.pttune] is used to export a song
in pptune format. Output [*.wav] is used to export a song in wav format. History is used
to quick-load a recent project and Quit to exit the program.
Undo and Redo are used VERY OFTEN while writing arrangements, so familiarize yourself
with Ctrl+Z and Ctrl+Y to correct errors and compare results.
Basics 7
For the rest: Copy Meas (copy measure), Velocity, Time Pan, Volume Pan and
Volume, these commands are used with each track, in a LOGICAL SCRIPT way, with
numerical data entry. I rarely use these, since there is an extraordinary VISUAL INTERFACE
(Unit section 1.3, p.17-18) to do all duties mentioned above in an easier way.
Click on Config:
These are the main options for the project. The resolution parameters are set with Channel
(Mono/Stereo), Bit/Sample (8 or 16 bits) and Sample/Sec (11025 Hz, 22050 Hz or
44100 Hz). Device is used for the main output system. There are two options:
Wave Mapper is the regular Windows output system. If you have multiple sound cards
installed, you can select from the combo box the one you want to use. Selecting "Wave
Mapper" will use the default Wave Out device of the system. If you find any problems with
this output mode, switch to DirectSound, which is the recommended output mode for
Windows 2000 and later.
Direct Sound is the recommended output mode for Windows 2000 and later. On older
platforms you might be better off with the regular Wave Mapper. If you find any problems
with this output mode, switch to Wave Mapper.
8 Basics
Buffer is the preloaded quantity of audio. If you have enough RAM memory (over 3GB),
don't sweat it. Font is used for screen layout (TAHOMA or VERDANA fonts are
recommended for easy reading).
Back to the Setting menu: if you click on Volume control, you are redirected to Windows
volume control. There’s nothing special with this option.
Property shows the statistics: Number of Voices, Units and Events used in a single project.
b) Upright menu:
Basics 9
You can turn on/off: Loop, Scrolling view or Mute sounds, and play/stop clicking on the
buttons. I rarely use this window. For play/stop I use the space bar.
If you click once more over the lower righthand icon (the red circle) you can change the
parameters: Name, Beat (parts per measure: one value for the whole song. You cannot
insert beats and tempo changes), Beat tempo (BPM, or beats per minute. This is used for
making a song slower or faster) and number of measures (if you are writing the song by
adding measures with any track, this value changes automatically).
Here you can set up to four types of 'Delay' and two types of 'Overdrive' (to use with any
track). Simply click on the respective lines (either red or green cross) to set the parameter
window for each one:
10 Basics
For Delay Config, you can define 4 independent groups, each one with its own parameters:
Scale system (Beat, Measure or Second based), Frequency or velocity and Rate or
feedback. It would be better to test with different values when using it over voices.
For Over Drive, you can define 2 independent groups, each one with its own parameters:
Cut off point (50%-99.9%) and Amplitude factor value (x0.1 - x8.0 times). This kind of
overdrive is pretty raw. It sounds sort of like a bitcrusher when use extreme values over
tracks.
In a later section (1.4 Keyboard, p. 24) we will give detailed information about how to use
them. Remember to avoid group 0, which is reserved for ‘no effect mode’.
By clicking on every green box you can enable/disable which parameters have to be copied
when copy/paste is executed for a single track or a group of them.
Click on Comments. The screen shows this:
Basics 11
This is just a notebook, you can use it to save a text file associated with the project: date,
author, genre, etc...
Click and HOLD button on Zoom Tool (on red circle). The screen shows this:
This is the 'window detail level'. You can choose among four views. For overview, I
recommend 1/2, and if you are writing accurate articulations, choose x4. It depends on
what are you doing each time.
Click and HOLD button on Resolution Tool (on red circle). The screen shows this:
This is the 'note size' tool, used to write notes, articulations and more. The number indicates
how many notes fill exactly in ONE BEAT. For example, if you choose 2, you can write 2
notes per beat with two single clicks. If you choose 3, a triplet can be written in one beat. I
would like to emphasize the importance of this tool. I use it very often. From here on,
we will refer to it as the RT (resolution tool).
c) Labels:
These 3 labels require a section for each one. Select one of them simply by clicking on it.
Here we go:
12 Basics
1.2 VOICE.
Click on the icon to load voices. These are tones which can be produced with
Ptvoice.exe (PTV, yellow), Ptnoise.exe (PTN, grey) or external samples (PCM, white). Either
*.wav or *.ogg format can be loaded as external samples, at any resolution (8 or 16 bits), in
any frequency (11025 Hz, 22050 Hz, 44100 Hz). Load the palette of sounds you are going
to use in your arrangement. This is the sound set, not the tracks.
Ptnoises and External samples are recommended for unique pitched sounds like drum
elements, percussion and FX. I have tried to building several melodic voices from single
external samples based on A note (440Hz), but for other notes they have sounded dirty and
unclear (with noises due to oversample and transpose processes), so I strongly recommend
this method:
In fact, most of the original arcade machines sounded just this way. They usually had a
double pair of chipset (YM2203 x2 and K007232 x2, or YM2151 x2 and PCM x2 etc....). Thus,
the first pair were used for melodic part (bass, melody and chords) and the second pair for
drums and percussion (snare, bassdrum, Hihats, fx, etc) since they were based on samples.
We will use the same configuration, but keep in mind that anything is possible.
Once we have loaded the sounds, the screen shows this:
If we click on the different lines (sounds) we hear how it sounds (on 'A' note). However, if
we click with right mouse button, this small window will appear:
Basics 13
Change is used to replace voices from any folder, Edit is used only for changing the name
of the instrument, Remove for erasing it, and Export is especially of interest: you can use
it to save the instrument from any arrangement. If you like any track or instrument from a
*.ptcop song, you can extract it to your personal collection of voices with this feature.
Please note: if you load complex stereo samples, the project size will increase depending on
the sample size. For a decent drumset (snare, toms, bassdrum, hihats and crash cymbals)
the size is irrelevant. We will explain more about the set of voices/drums in a later section
(2.1: How to choose instruments).
Now you can load some of the instruments provided and experiment with them. Good luck!
1.3 UNIT.
Click on the icon to create a new unit. Units are voice tracks. The screen shows this
and you have to choose among the voice set (previous label). At this point, you write the
unit name:
Each unit is monophonic, and this label shows all tracks of the project. There could be for
example: one voice (piano) and three units (tracks) created from that voice in order to write
a 3-note chord simultaneously: each note in one separate unit. Remember: each unit is a
monophonic sound track. Notice that if we click on one unit name, we hear its sound.
You can select which tracks are sounding by clicking on the 'ON/OFF' icon, or select one
single track with the 'solo' button. If you want to hear the whole set, click the 'All' button.
These features are very important when mixing. There is a whole section dedicated to this
(3.6 overall mixing).
14 Basics
When you click with the right mouse button on one unit, this small window will appear:
There's no secret with this: Edit is used only for changing the name of the unit (track), and
Remove for erasing it. Nothing special.
But if you look at the rest of the screen, there's more to explain and this is really important:
There is a lot we can do here. Please load an entire song (for example: 'Towervania Action
Theme.ptcop') for testing this feature. Let's explain bit by bit again:
a) Red Strip (RS): This is used for setting the start point, top point, repeat and
end/last point. Since there are many compositions in videogames with this structure:
INTRO-->(MAIN THEME)x repeat. Top is really the starting point, and then, you can set the
interval [repeatend/last] for looping. When working in an arrangement or project, I use
start to set the measure I am writing on by placing the mouse pointer below the measure
number and clicking to set. Then, with space bar I start/stop the song from the same
measure. But the song always keeps the same structure when you save it: TOP-->[REPEAT-
END] loop. This will be explained with details in section 2.2 (Arrange a videogame song).
Also if you click with the right mouse button, this small window will appear:
This menu is very intuitive and easy: Depending on what measure you are looking at, you
can perform these actions: Set Repeat point, Set LAST, or cut them from their original
position.
Basics 15
So, experiment yourself on the RED STRIP by placing the mouse pointer and setting
different markers. Also test the start point and place it on different measures and start/stop
the song from it with the space bar.
b) Green Strip (GS): This is used for edit/select tracks and it's a very important feature.
First, select a unit by clicking on it (left list). It is shown highlighted (see image on previous
page). Notice you can select more than one track (unit). If you press CTRL and click on
some tracks, they are shown highlighted. Therefore, depending on the operation you will
select one or more tracks at the same time. Now different actions can take place on the GS:
1. Select a range simply by the click'n'hold technique: click on the start point and
hold the button while you cover a range to the right. Then release the button:
(notice this click'n'hold technique is going to be used widely throughout project creation)
2. Righ click using the mouse on the selected range (light green) and this small
window will appear:
These six actions can be executed over the SELECTED UNITS (tracks). Copy and cut are
intuitive and very useful. For example: to copy an entire drum section with all elements or
certain articulation you want to duplicate and paste later in the composition. Clear is used
to erase the highlighted section, and Delete is used for erasing and moving the following
written part to fill the gap (selected area). Transpose is very useful in pitching an entire
melodic section up or down: a dialog box will appear and you can enter positive/negative
values (semitones) to transpose the selection. Notice this will have an 'undesired effect' over
the drums. It's not a good idea to transpose the snare or hihat 12 semitones. Scope is
simply an informative window about the RANGE SELECTION parameters: start and end
point. Of course you can enter the numbers rather than click'n'hold the range selection.
16 Basics
I rarely use this. Once you have chosen Copy or Cut, if you click on any other part of GS,
this small window will appear:
Paste will overwrite the existing material from the chosen point, and Insert will move the
written notes to the right to make room for the copied material. Scope has the same
informative window mentioned on previous page.
So, the procedure is: a) select a range, b) choose an action (right button) and c) execute,
insert or paste it.
Written notes are shown as orange lines. You can delete them manually by click'n'hold with
the right mouse button (a thick red line will appear). Also, you can write notes here directly
by click'n'holding the left mouse button. If you choose a proper resolution from RT
(resolution tool), simply one click will write the note. This is highly useful when writing
DRUMS, PERCUSSION and FX tracks (unique pitched sounds), because you can write them
on the note matrix directly on each unit. A detailed section will show you how to do this (3.4
How to arrange a drum track). For the rest, it is not useful to write melodic tracks on Note
Matrix. For this duty there is an entire label: KEYBOARD.
Before we explain the 'keyboard' label, there is one more feature, and it has the same view
and functions either if we choose it in the 'UNIT' or 'KEYBOARD' label. Just look at the
bottom left corner:
Click on the red circle to open the pop-up menu 'VOLUME PANEL'. This window will appear:
Basics 17
Eight functions will appear: VELOCITY, PAN/VOLUME, PAN/TIME, VOLUME, KEY PORTA,
VOICE NO, GROUP NO and KEY CORRECT. Each one is fully programmable, and what's
more, it can be written easily with the visual interface (right side). Let's explain this one by
one:
a) VELOCITY: It is each note level. Under the Note Matrix, a green triangle marks
the note velocity. You can move them simply by clicking at different ranges. Try it:
b) PAN (VOLUME) : This line is used to balance one unit (track) in stereo field. Of
course you can write the line by clicking with a proper RT (resolution tool):
c) PAN (TIME) : This line is used to create a stereo expander over the voices. It's
some kind of artificial stereo. I see no special use for this, but you can try it.
18 Basics
d) VOLUME: This line is used to set the volume at any time. This feature is very
useful when mixing, and also when creating articulations like 'crescendo':
e) KEY PORTA: This line is used to set the portamento time of a multiple note slur
by click'n'hold. Better test different values for this. If you set it to zero, you will have
a legato articulation. There will be a detailed explanation for this feature in the next
section and later in chapter 3 (tips, tricks and articulations):
f) VOICE NO: This feature is useful, because it lets you change voices within a
single unit (track). For example you start a melody with a flute, and then you decide
to change it for a saw solo wave in a later measure. Simply click and choose (right
button click'n'hold to erase):
Basics 19
g) GROUP NO: This function is used to send a unit through an effect bus. You can
select a group with click'n'hold. Beyond that point, the track will sound through the
effect labelled with the group number (see page 10: effector parameters). Group 0
works as ‘effect off’ for each track:
h) KEY CORRECT: With this function we can detune or correct the intonation pitch
(tuning) over the tracks. If you click on the strip, a small calculator appears. Then
enter the value and press ok:
VALUE TUNE
1.000 +/- 0 semitones (Equal)
2.000 +12 semitones (+1 octave)
4.000 +24 semitones (+2 octaves)
0.500 -12 semitones (-1 octave)
0.250 -24 semitones (-2 octaves)
x 1200·log2(x) (units in CENTS)
If you want to know what number you must enter to obtain a certain frequency,
please pay attention (not recommended for Maths beginners! hehe):
From one octave to another there are 1200 cents. So, one semitone is 100 cents
above one tone. The following table shows how to express it:
20 Basics
1200
+f cents
2f
If you want to decrease cents, here is the table:
TUNE ENTER VALUE:
-1 semitones (-100 cents) 0.94387
-2 semitones (-200 cents) 0.89090
-3 semitones (-300 cents) 0.84090
-4 semitones (-400 cents) 0.79370
-5 semitones (-500 cents) 0.74915
-6 semitones (-600 cents) 0.70710
-7 semitones (-700 cents) 0.66741
... ...
-f cents 1200
1
2f
But more important than understanding those frequency conversions is writing your
own music. Anyway, you can transpose tracks using the 'transpose' feature (page 15,
green strip, point 2).
1.4 KEYBOARD.
Last label is used to write notes and articulations for each unit (track): one by one.
First, select a track from UNIT label, then click on 'Keyboard' label:
Basics 21
We just enter the 'piano roll' editor, a simply but effective tool to write music:
a) Writing mode: you can choose between pencil tool: , and hand tool:
Pencil tool is the MAIN TOOL. You are able to write notes simply by selecting this tool,
selecting a proper resolution tool and clicking on the Note Matrix. Remember: click'n'hold
technique lets you write/erase easy and quickly.
Hand tool is used ONLY when a slur articulation or portamento is written, and also for
changing notes without changing events. We will talk about this later.
b) Arrows (under 'KEYBOARD' label): They are used to change the current unit for editing.
I think it's better to click on unit, select track and click on keyboard label again, but it's my
opinion, since the arrows select next/previous unit in each step.
c) Blue Strip (BS): On the blue strip, the length of each note is represented with a
continuous segment:
Notice that you can write/erase notes directly with click'n'hold technique on the Blue Strip.
This is very useful when writing slur and legato articulations. Let me show you an example:
22 Basics
1. Select a Resolution Tool value of 1 and write four different notes (notice there will be four
lines over the Blue Strip).
2. Then convert these four lines into one single note by click'n'hold technique. Now you
have a slur or legato. You also can vary the transition time between notes with KEY PORTA
label in VOLUME PANEL (See page 18, section e).
3. If you want to change the notes WITHOUT BREAKING the slur or changing events
(velocity, volume pan, etc), then select the hand tool and write them without any worries.
You will notice the line over the blue strip keeps the whole size.
That's the utility of the hand tool ( ). But: with a little practise, you can do ALL EDIT
ACTIONS with pencil tool: even slur, portamentos, legatos, and much more.
d) Resolution tool and grid: Depending on what you choose, the gridlines can vary from
even music figures to triplets. Since the RT sets the number of notes per beat, the following
table explains the correspondence with traditional music notation:
Res. Tool Note Res. Tool
Note size
number size number
1 q 3 e triplet
2 e 6 Ú triplet
4 Ú 12 r triplet
8 r 24 Æ triplet
16 Æ 48 triplet
e) Comparing several units on the Note Matrix: If you choose two or more units
(tracks) with Ctrl + click on unit label, then you can have the view of multiple tracks
selected on keyboard note matrix:
1. Click on several units with CTRL and then select keyboard label.
Parameter explanation: Group number (1-6) is used to identify the group on "Group No"
(Volume panel, p. 19). Scale and Frequency: frequency value indicates how many delay
notes fill exactly into ONE SCALE UNIT: Beat, Measure or one second. Rate is the volume
percentage of next delay note respective to the previous one. In the image-example, we
divide ONE BEAT into four delays (original note included), at 33% of volume loss.
2. Overdrive. Parameter window (example):
2. HOW TO...
In this chapter we are going to open a discussion about videogame music aesthetics. This
idea drives us to some important questions:
What is 'correct' or 'proper' VG music? When is it supposed to be used in this or that project?
Is Pxtone enough to create it?
Of course, it depends on what your aim is, and what the VG's aim is. The idea of 'music' for
an arcade is not the same as for a slot machine, or for a RPG action game as opposed to a
labyrinth one. There is not an accurate answer for this, and what's more: In this chapter I'm
going to express my personal view about VG music, based only on my experience both as
player and musician, and it is not necessarily the best orientation. Everyone has their own
point of view, ideas and experiences about videogames. So, let's start with some premises:
For simpler videogames we will try to make simple melodies of one, two or three
simultaneous channels maximum. Also the sounds have to be simple. I'm talking about
square/sine/triangle/etc waveforms. Pxtone is capable of this without any doubt.
They have their own mood: happy / aggressive / quiet / mysterious / easy-going / epic /
decadent / sneaking / apocalyptic / "fruit-chasing"...So, determine the "mood of the game"
and you will have an important part done.
c) The best piece of music is not always the most arranged piece.
For example it's better to create a piece of 'ambience' in some parts of the game than a
symphony of voices. It's more appropriate to create the proper environment than a display
of sounds and articulations.
For some reason, this is incredibly true. If you try some melodies or arrangements with the
VG images, sometimes the ensemble fits like a glove, and sometimes you have created a
monster and regrettably you have to erase it all and start from zero again. This is the point:
Don't expect your music fits the VG at first attempt. You have to test it and find the proper
solution for each case. You have to balance the tension between images and music.
e) Make it diverse.
For best results try to make room for any moment of the VG: "Opening", "Start game",
"Game over", "when you lose a life", "when you find a secret", "when you finish a certain
level"... You can create an intense musical moment even if it lasts a few seconds.
With these five premises we are going to build a solid soundtrack for our project.
26 How to...
32-bit/64-bit/full HD (nowadays):
Of course this table is an approach based on statistics and standard videogames, but
everything is possible: A realistic modern warfare VG with one-channel-squarewave music,
but: Is this the desired result? On the other hand, if we choose a smart and clever piano
melody for a simple but polished videogame, this could be pretty fine. The thing is: Modern
videogames vary from a hundred person staff of to a small team of programmers to create
them, and so the music can vary in many ways from simple to highly complex pieces.
When we talk about different set of instruments, we mean a proper configuration to reach
the result we are looking for. Pxtone is an excellent tracker to create music oriented to the
first three types of videogames mentioned in the previous table. For the rest, it's better to
use powerful synthesizers, guitars, pianos, and samples. I remark: Everything is possible,
and consider these lines only as standard advices based on general audiovisual experience.
We are going to start from the simplest form: One single monophonic channel. This
simplicity contains, however, a high difficulty of concept and implementation, because you
have to do all melodies, basses and rhythms with only one sound. For this we have to
choose one sound, and simple waveforms are the solution: square, sine, sawtooth and
triangular are good. All those simple waveforms are provided in folder "Voices". Check them
out!
Later, we will try with two-three simultaneous sounds. We will keep the same waveforms for
this, and the best choice is:
Channel 1: Bass
Channel 2: Melody
Channel 3: Side melody/ornament track
Channel 1: Drums
Channel 2: Bass
Channel 3: Melody
Channel 4: Side melody/ornament track
--------------------------------------------------
Channel 5: Chords/ornaments
Channel 6: Chords/ornaments
Channel 7: Chords/ornaments
Channel 8: Chords/ornaments
With this configuration, a musical universe expands in front of us. If we choose the
instruments and arrangements carefully, we can reach a complete sensation of fullness.
Since images and sounds must work together, as the graphics are more real, the more real
the sounds have to be. So, if you have a videogame with 8-bit full color graphics (like
'Shinobi'), the thing is: not to choosing too realistic sounds.
I mean: Drums with poor realistic quality, and for the rest, the same. There are really
beautiful sounds among Ptvoice's generated ones, and perfectly suited for that kind of
videogames. The provided folder (voices) has a pretty good collection of those sounds:
Basses, pianos, cellos, pads, bells, guitars, drums, etc.
28 How to...
But Pxtone has its limits. If we abuse the number of tracks, chords, fx and melodies at the
same time, the sound turns blurred and muddy. In the final point of chapter 3 (3.6 Overall
Mixing) several advices are given to avoid undesired results: muddiness and undefined
sound.
Choosing instruments in Pxtone is easy and quick. From voice label we load the set of
sounds we are going to use in the arrangement. The following table shows a standard
choice for instrument set:
TYPE OF
VOICES UNITS (TRACKS)
ARRANGEMENT
-SIMPLE WAVEFORMS (DECAY)
-SIMPLE WAVEFORMS (SUSTAIN) 1. MELODY (swap voices if
1 CHANNEL
(We can choose: Square, triangle, sine, needed)
sawtooth up/down, etc.)
-SIMPLE WAVEFORMS (DECAY) 1. BASS
-SIMPLE WAVEFORMS (SUSTAIN) 2. MELODY (swap voices if
2-3 CHANNELS needed)
(We can choose: Square, triangle, sine, -------------------------------
sawtooth up/down, etc.) 3. SIDE MELODY/ORNAMENTS
-BASS 7. BASS
-LEAD 8. MELODY
4-N CHANNELS
-PAD 9. CHORD A
-BELLS 10. CHORD B
-PIANO 11. CHORD C
-FLUTE 12. ORNAMENTS/FX
-GUITAR 13. SIDE MELODY
[...] [...]
ETC. ETC.
Drums are treated as one single track, but it has to be written in several units, since they
have different sounds (SD, BD, HH, TOM, etc). This has the advantage of writing drums
directly on note matrix (Unit label). Also we can swap voices on one single unit (see p. 18:
"Voice No"). There are many possibilities.
Once we have chosen the proper sound set and units, let's talk about the arrangement itself.
How to... 29
To illustrate this, we are going to analyze the pieces of three fictitious VG projects:
A) "FruitLand", a maze style game where you have to collect fruits and there are some
dangers. Very retro and simple:
B) "Horrorville", a dark VG whose gameplay takes place in a mansion, with action moments
and some mystery. Retro style with nice 8-bit graphics (like the NES or SEGA MASTER
SYSTEM console). Think of "Nightmare on Elm St." or "Maniac Mansion" for NES console:
Well, here is the starting point. With this information we can determine several concepts
before we work on these fictitious VG:
With these general concepts in mind we are ready to compose the soundtrack for each
one. When composing music, I recommend turning on a keyboard, guitar or whatever you
want to help you with melodies, harmonizations, basslines, chords, transitions, etc. You
have to test everything before starting to write music in pxtone Collage.
The following sections are detailed examples of different type of song, concepts,
articulations and configurations. Please pay attention:
How to... 31
Notice there is only one monophonic channel, and the sound is pretty simple: a square
waveform. To create an auditory illusion, thrill technique (1) is used here: two (or three if
needed) sounds are playing very fast in order to swap them. Your brain tends to blend
those two sounds creating a bi-chord, an illusion of simultaneousness. But velocities must
be edited to accent the first beats and create dynamics (2), while weak notes are low in
volume.
At the end there is an arpeggio which tells the player: "The game starts HERE!! GO!!"
Simple and direct.
Please load song No. 02 "FRUITLAND_Life_lost". Here we use the thrill to create a "falling
down" sensation every time you lose a life:
Please load song No. 03 "FRUITLAND_Game_Over". Again, here is the idea of 'falling down'
and a certain 'mocking' mood because you lost all your lives. Also the tune reminds the
famous tagline: "That's all folks" (and the game is over). Nothing special with this.
Remember: simple and direct.
Please load song No. 04 "FRUITLAND_Stage1". Here the idea is a labyrinth full of fruits and
dangers that you are moving within. A very simple game: funny and entertaining. A
rock'n'roll structure is suitable for this. We have to do it all with only one channel, and it's a
total challenge. Observe the notes:
Notice that we start with a bassline (1), and then a thrill-melody follows (2). Your brain fills
the gap and creates "ghost basses" (3): you are able to imagine the bass while the melody
is playing, but there is no bass. The secret is to accent the first bass notes (green circles) to
assure tonality. Also the accented notes (4) are important. The song structure is very simple:
The resolution part involves three channels mixed into one single monophonic:
How to... 33
Notice that (A), (B) and (C) are blended together to create a full-voice arrangement. But
this is an illusion.
There is one problem with these songs: If we use only one channel, the music sounds
faltering and hasty. Too many different notes following each other, but this kind of pieces
works fine with certain retro VG. If we increase the number of channels to 2 or 3, the
possibilities are many:
Please load song No. 05 "FRUITLAND_Game_Start_x2_CH" and compare it to song No. 01.
Here we only have added one channel (bass) and it's enough to fill the gap in the piece.
Notice that original melody is just the same. This arrangement is perfectly suitable for the
same type of VG. Now let's comment on a couple of pieces:
Please load song No. 06 "FRUITLAND_Game_Over_x3_CH" and compare it to song No. 03.
Here we have three monophonic channels (BASS, MELODY and SIDE MELODY):
Basically, this piece sounds similar to the original, but here we have added a BASS track and
a SIDE MELODY, to harmonize the main one. The result obviously is brighter than before.
Notice that the original track (MELODY) still remains here -just an exact copy- and that the
rest of the tracks have been added to complete the piece. Another concept is used for the
next piece:
34 How to...
Please load song No. 07 "FRUITLAND_Stage1_x3_CH". Here we have had to re-arrange the
original song with three channels:
First, we load two Low Quality (LQ) sounds for 'drums'. Only a Hi-Hat ones (1). Then we
write the same song No. 4, but this time melodies and basses are present throughout the
whole composition (2, 3), and the rhythm as well. Although there are five tracks, only three
are sounding at the same time (4). Notice that sounds used are still simple waveforms. Here
we have changed a couple of times the sound of melodies to create 'colour' and variety.
One important thing is to be homogeneous for all pieces. I mean keeping the same style
and sound sets. If we change the number of tracks (increasing them) or the voice set, a
problem may occur:
How to... 35
1. Start from the concept of simplicity and keep in mind the game mood every time.
3. Keep an instrument at hand (keyboard, guitar, etc) for practising melodies and harmonies.
5. Listen to the song again and again until you achieve the desired result.
INTERLUDE
It's time to take a rest. Please load song No. 09 "Evil Fight". I used this on freeware VG
called "L'Abbaye des Morts". It's composed in only one channel and it has multiple tricks
and articulations. Pay attention to volumes, accents and thrill technique. By measure 7 there
are almost 5 virtual channels into one. Hope you like it. This is just the screen for that piece:
Now is the turn for horror movies. The design is one step beyond the previous VG. Here we
can use the full palette of sounds (ptVoices), but still LQ drumset. This is used to create a
proper environment when an 8-bit VG (NES style) is our project. Think about a few colours
(palette of 16 basic colours) and nice graphics. The rule is: You can use all sounds and
articulations in only four monophonic channels. This is the only limit. Ok, let's start.
For this VG we are going to create the pieces: "Prologue", "Stage1" and "Mystery theme".
Now we must focus on two ideas:
Four channels are enough to create something decent and detailed. If we use the features
of Pxtone wisely, we can do it for sure. Please load song No. 10 "HORRORVILLE_Prologue"
and press space. This song may be used for an opening sequence, a short prologue about
the mansion and its mysteries. I imagine a dark screen with a mansion over the hill, and
some scrolling text like this:
It's a simple trick and some "audiovisual heritage". We all have developed a collection of
"thematic libraries" in our minds due mainly to movies, documentaries, TV series, video
games and more. When we say: "Oh! it's sounds Egyptian!" or "This is a Roman Empire
fanfare" we are only saying that the music reminds us of some popular film, but I can
assure you that Egyptians didn't arrange music in that spectacular way. Horror movies are
the best examples for this: music could become shocking and horrific when certain elements
are put together.
DRUMS (BD, SD, HH, TOM), BASS, BELL, HORROR FLUTE and PAD TREBLE.
1. Choice of harmonies and chords which remain a horror movie (all are minor ones).
2. Choice of instruments used often for this, like the flute (or "theremin").
3. Choice of articulations like slides, vibratos, delays and drops.
The idea of 'moving chords' is the main motif. For this we use the bells in the higher range
with a simple trick: the fake delay. Let's have a look: choose the unit called MELODY I and
press solo button to hear it alone:
How to... 37
This is a 'fake delay', and it is achieved by editing notes and velocities. Odd timing notes are
strong (accented) ones, and even notes are weak (lowered). If we add some panpot, this
track will fill an important part of the arrangement.
With the bell track sounding in that way, let's add two more: BASS and PAD. Please activate
them by the switch and listen:
We add the effect of "note drop" over the bass and pad, a simply but effective articulation.
Please activate MELODY II track and listen to the overall effect. Now we have the perfect
base for including a tricky flute melody. This flute has a simple timbre (only one element)
but close to old theremin sound of the 50's Sci-Fi movies. Please select 'Horror Flute' track
and pay attention to the articulations for this unit (see image on next page):
38 How to...
This flute melody has two main articulations: slides and vibratos. In chapter 3 we are going
to give detailed information about how to create them. The thing is to achieve the most
expressive melody possible over the base (bells, pad, bass).
Finally, we put some drum elements for adding tension in certain moments:
That's all. A little bit tricky but only four channels. The next piece has a slightly different
mood: more action-oriented and with full rhythm section.
Please load song No. 11 "HORRORVILLE_Stage1" and press space. Here the main idea is
"movement and tension". Because of this, there is a continuous thrill bassline at the
beginning. Select DARK PIANO track and play it in SOLO mode:
With this motif, we build the rest of the piece adding ornaments in order to create a slight
sensation of tension and fear. Please select PAD TREBLE track and play it in SOLO mode. It
sounds strange and odd, doesn't it?. When these two tracks are played together, we get the
ambience base. At measure 3 there is a drum fill in to prepare the entrance of rhythm. Now
we are ready to introduce the main theme at measure 4: here comes the rhythm and some
movement. Also we add our beloved 'Horror flute' for scary melodies. Please pay attention
to these elements (set the start point at measure No. 4 for testing):
1. BASE: Drum section (first 5 tracks), BASS and MELODY I tracks are used to stand the
whole set. Select only these and press play. You can hear a solid rhythm with strong bass
section. Observe the note drop on both tracks at the end of each group (beat 2).
2. ORNAMENT: MELODY II track is used to complete the base. Notice that the fake delay
technique is used to fill the later beats in every measure (3 and 4 beats).
3. MAIN MELODY: HORROR FLUTE track is used to keep the tension ambience with
articulations on purpose: slides and vibratos (see previous page).
Song Structure
Here we have the intention to create a crescendo model: We begin with the intro (A) in
measures 0-3, and no drums are used here. Then continue with the Main theme (B) in
measures 4-11, and finally we play the intro again, but this time we add the rhythm (C) to
emphasize the motif (A) in measures 12-15, and enable the loop (B-C-B-C-B-C-....):
This is very effective with videogames: When you enter a new area, the music plays an
introduction, and then the main theme sounds with a loop. When you lose a life the song
begin again from the intro and this encourages you to do it better. Very simple.
Please load song No. 12 "HORRORVILLE_Mystery_theme" and press space. This piece could
be used for a 'Collecting clues' part in the game, when you are in the mansion library, or
looking for evidence in the main bedroom. The idea is a quiet moment while you have to
stay alert in case a sudden danger occurs. Tension, mystery and thrill mixed altogether.
This song is very simple and loops from beginning to end. Articulations of previous songs
are used here: Note drops, fake delays, accents, etc. At this time you have to be able to
check these features and analyze the song by yourself. Be prepared for the next VG
example.
40 How to...
1. Start from the concept of movement and tension. Keep in mind the game mood every
time.
2. Limit yourself to 4-5 channels, LQ drum samples and proper ptvoices (all are allowed).
3. Keep an instrument at hand (keyboard, guitar, etc) for practising melodies and
harmonies.
4. Watch the basic track parameters (volume and velocity). Add some articulations and
tricks over the main tracks (fake delays, note drops, legatos, vibratos, slides, etc).
5. Check the song structure and make it loop when needed.
6. Listen to the song again and again until you achieve the desired result.
INTERLUDE
It's time to take a rest again. Please load song No. 12B "Towervania_action_theme". This
was my very first composition using Pxtone. Everything began with a freeware VG called
"The Soul of Dracula". I like it a lot, because it reminds me of the legendary "Haunted
Castle" (© Konami, 1988). The Soul of Dracula uses PxTone as music engine, and I took a
time to study it, and composed this little piece inspired by stage1. It has only 4-5 channels
with no FX or articulations, but melodies are tricky and baroque. Check them out!
Since that moment I thought deeply about the possibilities of Pxtone. I would like to thank
Bunaguchi for making this excellent videogame and letting me discover Pxtone.
Prepare yourself to deploy all the forces of your arsenal: The best voices, FX, articulations,
high quality drum samples with no limits of tracks. Let's squeeze PxTone to the maximum.
For this proposal we have to act with caution and proceed with care to avoid the disaster:
messy sound and muddiness. It's easy to commit such 'crimes' when you have it all.
The first thing you think is: "Wow! Let's put dozens of trumpets, hundred of drums and tons
of tracks to create a wall of sound". If you do this, you probably will get involved in serious
trouble. Now you have to sit down and think well of configuration, structure, parts and
sounds. Here is my approach point by point:
1. "Camelot" is an action game. It has to be strong and encouraging. For this we need a
solid base: HQ drumset, bass and side melodies in the mid-lower section.
2. "Camelot" is about knights, castles and battles, so brass sounds and trumpets are
required for main melodies and passages.
3. "Camelot" is a videogame, not a movie. Because of this we must add articulations and
sounds adapted for a VG: Bells, melodies and non-real sounds. On the other hand,
appropriate compositions and fanfares just like the epic films are very suitable. The idea is:
The notes and chords but not the movie sound, just VG sound.
We are going to create the pieces: "Main Title", "Stage 1", "Stage Clear" and "Game Over".
Imagine a screen like this: A beautiful landscape with a gorgeous castle over the hill (not a
horror mansion!) and a camera coming from the left discovers us a medieval banner
standing by a knight. In that moment there is a fade to black and a bright arms shield
appears with the main title: "Camelot" (see image on p.29 section C)
When I imagined this, only one instrument sounded in my mind: the trumpet. I got to
create a medieval fanfare to make the player enter this world at first glance.
Please load song No. 13 "CAMELOT_Main_Title" and press space. This theme begins with a
fanfare of trumpets and it's supported by a military snare, toms and bass hits. Please select
BRASS I and BRASS II tracks and play them in solo mode. Observe the sound: It has a
delay FX and some articulations at the end (vibrato). Also accents are important and what's
more: since they are a PAIR of harmonized melodies, we can separate them slightly with
PAN (Volume) feature: each one in 50% (left and right respectively). Select both tracks with
Ctrl and visualize them in keyboard label screen:
42 How to...
The rest of the tracks have the function of supporting the main fanfare in order to enhance
it and give it power. Bass, drums, cymbals and side melodies are combined together in
order to achieve a punchy sound.
Please load song No. 14 "CAMELOT_Stage1" and press space. An action arcade game must
have a very powerful beginning and jump right at you.
Overview
The first two measures (0 and 1) are used for the introduction section, and it tells the player:
Then, in a few seconds the rhythm section bursts into the stage with a strong base: Drums
(SD, BD, HHs, China CYMBAL, TOMS) and Bass-rhythm section (BASS, RHYTHM I and
RHYTHM II). Along with this, there are ornament tracks: BELLS and PAD. They are used to
give unity and continuity to the whole set. Over all of these, we've got the main melody
(LEAD) and the trumpets again (BRASS I, II and III). Let's have a look at different sections.
Please set the start point on measure No. 2.
How to... 43
Section Treatment
Select the first 6 tracks (drum section) and play them in solo mode:
Hear the drum section to have an idea of the "action mood" we are looking for.
Now turn on the Bass-Rhythm section (BASS, RHYTHM I and RHYTHM II) and play them in
solo mode. Only these three units:
It's time to hear the Drums and Bass-Rhythm sections together. Select the first nine tracks
and play them (the rest must be off ). This is the BODY of the song. It has to be strong and
solid enough to support all the rest.
Bells are used to create continuity and of course VG nature. Since this track is an ornament,
we must keep it at low volumes. But we can do a lot of articulations: Stereo swapping and
fake & real delay at the same time. Please play it in solo mode and hear through the
headphones if possible:
44 How to...
PAD is used to add a little brushstroke over the rhythm with a note drop articulation.
Nothing special with this.
Well, we are ready to give an explanation of LEAD and BRASS I, II and III.
Since this section are over all tracks in volume, we can apply some nice delay FX to enhance
the power of melodies and fanfares.
In measures 6 to 13 the main melody is played by LEAD track, and BRASSES work in
response to LEAD phrases. If you set the start point at measure No. 6 and play these four
tracks in solo mode you will hear this 'dialog' between LEAD and BRASSES. Of course,
Brasses are located strategically in stereo field to make room.
Now the roles change: In measures 14 to 19 we got a full medieval fanfare of trumpets and
here BRASSES are the main characters of the film.
The following table shows the relevance of each section:
BASS - RHYTHM HIGH 80% They have to provide punch to the piece.
BELLS - PAD MID-LOW 50% - 40% They are ornaments, but have to be present.
Here we have the intention to create an action model. Let me explain bit by bit again:
1. We begin with the intro in measures 0-1. It has to be powerful and short.
2. In measures 2-5 we let the rhythm play and settle in our heads like a heavy metal song
(yes, you can move your head with the beats).
5. Finally, the measures 20 to 23 tell us: "Stay alert and don't let your guard down". This
moment of tension has the same bass-rhythm section as measures 2-5. With a small
change on the drum treatment we achieve the desired result and what's more: It's a
perfect bridge between the final and the loop part: two birds with one stone.
Please load song No. 15 "CAMELOT_Stage_Clear" and press space. This theme has the
same treatment as song No. 13 (Main title). The unique difference is the tempo. When you
beat a boss, or clear an entire area, this piece alerts you to prepare for the next, while
taking a little rest. For example, during this tune the screen may show the current score,
lives, items collected, statistics, people killed, princesses saved,... A short but intense song.
Nothing special with this.
Please load song No. 16 "CAMELOT_Game_Over" and press space. The moment that you
loose all your lives is a very sad one. Due to this mood (remember: keep in mind the mood
every time), drums and disturbing elements are removed. I think of this moment as a
lullaby, with the dead knight laying on cold stone in a cathedral, and surrounded by his
companions. The theme ends with a very effective trick: the ritardando, or slow down the
tempo. Since Pxtone is NOT able to set series of tempo changes, we can do it manually with
certain rules. In chapter 3 we will explain how to do it.
1. Start from the concept of Power/Action/Adventure and keep the game mood every time.
2. Although you have no limits, take the time to think about channels, sounds and sections.
3. Keep an instrument at hand (keyboard, guitar, etc) for practising melodies and harmonies.
5. Listen to the song again and again until you achieve the desired result.
46 How to...
In this short section we are going to explain how to write music with Pxtone in a
comfortable way. Some practical advice will be given to avoid disasters and save time and
effort.
Ok, imagine that you have a song clear in mind and know all notes and articulations. Also
you are able to play it with your guitar or piano, even sing it. Now you are going to write it
in Pxtone. Let's proceed bit by bit:
Song writing
1. Determine the quality of the sounds and load them in voice label slots.
2. Set the beat, tempo and working title for your song in 'project' menu.
3. Create the tracks (units) and give them a logical name in capital letters (for best
reading).
4. Decide which track (unit) you are going to write first. For example: MELODY I.
5. Select the proper Resolution (RT) and start to write notes from the chosen track in a
preliminary mode: one click for each note. Drag them if necessary to enlarge
duration.
6. When a few measures are finished, check the tempo with start/stop (space bar).
7. Choose another basic track and write it. For example: BASS.
8. You can either write the rest of the tracks or give a few of them shape with
articulations. You decide.
9. I recommend writing all tracks in parallel mode: a few measures or passages for
each one and then continue writing the next measures.
10. When all tracks are written, give each one the proper volume, velocities, legatos, FX
and any articulation if needed. Take your time to check the transitions and changes
carefully: music has to flow from beginning to end.
11. Check the entire song by trial-and-error while listening to it, and do the fine
calibration with volumes, panpot, and also voices (sometimes a voice change is the
solution).
12. Check different sections by listening to them in solo mode, and stay alert if an error
occur. Be sure everything works fine.
Now let's give you some advice about functions and procedures often used when working
with Pxtone:
How to... 47
General tips
1. Remember: CTRL+Z to Undo and CTRL+Y to Redo. This is very useful if you make a
mistake.
2. With Click'n'Hold technique you can enlarge note's duration and erase them quickly.
Also this is a valid erasing parameter to use in 'Volume Panel'.
3. With fine RT (higher numbers) you can create volume curves, slides, note drops and
more. In chapter three we will show you how.
4. You can copy an entire section in order to repeat them from a desired measure. For
example: a rhythm drum section. Remember: to select various tracks, simply click
them with CTRL key pressed.
5. If you want to experiment with sounds and articulations but not in the original file,
work with a copy of the file. Here you have no limits to test whatever you want.
6. Place the start point always in the measure you are working on for quick listening
from there.
7. Change the Zoom tool: zoom in for details and zoom out for overview.
8. When you have progressed a bit, please SAVE your work. Note that saving
frequently can avoid wasting of hours of work if a power outage occurs.
9. Don't forget the RED STRIP functions: 'repeat', 'end', 'top' and 'last'. These features
are used very often in videogames. Indeed, Pxtone is created by a great
programmer and he knows what a good tracker really needs.
10. When a song is finished, take a couple of days for resting and then play it again.
This is a trial by fire: if the song is good enough, it will sound fine to your fresh ears.
If it sounds odd, probably you have to check it again and make some changes. A
famous painter (whose name I don't remember, Titian maybe..) covered his works
with a large cloth for three years (!!!) and then he looked at his paintings again to
finally judge them correctly. Curious!
11. On the other hand, you can play the song to your friends (and enemies) to collect
the most objective opinion about it. That's a good procedure.
12. Listen to the song using as many sources as possible: headphones, speakers, Hi-fi,
laptop, your friend's computer,... and make some changes if necessary.
48 Tips, Tricks and Articulations
Classic VG music was a mix of well defined sounds and sophisticated ornaments, melodies
and rhythms. Of course there has been an evolution. VG music has become more and more
real and more and more produced, but at the same time, it has moved away from genuine
VG style. This manual and the examples given are focused on that particular period (1984-
1992) when music for VG was totally unmistakable, with those frenetic rhythms, impossible-
to-play melodies and retrofuturistic sounds. From the single monophonic notes of 'Space
invaders' to the orchestra with a hundred of musician (choir included) of 'Final Fantasy'
series, there must be an intermediate point.
Evolution
Recently I was watching some modern VG: 'Halo', 'Gears of War II' and 'Assassin's Creed II'.
Without doubt these ones are so close to movies, that you have to say: 'Wow! What an
awesome production!' The images, FX, dynamics, visuals, movement, music and gameplay
is nearly perfect: almost real. Music for those creations has the same quality as film ones.
Great soundtracks like previously mentioned are incredibly astonishing, but you can get
surrounded by its ostentation and confuse them with an action or epic film. Of course if you
are looking for this way of composing, this manual is completely unusable. The aim of this
chapter is approaching classic videogame arrangement within the limits of Pxtone and
similar trackers/programs.
Chiptune music
Nowadays there seems to be a revival for classic VG and what's more: chiptune music is
gaining respect and importance from casual gamers. Videogame culture is flourishing with
renewed power and different genre of VG live beside each other without trouble. 'VVVVVV',
'La Mulana', 'Cave Story' or 'Spelunky' are examples of this. People want to play that way.
This 'old school' style doesn't have to disappear. I think it's very nice, just like the retro sci-fi
pulp novels.
Great songs are created out of great melodies, but not necessarily from them. The bass or
rhythm are good generators of songs. Think of Michael Jackson's 'Smooth Criminal' or 'Bad'.
These fantastic songs are focused on powerful bass riffs. 'We will Rock you', the immortal
song of Queen is built on a simple rhythm. Everything is possible!
A good melody can be enhanced by side ornaments and bass, as well as proper FX. Let's
take a look at a standard treatment in four steps:
Please load Example No. 01 "melody_ARRANGE" from Examples folder. Here is one melody
with three stages. Four Hi-Hat beats set the tempo:
Please load Example No. 02 "melody_FX". We add an exact copy of the melody in track FX
to create a DELAY. Four Hi-Hat beats set the tempo:
a) Melody and FX (delay) sound with a proper voice and articulations (measures 0-3).
b) An arrangement of bells with arpeggios and fake delay is added (measures 4-7).
Notice than both FX and bells are lowered in volume and located strategically in stereo field.
Please load Example No. 04 "melody_FULL". With a good BASS everything changes and
becomes as solid as a rock. Four Hi-Hat beats set the tempo:
a) Melody, FX (delay) and bells sound with a proper voice and articulations (measures 0-3).
b) A proper BASS is added to enhance the whole set (measures 4-8).
I think it sounds fine with only four channels. Notice that by making the bass a little more
percussive we gain dynamics and punch. In a later section we are going to talk about this.
50 Tips, Tricks and Articulations
Melody articulations
We are about to give several ways to enhance the melody itself. Each one will have an
example and a little explanation. The example given will sound WITHOUT and WITH the
articulation/FX to compare both results. Here we go:
WITHOUT: WITH:
Write the slide notes to set the 'jump', do the slur and set the 'key porta' to proper value:
WITHOUT: WITH:
Tips, Tricks and Articulations 51
Write close notes (above or below) to the main one and do the slur, setting the 'key porta'
to proper value avoiding the legato but permitting a slight tonal movement:
WITHOUT: WITH:
Notice that vibrato can vary a lot due to 'performance' intention. There are millions of
possibilities. Please experiment yourself with examples given:
You can combine several notes, 'porta times' and slurs in a single articulation. Vibrato is
highly recommended for long notes. It's just like an electric guitar solo playing various notes
fast and finally resolving to a long note. Here a vibrato sounds cool.
52 Tips, Tricks and Articulations
With a volume curve you can achieve more expression. A BASS track is added to the second
melody to enhance the articulation:
WITHOUT: WITH:
The incorporation of accents can bring a melody to life. If you set the velocities in strategic
locations, you will have a dynamic and moving note articulation. A BASS track is added to
the second melody to enhance the effect:
WITHOUT: WITH:
Tips, Tricks and Articulations 53
This is used for certain moments. Write the note with a high resolution tool and set the
proper velocities. A BASS track is added to the second melody to enhance the articulation:
WITHOUT: WITH:
WITHOUT: WITH:
54 Tips, Tricks and Articulations
This effect is pretty similar to the one used for electric guitar: a copy of the melody is
slightly detuned to get the desired result. Simply copy the melody to another track (unit)
and detune it with the 'Key correct' function. Balance both with volume and pan (volume):
WITHOUT: WITH:
If you set the 'key correct' from 0.9800 to 1.0200, detune is acceptable for chorusing.
WITHOUT: WITH:
You can do this with three or more delays (copying tracks), separating them at equal
distance and lowering the volume respectively.
WITHOUT: WITH:
Melodies are
harmonized in
parallel mode.
To break this,
we can do some
movements over
the side melodies
to create 'fugues'
or non-parallel
melodies.
56 Tips, Tricks and Articulations
There are more notable ornaments. Throughout the piece, melodies are both different and
they complete each other. Please stay alert at the end of measure 15, and the most
important: the bridge ornament between parts (loop bridge). In measure 16 the last phrase
or motif sounds and by measure 19 the last ornament takes place to engage again with the
beginning:
Bass sound
For simpler VG, we will use simple waveforms as we remarked in section 2.1. For the rest of
the cases we will use mainly two types of bass sound:
• With slow attack like 'Contrabass' or 'Pad'. This is used for long note passages and
ambience pieces.
• With acute attack and chorus (provided basses have these features). Those basses
have more body due to chorus fx and percussive sound because of the attack. They
are perfectly suited for almost all types of compositions based on the standard
instrument set (BASS/DRUMS/MELODY/CHORUS).
Ok, let's explain some nice techniques to get the maximum performance:
Bass treatment
Since the bass belongs to the percussive and melodic world, it's recommended to use short
notes when a rhythm section is playing. In fact, when we only have three channels, the
bass must be treated as the drum section. This is how I conceive this:
Of course, as we have mentioned above, there are more styles and musical moods which
require other type of bass arrangement. The best thing you can do is to listen carefully to
the music you are looking for and compare the bass lines. Then you can decide what type
of bass and arrangement was chosen. For example, if you are going to compose a heavy
metal theme, listen to a similar song and take notes about the bass line (and also about the
rest of instruments are recommended).
When you have this clear in mind, begin to write it in Pxtone. Once you have the bass and
some drums working together, it's time to judge the suitability and go on with the
composition.
The following example is about the bass treatment on a simple videogame. Nothing like the
base form describes the original treatment and the targets of the bass function within a VG
piece. I think those 'old school' VG are the best examples for understanding the construction
and structures.
And beyond this point we can build further pieces with more sophisticated lines and tracks.
58 Tips, Tricks and Articulations
Here the bass has a double function: harmonic base and rhythm. This hybrid character
provides us with an advantage: in one single channel you have two elements. Two birds
with one stone.
There are tons of combinations and rhythm patterns. Please load Example No. 17
"bass_MOVING". Here we consider the bass as percussive and melodic, but moving every
time. These kind of patterns were used very often in old school videogames, and due to its
nature they have an addictive effect over the gameplay, just like the slot machines. Let's
have a look at the bass diagram:
Tips, Tricks and Articulations 59
Of course there are more bass lines' styles. One of them is the 'continuous bass', with long
and sometimes modulated notes. Please load Example No. 18 "bass_CONTINUOUS": Here
the bass oscillates between three notes with portamento effect (please observe the 'key
porta' value). This creates an ambience illusion and a particular atmosphere:
Bass articulations
The following examples are focused on standard ways to arrange the bass for VG. Each one
will have a little explanation. The file given will sound WITHOUT and WITH the articulation
to compare both results. Here we go again:
WITHOUT: WITH:
60 Tips, Tricks and Articulations
WITHOUT: WITH:
A good bass riff can be the leitmotif of the whole piece. This example begins with a single
bass phrase, and it is played in octaves by the rest of melodic channels. By measure 4 a
new melody appears, but the bass riff is already installed in your mind. This is the concept.
In Songs folder, the file No. 14 "CAMELOT_Stage1" is based on a bass riff, and there is
nothing wrong with that. Believe it or not, the bass is a very important part of the
arrangement.
Tips, Tricks and Articulations 61
a) Chords
b) Melodic rhythm lines
c) Ornaments
d) Side melodies
These figures are intended to fill the gaps between bass and main melody, or the 'aerial
space' in higher ranges. Very often, the secondary tracks are pretty difficult to write or
conceive. There are a lot of possibilities, but only a few are really suitable.
Since these tracks are played always at lower volume than bass, drums or melody, we must
be careful and give them a proper sound. Depending on what treatment we are going to
choose, the sounds may vary from a diverse set of voices. Let's have a look:
Of course, this is a standard choice, oriented to help in general cases. The main idea is
filling the gaps and building harmonic support. There are millions of side track models.
A whole book could be written about chords, accompaniment, ornaments and secondary
tracks. In fact there are many strict treatises on these concepts. For VG we are not going to
be severe or academic, but general advice will be given to provide a set of arrangements
that works for a VG music piece.
Tips, Tricks and Articulations 63
Chord treatment
The first thing we have to consider is the dynamic character of the piece. If we insert
chords and ornaments in every measure, the piece turns boring, monotonous and flat. We
must keep the surprise, the crescendo and tension by managing these tracks when
necessary. That's the point. The following examples are partial treatments of these
secondary tracks, with a little discussion on their role in the song. In previous chapter (2.
How to...) we have already talked about those tracks, especially in the 'Camelot' example.
Now we are going to focus on chords, ornaments and side tracks.
In this example we introduce the rhythm through the piano chords. Indeed, it is a dance
motif. If you turn off the units 2 to 4 (all pianos), the piece 'suffers' a severe loss of body.
For certain types of music, secondary tracks are strictly necessary.
This technique is used only on one channel, with very fast thrill over three notes. We
achieve two concepts: a secondary track of chorus and percussive rhythm effect. In fact,
this kind of articulation is genuine of chiptune music:
This treatment is focused on ambience and softness. Chords are changing with smooth
transitions. If you want to create a strange environment, moving and odd, we recommend
this. We have used the same motif from the previous example.
The perfect alignment between bass and drums can be powered by an auxiliary rhythm line.
First, we have to choose a sharp attack instrument and then place it in the mid-range, just
below the main melody, giving it a movement pattern and always testing it only with bass
and drums. Guitars and pianos are suitable for this purpose. Let's listen to some lines:
Here you can listen to both units in solo mode (bass and rhythm line) and test them with
the rest of the tracks. This rhythm line adds percussive notes to the piece and reinforces the
base. If the song has more tracks, the rhythm line unit is also a good support for the whole
set.
Rhythm lines can be written by pairs, especially when a guitar power chord (interval of fifth)
is added to enhance the bass section. If you remember the 'Camelot' examples, the song No.
14 "CAMELOT_Stage1" has a powerful rhythm line, and by measure 2 reinforces the all the
song.
Once again, I remark: there are millions of combinations to choose from if you want to write
a decent rhythm line. The function is filling the gaps in the mid-range.
Tips, Tricks and Articulations 65
Once you have a solid and balanced base and melody, an arpeggio (or chord separated
note by note and performed ascending or descending) is a powerful ornament to give the
piece some movement. The example has only three melodic lines: bass, melody and the
arpeggio. You can play the song with this track in solo mode and study the structure of
notes and accents. Also the final ornament is an arpeggio modelled by velocity values.
Arpeggio treatment
The above example has an arpeggio to support the whole melody, like dance and ambience
songs, but more interesting is to insert them when we have the intention to create some
tension changes. Please read page 56 again and pay attention to example No. 15
"melody_LASTBEAT". Indeed, those arrangements are arpeggios, and they are used to
bring some 'roller coaster' character over the piece. When arpeggios are written, you must
be careful with the sound chosen and also with velocities, effects and dynamics. Remember:
the melody has 90% relevance, and side tracks no more than 60-65%.
This ornament is recommended when a melody or theme is played twice. It adds continuity
and dramatic quality over the piece. In the example given, a motif is played and then
repeated with this pad effect at high pitched range. To have success with this, the notes
must be long and expressive. If you change them frequently, I recommend using
portamento or legato for slur articulations. The sound might be close to violins, or
synthesized soft voices. In the example there are arpeggios and rhythm line, too. So you
can turn them on/off to compare results (see diagram shown on the next page):
66 Tips, Tricks and Articulations
(Arpeggios are shown in green, rhythm line in purple and Pad in higher range in orange)
With this example we are covering three forms of accompaniment, but we have to use them
with care. Now we have an important question about all of the above:
Once again, there is no right or accurate answer for this. It highly depends on what type of
music you are searching for. The best advice I can give is: Listen to music related to your
project and adapt it. This is a matter of choice, since some VG have different parts and
passages, especially adventures and RPG, and due to this diversity, every piece of music
has its own treatment. For example, SD-Snatcher (© 1990 by Konami, MSX2 system) is an
Action-RPG VG with tons of brilliant songs and passages suited for each moment. Without
any doubt, this is a masterwork of VG music.
ORNAMENTS/CHORDS
GENRE OF VG CHANNELS
(recommended by priority)
For videogame music we have all coverage done with only five or six elements. Each one
can have a few variations, but essentially they are the base. Let me show another grey
table:
This table is conceived as a standard choice. With those drumsets, almost any rhythm can
be written and adapted to your projects, no matter what genre or style they have.
68 Tips, Tricks and Articulations
Drum treatment
Basically, drum treatment is supported by rhythm patterns. Once you have chosen the
quality of voices and a proper drumset, you have to set the tempo signature. Pxtone is not
able to change the series of tempos or signatures. So, you can only set a number for the
tempo and beat (see p. 9 'project values'). Anyway, there are a few tricks to avoid this.
Some examples will be given later.
Just like retro synthesizers, the following examples are rhythm patterns or styles. Each one
comes with an intro measure, fill in, bass line and some chorus for free (take advantage of
this Special Offer!!!). Only selected beats are listed, so don't expect to find 'Caribbean
Mambo fusion 9/14 beat' or 'Space retro rock for caverns 7/8 beat'. Ok, here we go:
(Load them from 'Examples' folder. You can listen to the bass, chords and drums separately)
Tips, Tricks and Articulations 69
These patterns could be modified, extended, or arranged to fit into the project. Also sound
changes are possible adjustments you can do. There are millions of rhythm patterns, just
listen to your favourite music and pay attention to the drum section. Write down the snare,
bassdrum, toms, hihats, cymbals and toms. Listen carefully and try to reproduce them in
Pxtone.
The next examples are particular articulations used for drum dynamic range and
performance. Although VG music pieces are not as detailed as real performance, they can
achieve a decent amount of polish.
70 Tips, Tricks and Articulations
Particular articulations
In order to create dynamic range, a few things can be done to get a proper sound: accents,
volumes, tempos and auxiliary notes. Let's have a look and complete this section.
1. Straight: Place the first note on the beat, and accent the second note with higher
value:
2. Decay: Place the first note on the beat, and accent the second note with lower
value:
3. Average: Place the first note slightly before the beat, and accent the second note
with lower value, a little bit after the beat (you can also swap accents):
Tips, Tricks and Articulations 71
When we want to change gradually the intensity (ascending or descending), the best way to
achieve this is by changing ALL velocities and volume curves with a 'slope' pattern over ALL
tracks. Pay attention to the example and listen carefully:
When we want to change gradually the tempo (faster or slower), the best way to achieve
this is by changing ALL durations with RT writing over ALL tracks in parallel mode. This is a
very tricky articulation, since PxTone is not able to insert tempo changes. In the example
given there is a ritardando articulation (used mainly on endings sections, 'game over', and
similar). Pay attention to RT and how gridlines are passing by:
By measures 0 and 1, notes are right written over the grid. By beat three of measure 1
(when green line starts) we begin to write notes slightly longer than before, gradually with
higher RT value. Then we lose completely the gridlines and measure tempo, but we gain
the 'slow down' effect. If we want to run faster, we must shorten all notes gradually. This
could be suitable for time-limit games, or typical 'continue' screen.
72 Tips, Tricks and Articulations
With PxTone, we can load noise samples and compose music articulations in order to create
some nice effects. Examples given are proposals for certain parts of the VG: ‘One life lost’,
‘Item collected’, ‘Power up’, ‘Weapon attack’, etc... It’s only a matter of imagination.
Please load examples No. 54 to 57 and listen carefully. These four artificial effects are short
non-realistic samples, but effective enough to insert them on proper VG. You can export
each one into waveforms ( *.wav format) to use separately in Game Maker or another
suitable program:
Examples given are built with simple Ptvoices provided in the folder. Use your imagination
and write experimental articulations like portamentos, C64 arpeggios, fake delays, ultra low
or high notes, noise volume curves, etc. Mix them and think carefully about what could be
their function as sound effects. Remember: VG music and effects don't need to be realistic
to work with images and animations.
Tips, Tricks and Articulations 73
These questions will help us to detect potential problems. Depending on what is the issue,
we will have to provide a solution and pass the review again. If we have chosen the voices
and tracks carefully, an important part is done. Also the arrangement itself is important.
Let’s have a look at the following flowchart:
YES MIXING
SONG DOES IT PROCESS:
FINISHED SOUND 1. VOLUMES
RIGHT? 2. PAN (STEREO)
3. VOICE REVIEW
NO
The main processes are: writing the song and mixing it, but selecting proper sounds is
also important. From the very beginning we have to choose the instruments and then start
to work with them. In the next step, we have all the tracks written, arranged and articulated.
The first question appears:
I mean: Are the notes, transitions, articulations and parts suitable for the project?
In this case, we can go on with fine adjustment and further mixing process: volumes,
groups, velocities, effects and pan (stereo). If an error occurs or there is an undesirable
result, we must go back and reconsider several concepts. Let me explain this with a nice
troubleshooting grey table:
74 Tips, Tricks and Articulations
Mixing process
Once we have passed the hard task of writing an appropriate song with all voices,
articulations and effects, it's time to check track by track or by a group of tracks in order to
achieve the best possible results. The following algorithm is recommended if we are looking
for a well-balanced song:
Step 1: Drums
Mute all tracks except the drum section. Listen carefully to the elements (BD, SD, HH, TOMS
and others). The sound must be clear and powerful. Snare and Bassdrum are the
highlighted elements in volume. Then Hi-hat, Toms and cymbals. Maybe you can place
some elements in stereo (hi hats a little on the right, and toms or cymbals from left to right
depending on the range).
RELEVANCE
SECTION COMMENTS (notes)
(in volume)
Installation
To start using PXTone into your Game Maker games, you need to copy both "pxtone.dll"
and "pxwrap.dll" into your game directory.
Then, you must import the Game Maker scripts into your game, so open your Game Maker
game, select "Scripts / Import Scripts", and then load the "PXtone.gml" into your game.
This will add a PXtone folder with various scripts into your scripts folder.
From now on, you can use the PXTone functions with the Game Maker "script execute"
command:
script_execute(scriptname, argument0, argument1, argument2, ...);
pxt_play Begin playing the loaded song Unknown, fade in time (milliseconds),
loop song (true/false)
pxt_volume Set the volume for the current volume (0.0 - 1.0)
song
5. RECOMMENDED STUFF.
This chapter is about a particular list of VG soundtracks sorted by genre and type. It has an
educational purpose focusing on the learning of chiptune music. I found a universe of music
among those VG, and learned a lot from them. This is a personal choice, based on my
experience with arcade machines and certain computers, and I hope you may find it useful.
ADVENTURE/ -PENGUIN ADVENTURE (1986, Konami, MSX)............ Incredible three channel music.
RPG -GOLVELLIUS I, II (1987-8, Compile, MSX2).............. Incredible ambience music.
-YS I & II (1987-8, Falcom, MSX2)............................ Awesome adventure music.
-SD SNATCHER (1990, Konami, MSX2)...................... Simply one of the best. AWESOME!
-METAL GEAR II (1990, Konami, MSX2).................... Military ambience music. Excellent.
-MONKEY ISLAND (1990, LucasArts, PC)................... Exotic ambience music.
-ECCO THE DOLPHIN II (1994, Novotrade, Genesis).. New age ambience music.
-LIGHT CRUSADER (1995, Treasure, Genesis)............ Awesome ambience and music.
-CASTLEVANIA SOTN (1997, Konami, PSX)............... Simply a Masterwork.
ACTION: -IRON HORSE (1986, Konami, Arcade)...................... Western and simple music.
BEAT'EM UP -DOUBLE DRAGON I, II (1987-8, Technos, Arcade).... Incredible rock-funk music.
-GOLDEN AXE I, II (1989-91, Sega, Arcade/Genesis).. Awesome adventure music.
-ALIENS (1990, Konami, Arcade).............................. Incredible tension-ambience music.
-SUNSET RIDERS (1991, Konami, Arcade)................. Western action music.
-STREETS OF RAGE (1991, Sega, Genesis)................ Astonishing dance music. Perfect.
-SOUL EDGE (1996, Namco, PSX)............................. One of the best. INCREDIBLE!!
ACTION: -NEMESIS SAGA (1986-1989, Konami, MSX).............. Best suited music for each planet.
SHOOT'EM UP -GRADIUS SAGA (1986-?, Konami, Arcade)................ Best suited music for each planet.
-LEGENDARY WINGS (1986, Capcom, Arcade)........... Epic adventure music. FM synth.
-AFTER BURNER II (1987, Sega, Arcade)................... Awesome action music.
-GALAXY FORCE II (1988, Sega, Arcade)................... Awesome jazz-fusion action music.
-SPACE MANBOW (1990, Konami, MSX2)................... Interesting space music.
-GYNOUG (1991, Sega, Genesis)............................... Interesting compositions.
Recommended Stuff 79
SPORTS -OUT RUN (1986, Sega, Arcade)............................ Exotic and well-composed music.
-THE HUSTLER (1987, Konami, Arcade)................. Smooth jazz for a billiards game.
-NEO TURF MASTERS (1996, Nazca, Arcade).......... Jazz fusion perfectly suited for a golf VG.
Of course this list is not complete, and I'm sure that I forgot to mention many of the best
VG soundtrack of history. This is only a selection of a few, but enough to cover standard
genres or styles. I apologize for any inconvenience if your favourite game doesn't appear
here, but I filled the list with the VG I've played that amazed me with their music.
Let me write a few lines about music treatment in these gems. A brief review which, without
any doubt, some of these video games deserve. Also I include some links on youtube.
Golvellius and Ys series have three channel music, with optimized treatment of sounds and
effects, such as fake delay or bass and snare swapping in one channel. Light crusader is
also an excellent RPG-Adventure VG, with a gorgeous soundtrack.
The following song is from GAUNTLET4 (song name: 'Sortie', 1993, Sega Genesis), one of
the most inspired and best suited pieces I've ever heard for an epic/adventure VG. Pay
attention to changes, chords, tension and variations. A masterpiece composed by Hitoshi
Sakimoto:
http://www.youtube.com/watch?v=BOagvSmosBg
http://www.youtube.com/watch?v=VoPBLs-31Dc (other version)
Akira Yamaoka composed all music for the Silent Hill series, and that music definitely
crossed the borders of VG soundtracks, with its industrial-nightmarish style and the personal
traces of the author. It's worth a listen.
With two pairs of sound chips, Out Run was fully equipped in 1986. For an earlier VG like
that, the soundtrack was absolutely awesome for that era. Latin rhythms and exotic samba
fitted like a glove for a driving game. A wonderful idea.
Jewel Master has some interesting pieces. The way they are composed is risky and brave,
and the rhythms are not conventional in some cases (check the song below). Neo Turf
Masters has a smooth jazz soundtrack with exquisite treatment of the instruments, it's just
like a band's performance. Galaxy Force II introduces you into a fantastic world full of
space-age landscapes, richly ornamented with a superb jazz fusion composition. But Strider
is top-notch. No soundtrack is as imaginative as this one, or risky enough to play quiet and
strange notes for an action scenario (listen to 'Siberian Tunnel') or the majestical entrance
for stage 1 ('Raid' song). This real masterwork is composed by Junko Tamiya and worth a
listen.
We can also find exotic soundtracks in videogames like Monkey Island, Ecco the Tides of
Time or Sonic the Hedgehog. Their music is just amazing, and perfectly suited for each
passage.
Ecco the Dolphin II is an awesome unique videogame, with an ecological atmosphere and a
beautiful new age soundtrack. If you think carefully about the ocean and dark blue abyss,
that game sound is just what you expect. Sonic the hedgehog has a direct but nice
soundtrack full of jazz chords and awesome changes. Perfect for a colourful game like this,
and Monkey Island is one of the best five videogames I've ever played in my life. The music
is just astonishing. It fits like a glove. Recently there has been a special edition and the
soundtrack has been re-orchestrated. Give it a chance.
First we are going to talk about MSX computers. Nemesis appeared in 1986, with three
channel music, but enough to amaze with its beauty and direct style. Then appeared
Nemesis II, with a revolutionary 8-voice soundchip (SCC), which reached arcade machines
quality. That sound was professional and polished, and more titles were about to come. On
the other hand, the compositions were adapted for each planet and really worked! I always
remember that era with a smile on my face.
84 Recommended Stuff
The music was intentionally composed using the theme and nature of each planet and the
effect achieved was awesome. The Greek planet sounded 'Greek', the giant plant planet
sounded 'mysterious and vegetal', the ocean planet sounded 'oceanic'... but there was a
common and solid style for all together.
Giant Statue Planet, NEMESIS II Greek Planet, NEMESIS II Dragon Planet, NEMESIS III
(Open space theme) (Greek style music) (Strange atmosphere music)
This particular way of composition has been present in all games of the saga: Nemesis I, II,
III, Salamander, Gradius I, II, III, IV, Gaiden, etc.
From left to right: GRADIUS III arcade: Bubble planet, SALAMANDER MSX: Stage I, GRADIUS IV: Bubble planet,
SALAMANDER arcade: Fire planet, GRADIUS II arcade: stage 3 BOSS, GRADIUS IV: Vegetal planet, GRADIUS IV:
Living planet, GRADIUS IV: Lava planet. All of these stages have an awesome music, and it's worth a listen.
Recommended Stuff 85
For arcade machines, the Gradius saga was shocking and awesome. One VG after another
was highly detailed, and the music too.
For Nemesis/Gradius series, I propose one section for each game, but you can search
youtube for more. They all have interesting stuff for listening.
MSX Stuff:
http://www.youtube.com/watch?v=Kmwfp6I9Nkc (NEMESIS I MSX)
http://www.youtube.com/watch?v=Te1zJHoTweY (NEMESIS I SCC MSX. VERY RARE!)
http://www.youtube.com/watch?v=yjKCq-Pb3CY (NEMESIS II MSX)
http://www.youtube.com/watch?v=qHlTlLZ5a1I (NEMESIS III MSX)
http://www.youtube.com/watch?v=yaEp8q6PG9U (SALAMANDER MSX. Excellent!)
Arcade stuff:
http://il.youtube.com/watch?v=bLr6-GZNgHk (GRADIUS I)
http://www.youtube.com/watch?v=mdWdAAtZ2I4 (GRADIUS II)
http://www.youtube.com/watch?v=QlSPFn8IfJ0 (GRADIUS III. Stage3. I love this song!)
http://www.youtube.com/watch?v=zCSe_psFd2w (GRADIUS IV. Stage3. This is awesome!)
http://www.youtube.com/watch?v=Wv9iH9QhkNA (GRADIUS IV gameplay)
This wonderful videogame has enough music to cover an entire section. First published in
1990 for MSX2 computers, it used a double soundchip (PSG-SCC) and had more than 50
pieces, mainly composed by Masahiro Ikariko, and his collaborators: Mutsuhiko Izumi,
Motoaki Furukawa, Michiru Yamane, Yuji Takenouchi, Harumi Ueko, Yuko Kurahashi,
Tomoya Tomita, Tsuyoshi Sekito and Kazuhiko Uehara. This precious diamond is one of the
most all-encompassing thrillers I’ve ever played. Despite its RPG/Action format, this VG is a
cyber-punk adventure with some similarities to the ‘Blade Runner’ film with its retrofuturistic
look. The treatment of instruments like bass, chords, drums and melodies are top-notch and
very educational for learning. I highly recommend a listen to all SD-Snatcher and also
Snatcher stuff, if you want to know how classic videogames sounded.
86 Recommended Stuff
The atmosphere reached is just like a movie, but in 8-bit scenario. Many melodies are
remarkable, and each one is suited for a special situation, creating the proper ambience for
the sequences in gameplay.
Do yourself a favor and play this gem. You will not regret it.
Many of the arcade machines were action games. This is by far the most developed genre in
VG soundtracks, and it has as many subgenres as you can imagine: war, street gangs,
Japanese folklore, western, futuristic, mythological, medieval,...
This music has a lot of variations and thematic influence. Japanese music is treated on
some nice VG like The Legend of Kage, Shinobi, Kabuki Z or Sengoku:
Music used for those VG is exotic and very appropriate. Shinobi has some very well
composed sequels on Sega Genesis consoles, mixing Japanese phrases and jazz fusion rock.
Warfare and military VG often have powerful soundtracks. Metal Gear, Gryzor, Super Contra
or After burner II have excellent arranged soundtracks, full of intense moments and
spectacular effects.
First Metal Gear had three channel music, but interesting enough. Metal Gear II music was
composed by Masahiro Ikariko, and has eight channel sound due to the SCC system.
Mystery, action, military and sometimes drama mood for this fantastic VG. After Burner II
had two pair of sound chips: the first pair for melodic instruments and the second for
distorted guitars, drums and effects. The result: awesome!
Some links:
http://www.youtube.com/watch?v=T-H0fmG9ffI (Metal gear II, Intro. Just astonishing!)
http://www.youtube.com/watch?v=Kh_SC-oZLMg (Metal Gear II gameplay)
http://www.youtube.com/watch?v=PkkQNDvKEdg (After Burner II gameplay and music)
This technique of paired chip was extensively used in many arcade machines, and the
results were incredible. Contra and Super Contra have been treated this way, and their
soundtracks are top-action-packed and powerful ones:
Modern Metal Gears (PSX, PS2, PS3, XBOX) have a professional soundtrack, very intense
and film oriented. Harry Gregson-Williams, the Hollywood composer, is the author of MGS II,
III and IV music, and these compositions are much closer to films than to old school VG.
Despite this chapter focused on classics, I believe that some of these pieces are really
impressive, with a high budget production like 'Narnia Chronicles' (indeed, Harry G-W
himself is the composer of recent Hollywood hits like this).
Many action arcade videogames take place in a particular period of time or era, and this
gives much play for music atmosphere. Sunset Riders, Rastan, and Golden Axe are good
examples.
Sunset Riders has a 'TexMex' western style, very polished. Rastan is close to 'Conan the
Barbarian' motif and also has excellent music. Golden Axe saga is a masterwork set in
medieval times. The concept and music have a 'Sword and Sorcery' mood, and it is a
shocking and exciting VG, really enjoyable.
Some pieces:
http://www.youtube.com/watch?v=3Qm8E8d9qkE (Sunset Riders: Intro and gameplay)
http://www.youtube.com/watch?v=0DdXI0oYZGQ (Rastan)
http://www.youtube.com/watch?v=h1_xSBHBQlU (Golden Axe, Main theme)
http://www.youtube.com/watch?v=BzgDIF3CmdE (Golden Axe II, stage 2)
One of the most popular genres within action arcade games is 'Beat'em Up' or Street Gangs
VG. I don't remember having spent so many coins and plays as in Double Dragon, the
cornerstone of all those videogames. Also we have to mention Final Fight and Streets of
Rage saga, with fabulous dance music, perfectly suited for fighting action.
Double Dragon and Double Dragon II have a genuine videogame musical style based on
funk rock/pop, very polished and richly ornamented with arpeggios, chords, slap bass, and
nice and catchy melodies. On the other hand we have the very personal world of Streets of
Rage, a universe of dance music adapted for a VG. Give them a try:
There is an action fighting game which deserves a special mention: Soul Blade / Soul Edge
(1996, Namco, PSX / Arcade ). It has three soundtrack collections inside, and you can
choose the one you like. I have to say that I felt highly impressed by the quality of the
music, from the opening song to the stages pieces. They are brilliantly arranged in
orchestral way, with a jazz touch in some chords. Without any doubt, a Masterwork
composed by Takayuki Aihara.
The famous Castlevania series (Konami) have by this time up to 44 different games since
1986. These games have a particular image style, based on vampires, castles, knights,
sorcery, demons, cathedrals, etc. Everything is surrounded by baroque and neoclassical
soundtrack, more or less mixed with modern rhythms and arrangements. I had the first one
for MSX2, Vampire Killer, with three monophonic channels. The music was awesome for that
era, but more interesting pieces were about to come. To mention a few, Castlevania:
Bloodlines (1994, Sega Genesis) has a very polished and well composed soundtrack, by
master Michiru Yamane. She also composed the tremendous soundtrack for Castlevania:
Symphony of the Night, an extensive collection of exquisite pieces suited for a large PSX
videogame, with the best virtual instruments and performances (non-chiptune music). One
of my favourite videogames of this saga is Haunted Castle, with a nice soundtrack written
for two paired chips.
You can delve deeper into Castlevania series and music, and you will find a universe of
sounds and textures with a common body. Now let me list a few interesting links:
FM sound
In the middle eighties a famous synthesizer was born: the YAMAHA DX7. With this model, a
new type of synthesis was developed: The FM or Frequency Modulation. Yamaha also
produced soundchips for the arcade machines based on this particular architecture: Some of
the YM series. YM2151 and YM2203 were the most popular, and this sound was genuine for
classic videogames like Commando, Legendary Wings, Trojan, Gun Smoke, Ghost'n Goblins,
etc.
It has an unmistakeable, clean and rounded sound, cornerstone of the golden age of arcade
machines. Later videogames used a pair of FM chips, and joined together with some PCM
chips for the drum samples, but they kept this FM sound.
Some samples:
http://www.youtube.com/watch?v=xmlM1KS7txE (Commando)
http://www.youtube.com/watch?v=EndTuwNsc6g (Legendary Wings. Stage 1)
http://www.youtube.com/watch?v=_ZxCfNJ-568 (Legendary Wings. Stage 2)
http://www.youtube.com/watch?v=VKcU5lcXpOU (Trojan. Gameplay)
http://www.youtube.com/watch?v=f1HWTDEHgv4 (Ghosts'n Goblins. Gameplay)
http://www.youtube.com/watch?v=iWIC9EGSOeM (Ghouls'n Ghosts. Gameplay)
There is a model of YM2151 for VST (Virtual Studio Technology) format, based on chip
modelling by MAME (Multiple Arcade Machine Emulator) platform: the VOPM, and also the
source code is open. You can find it here:
http://www.geocities.jp/sam_kb/VOPM/
Also, there is a OST player (M1) for any arcade soundtrack. Link is here (just below a few
lines):
http://www.x68000.de/soundchips/ym2151/
If PXTONE could incorporate a voice editor based on VOPM, and the voices created were
imported to PTCollage for multitrack duties, I can assure you that no-one would pass by
these features if they were available in a single tracker/song editor. For sure, the potential
of PXtone would be higher and unique.
I'm not very skilful with programming, but if I could, I would do it. At this point, I invite
anyone to dare try it.
Modern Retro-Videogames
In these last years, videogame development has been divided into two branches: The
commercial (mainstream) and the independent. Some people talk about an intermediate
branch between these two: the 'Mindie'. Here is the link of the topic:
http://www.doolwind.com/blog/mindie-bridging-the-gap-between-mainstream-and-indie/
The thing is that some large companies are opting to hire small groups of programmers to
develop 'handmade' games with 'slow design', let's say: with much dedication, passion and
time. Megaman 9 and 10 are official sequels, released by Capcom in this year.
VVVVVV is another amazing game of this year. Music composed by Magnus Pålsson is just
awesome with retro computer style, and fits like a glove with the game.
You can hear the main theme (Passion for exploring) here:
http://www.youtube.com/watch?v=Qwtg8GtsSQ4
Recommended Stuff 93
In 2005, a videogame called 'La Mulana' appeared as freeware in the indie scene. I
discovered it two years ago, and played it for three weeks. What a surprise! It has identical
gameplay, feeling and action as old MSX games like 'King's Valley II' or 'The Maze of
Galious'. La Mulana is highly acclaimed by most of the gamers worldwide. It took five years
to develop by a small team of three people (Nigoro), and recently it has been ported to Wii-
ware system (still in progress), due to the huge success. If you are a riddle and puzzle lover,
this game is a 'must'. Do yourself a favor and download it. Here is the link:
http://agtp.romhack.net/project.php?id=lamulana
Similarities between 'King's Valley II' (1988, left) and 'La Mulana' (2005, right) are done on
purpose. Both are great videogames
There is a lot of talented programmers who are encouraging each other day by day creating
new game concepts and entertainment forms. Cactus, Virtanen, Edmund McMillen, Playdead
Studios, Locomalito and many others mentioned before have been working with much effort
and dedication to create new and exciting videogames made with love. Please forgive me if
I have not mentioned other important programmers.
To close this chapter, let me write the last lines about a PC videogame which entertained
me for tons of hours: Psycho Pinball (1995, Code Masters, PC).
It had four different pinball tables, and there was one with a Halloween theme: 'Trick or
Treat'. The music and atmosphere were incredibly good, with all those 'mild horror' effects,
voices and tunes.
This clown head appeared from black and This pinball had a lot of secrets inside and pieces of
then disappeared again. Very funny! interesting music, as well.
Time will tell whether old school videogames are reborn to live eternally or not...
Final Words 95
6. FINAL WORDS.
It's time for the acknowledgements. First I would like to thank you for reading this manual.
I hope you found it entertaining and learned a bit about music and videogames. The aim of
this book is to show what the old school VG looked like, and how chiptune music has its
own space and suitability within the VG world. Also PxTone is shown as being a versatile
tool for making your own music is an easy way, and many pieces, styles and genres can be
achieved from this fabulous freeware tracker.
This book is dedicated to all videogame lovers: past, present and future.
Videogames will not disappear as long as people are willing to play them.
G87
© Copyright 2010. All contents of this book, the examples and songs are protected by the Intellectual Property
Laws, except for the commercial videogames' screenshots (property of their mentioned companies).