This month, I wanted to shed some light on a really cool and inspiring Atari ST creation I came across this week. Set free to the world on January 24, 2018, ‘Escape Return’ is both a digital and vinyl release by Swiss artist, STU. I listen to a lot of music and, friends, this one really captivated me.
Album art created by DAN from Bleepstreet for ‘Escape Return’.
[Editor’s note: I nearly un-retired from review writing to cover this magnificent new release composed by one of my original childhood inspirations; Tanaka-san’s Metroid OST is largely responsible for initially engaging my interests in both VGM and chip, if not music in general! I’m glad I didn’t, however, as Paul has done a marvelous job conveying his own enthusiasm and appreciation for ‘Django’ as a chipmusic composer himself. Regardless, please enjoy this lovely take from a member of the new chiptune generation on one of the forefathers of chipmusic’s latest works! ~Brandon L. H.]
If you’ve read any of my previous reviews, you know how laudative and enthusiastic I can get. But today is a bit different. Here I am, listening to this album again, reading up on Tanaka-san’s bio to research the article, recalling the mind-bending experience that was seeing him live at Square Sounds Tokyo last September. Here I am, writing about the article, instead of the album or the artist, trying to sound meta and smart, keeping my composure, because I don’t want you to know that words are failing me.
I don’t want this article to be a string of enthusiastic platitudes and generic descriptions of the music. I love this album and I want my review to do it justice, beyond the fact that I’m still starstruck and not in any fit state to be objective.
And even if this album refuses to fit nicely in a traditional 2k-word album review, which it probably will, I’m still gonna give it my best shot. Here we are. Let me tell you about Chip Tanaka, and his album, ‘Django’.
This beautiful cover art shows the many qualities of Chip Tanaka’s music: Eclectic, goofy, organic, multi-facetted and good for your health.
Back in November of 2015, I had the pleasure of talking with Joshua Faulkner and Daniel Romero of the Salt Lake City super synth duo known as Conquer Monster. Their album, ‘Metatransit‘, had just been released the previous month in October, and on top of being incredibly sound design savvy with a variety of instruments, synthesizers, and a C64 on their album the group also performs live and focuses a good portion of their time on reeling listeners in with visuals. Debuting on December 11, 2017, the group has taken one of their tracks ‘Posthuman’ from ‘Metatransit’ and created a retro video featuring the artists in a 90s point-and-click inspired video game.
This month, I wanted to review the recent release by Michigan native, CZOFT. ‘Stratocracy’ was released on October 25, 2017, and features carefully crafted compositions created with lsdj. Featuring 15 tracks fully constructing within one Gameboy DMG-01, the album was released by Utah record label, Catskill Records (the same folks who host Catskill Electronics, a site where Gameboy composers can find their fair share of arduino boys, flash carts, sync components, etc.). This article with contain a review of a new record that I really love, and also share sound design tips straight from the artist for those who want to learn more about lsdj, as well.
Cover artwork by CZOFT, layout and design by Catskull Records.
Hello all and thank you for reading Paul’s Tech Talk on The ChipWIN Blog!
This article is the second part of an issue on the spicy topic of PSG Chip Overclocking. In the first part, we tackled the basic theory behind what overclocking could achieve on an NES when ticks sped up enough to reach into the audio range. Today, we’re going to try and be more specific, and try out some practical examples on Gameboy.
Hello beautiful people and thank you for reading Paul’s Tech Talk on the ChipWIN Blog!
Today we’re going to talk about a very special version of LSDJ, and a tracking method that cannot often be used on Gameboy, but flourishes on other platforms such as NES: ~ OVERCLOCKING ~ ♪♫
During the avalanche of updates that gave light to this column in the first place, the community was hard at work trying to sniff out bugs and offer feature suggestions of their own. Some were very daring, seemed almost impossible, but were still considered by Johan for integration. One of them was actually the notion of underclocking. Why make the gameboy even slower than it is, you will undoubtedly ask? Well there is one limitation of the Gameboy hardware that theoretically could have been overcome with this method: its note range.