The UK may have Superbyte, the Netherlands may have EINDBAAS, but here near the United States’ capital, we have a little thing called MAGFest, and we like to think it does alright. While many of you came out and attended MAGFest with us from all over the globe (attendance surpassed 17,000 people this year!), I know there are many of you who were not able to. And if I’m honest with you, even those of us who DID go couldn’t have gone to everything that there was to do there unless the Ministry of Magic had given out Time Turners to the lot of us. That’s where this post comes in – I’ve done my best to assemble all the links, videos and pictures of the most happening happenings to have happened. Those of you who remember my Post-PAX PAX Post should be familiar with how I’m going to format this: As this was the Music and Gaming Festival, we’re going to have a #Music and a #Gaming section as well as a #Closing Thoughts, tagged as such for easy navigation within the post.
Hey there, ChipWINners! Joshua Morse, having produced chipmusic as early as 2007, has always been recognized as a pioneer of our ever-growing community. His music has been featured in several video games, such as ‘A Wizard’s Lizard’, ‘Onslaught!’, and ‘Lunch Bug’. Additionally, his long-running ‘Waveform’ releases are arguably some of the best chipjazz releases on the block, with each one showcasing Morse’s growth as a musician, not dissimilar to the ‘BLUE’ trilogy composed by chipfunk legend PROTODOME, or the progressively complex pieces written by Pieces of Eight. Just before the turn of the new year, Joshua Morse released ‘Waveform 5’, an EP of five chip-fusion-jazz tracks that’re sure to stick with you. Let’s get to it!
Hit play on ‘Macro’ below and prepare to dance. Welcome to ‘Monochrome’ by tiasu.
‘Monochrome’ by tiasu is an eight track chip-dance album that knows itself inside and out, expressing high-powered, strikingly danceable beats with a confidence that demands the attention it deserves. Labyrinthine amalgamations of familiar chip sounds and welcoming dance rhythms work in tandem to ensnare your attention immediately, with the above track ‘Macro’ being a remarkable example of tiasu’s artistic execution of electronic music.
‘Monochrome’ is a solid chip-dance album of eight tightly cohesive tracks ordered to deliver a satisfying night on the dance floor, which this album provides in spades.
Savvy employment of familiar chip sounds fused together with welcoming dance beats blur the lines between traditional electronica and classic chiptune, allowing fans of each genre a dynamic album everyone can embrace, exposing listeners to the highlights of both music categories. Breakdowns within ‘Spectrum’, for example, delve into a dub-step vibe that benefits greatly from the particular chip sounds tiasu has chosen, creating a unique “lighter” dub-step riff that melds fantastically with the album’s established tone.
The final ‘Monochrome’ track ‘Focus’ takes the furthest departure from the album’s dancebeat themes with the integration of a grunge bass through line, experimenting with a dark and gripping electronica sound moulded around a melody more akin to the rest of the album.
With a presentation as strong as ‘Monochrome’, insight into tiasu’s creative process is invaluable. Fortunately, tiasu was kind enough to spend some time sharing his experience constructing ‘Monochrome’, and that interview continues below:
Pixel Recall: How close is Monochrome to your initial conception for the album in terms of composition, theme and tone?
tiasu: Monochrome developed very organically – I didn’t start out with any specific preconceived ideas of what I wanted the album to sound like, but after I debuted two tracks at a gig and saw the reaction they got, I knew I had a direction & sound I wanted to keep!
Pixel Recall: What’s your live set-up like? Do you have a favourite piece of hardware?
tiasu: My live setup is very minimal – I use a gameboy for one or two tracks, and the rest is all in Ableton, controlled with a launchpad and korg nanokontrol. Oh and there’s also a – quite frankly, ridiculous – bat onesie, which is critical to the whole setup!
Pixel Recall: It’s been less than a year since your release of “mission control”. What do you personally feel has been your largest growth piece artistically between last December’s “mission control”, and this year’s “Monochrome”?
tiasu: With every release (Monochrome is number 7!) I’m getting better at creating something more cohesive, for lack of a better word. Mission control is 9 cobbled together tracks, and the album’s track order is the same order that I wrote them. With Monochrome, there were a whole bunch of rejected tracks (some of which I’ve released elsewhere), that I didn’t include because they simply didn’t fit with the sound of the album. Technically, the mixing, mastering & overall production is getting better too – which is always nice, it can sometimes be hard to listen to the old tracks, the production value… Some of it is shocking!
Pixel Recall: Do you have a specific plan of attack when it comes to composing a new track, or do you find each track comes to you in its own way?
tiasu: Each track comes about very differently – sometimes you can sit there banging your head against the wall hoping to get some workable idea, other times you might start humming a tune and suddenly there’s a 5 minute track sitting there!
Pixel Recall: Do you have any tips or tricks for aspiring artists looking to perform live electronic music like yourself?
tiasu: Tips and tricks? Honestly, just keep doing it – have fun, enjoy the process of writing it, enjoy performing it. One of the best things I’ve ever done has to be a challenge called ‘Weekly Beats’, writing a track every week for a year. Not every track is good, in fact the majority of mine are done in a very short space of time and complete rubbish, but that’s half of the fun!
Pixel Recall: Open mic: Any last thoughts, shout-outs, advice, or tour dates you’d like to make sure to share with your fans?
tiasu: I’ve gotta thank Derris ‘Nine-finger’ Kharlan, GZom, Biko, Loubanging & Sean ‘Birdball’ O’Dowd for putting up with me, Cody Hargreaves, Chris De Cinque, cTrix, aday, Pselodux & Claire Plunkett for being awesome, Belinda Haas for all the good times, the amazing SoundBytes/SquareSounds crew for putting on awesome shows (and being such rad people), and of course Chiptunes=WIN! I’m 100% sure I’ve forgotten about a million people I should thank, sorry!
I’m playing at the SquareSounds ExpansionPAX gig on the 2nd November at Forgotten Worlds in Melbourne, and I may or may not have a sneaky new track to play too…
‘Monochrome’ is cheerful, industrious, self-assured, and frankly music to groove to.
‘Monochrome’ by tiasu is available for download right now on Bandcamp, with pay-what-you-want pricing. ‘Monochrome is a must-listen, and if you can afford it, remember to support the artists you love so they can keep creating more of the music you love.
Pixel Recall (R. Morgan Slade) ~ Support the artists you love ~
Welcome back to the first Office Hours session after last month’s Chiptunes = WIN Volume 3 release! This month I am reviewing a recent release titled ‘SNESQUE’ by fellow Longhorn and ChipWIN alum Zackery Wilson.
In addition to his talents as a pianist, Zackery Wilson has extensive formal training in composition and is currently a doctoral candidate at the University of Texas at Austin. He is also one of only a few composers combining contemporary classical music with chiptune elements, intended for a more formal concert setting than most live chip music.
My first exposure to Zackery Wilson’s unique musical style was his track ‘Ain’t Got Time to Bleep’ from last year’s Chiptunes = WIN: Volume 2. Clocking in at a blistering 1:39, this track packs a lot of punch in a short amount of time. In retrospect, ‘Ain’t Got Time to Bleep’ feels like a precursor to this year’s ‘SNESQUE’ release; each track on the album is a brief musical landscape exploring a variety of sounds and textures.
Released in partnership with netlabel Ubiktune, ‘SNESQUE’ was created using original soundfonts from a variety of Super Nintendo games and composed inside FL Studio. Each track is restricted to samples from one specific SNES game, which are noted in the titles. A further compositional guideline for each track is brevity – the longest is just under 3 minutes in length. Like most level-based video game music, the tracks loop seamlessly one time before ending. Combining authentic retro sounds with modern DAW effects is a hallmark of Zackery Wilson’s style, and it is masterfully done on each track of this album. My review separates various elements of composition into their own category, focusing on how they interact within each track of the album.
Earworms Served Au jus [Melody]
Each track on ‘SNESQUE’ is a smorgasbord of delicious melodic tidbits, full of interesting timbres and cool ornaments – I love all those pitch bends, especially in the third track. One of the striking things about Zack’s style is his use of very high registers for his melodies. The melodies on this album seem to be structured similarly to a big band trading solos between players, and you can definitely hear the influence of screaming lead trumpets and altissimo alto sax lines.
Although each track is individually a beautiful and well-crafted miniature model of perfection, my biggest complaint about this album as a whole is the over-reliance on the “freestyle solo” melodic style. I realize that I have spent significant lines talking about the uniqueness of ZW’s style, so it feels a bit like complaining that John Fogerty sounds too much like Creedence Clearwater Revival when I then complain that the melodies aren’t all memorable. However, after listening to the album several times, one does start to get a sense of repetition and melodic coherence – listen to the solos in ‘Snowball’s Chance in ‘L’ for an example of a track that sounds on the surface like one long solo, but there are definite repetitions and similarities between the individual melodies.
We’re In This Together [Harmony]
I have to tip my hat to Zack for this category, as writing in a jazz/fusion harmonic style is incredibly difficult to pull off with any amount of sincerity and he does it with absolute skill and conviction. Going far beyond an amateurish “add diatonic sevenths to every triad” harmonic approach, this album is a textbook in jazz voicings and harmonic progressions. Zackery’s piano chops almost certainly include woodshedding Chick Corea solos, Thelonious Monk’s harmonic language, and the understated beauty of Oscar Peterson. Every single track does something unique, but my favorite harmonic moments are in the keyboard and organ comping in ‘Y So Secretive?’ – that major/minor shift in the first section is really cool.
On the Down Low [Bass Line]
As a bass player I am very appreciative of a hip bass line, and chip music usually has its fair share of neat bass licks. Although the listener’s attention is mainly drawn to the melody and chordal accompaniment patterns in each track, there are a few moments where the bass is allowed to stand out in the texture. Honorable mention goes to the delightfully quirky synth-slap sounds in ‘Earthbound and DOWN,’ but my favorite bass moments happen in ‘Have A Nice Flight.’ Some of the little bass fills in this track and the solo that starts at 1:08 just beg for a pixelated Victor Wooten thumping along in the background of an accompanying music video.
Girl, you decide how HTML elements render in a browser cuz you got STYLE [Musical Styles]
Zack describes the styles of the album as “[f]rom progressive rock to jazz fusion, samba to swing,” which is quite a wide range of disparate elements to pull together! Although I mentioned this next comment as a slight negative in the melodic design, each track flows together quite well when listening to the album from start to finish. No one track sticks out of the texture in a negative way, and there is not single sample that sounds out of place. The cohesiveness of extended tertian harmonies in each track help the music form a single sonic landscape, where electric guitars and slap bass can coexist with flutes and string pads. I don’t quite hear the prog rock influence – perhaps more Rick Wakeman than Dream Theater – but that is quite alright. The textures and repetitious melodies of ‘Suck ‘R Punch’ make this track unique on the album, but it does not sound out of place since the harmonies and occasional screaming lead lines are found elsewhere on the album.
The production value throughout ‘SNESQUE’ is incredibly high. Each instrument is balanced well in the overall mix, and the highs, mids, and lows all sound good. I really enjoy the subtle effects that are sprinkled throughout the album; reverb is not overused, and both pitch shifting and echo help bring a humanizing element to the vintage soundfonts. Perhaps the best way I can compliment the production in each track is that, to me, the post-processing is never obvious or overbearing throughout the album. No, this is not a strict use of SNES samples as it was done in 1991, but at the same time these tracks never stray too far into the uncanny valley of modern-versus-retro audio production.
Insert Coin to Continue [Replay Factor]
While Zack uses repetition as one of his compositional constraints for each track, it never gets in the way of enjoying any given moment throughout the album. Like the best examples of looping in video game music, the loops here are seamless and completely unobtrusive to the listening experience. Essentially, when listening straight through this album you have heard each track twice, although it never feels that way! I have listened straight through the album many times for the purposes of this review, and I still do not feel as if I am tired of any particular track. The track embedded here is a collaboration with Player 2, Zack’s brother Jay who is also a member of the Volume 3 roster. I would be interested in hearing more about their collaborative writing process and if it was a peaceful Mario/Luigi experience or closer to Mario/Wario antagonism.
Zackery Wilson’s ‘SNESQUE’ is an album of tunes that are short in length but absolutely filled with quality from start to finish. The energy of each track remains high until the final note, and there is a seamless progression from track to track. Combining original SNES soundfonts with modern production techniques is a delightfully fresh take on modern chip music and gives this album a unique sound.
Final Grade: 58.5/60 (97%)
That wraps up Office Hours for today – the professor has a lot of grading and midterm exams to copy… Until next time!
Howdy folks! You know the deal – we’re running down all the songs from the latest release (as if you hadn’t already downloaded it and put it on repeat for the last week), giving credit where credit is due to the amazing folks who dedicated their free time to make something fantastic. I must say, I truly appreciate all the people who freely give their time to this group – people who just made music for the love of making music and to keep the scene hyped up. It’s refreshing, lemme tell you. So let’s jump in!
Hey everyone! Danny Pryor here with the first edition of my new column, Prying Questions with Danny Pryor! This will be an interview column similar to that of my friend Kuma‘s
with his Raw Cuts series, although mine will probably get a bit sillier. My intention is to talk to anyone involved in the chiptune scene who’s willing to chat, in the hopes of putting out something both interesting and entertaining!
To kick things off, my first interview is with a ChipWIN regular (he’s been part of the Fb group since early on & has appeared on both Volume 1 & Volume 2) and a fellow that I consider to be one of my personal friends. He is still a youngin’, but I doubt that will stop him from his eventual goal of global domination (or whatever it is he’s into at the time); it’s Neil Williams AKA Brick BRKer!
**BONUS** Stay around after the credits to find out where the name of this column originated!!! **BONUS**
Danny Pryor (Pryor): Thank you Neil for taking the time to talk to someone you talk to all the time and for answering my questions. First off, I have to ask: dam u yung how u no chiptunes?
Brick Brker (BRK): Well…
BRK: When I was even younger than I am now, like six or seven years old, my first exposure to video games was through a hand me down SNES and I somehow managed to pick out all the best games at Game XChange. I’m talking like Super Mario World, Super Mario All Stars, every Donkey Kong Country, Kirby Superstar, Yoshi’s Island etc., so I had the RARE opportunity of getting to experience a “retro” game console like the SNES at a time when all the other cool kids had a Gamecube or something. Soooo, when I got around the age of twelve and discovered what electronic music was, I was naturally inclined to go out and see if there were people that loved the bleep bloop music that I enjoyed so much from those old games.
For a while I only knew about the nostalgic appreciation of past game music, but it was only a matter of time before I discovered that there was entire subculture of people utilizing those old bleep bloop noises to make incredible music of their own.
Pryor: Well it is good to see that you young whipper snappers are getting into the bleeps. The bloops I could do without you all knowing about.
BRK: Did I say bloops? I meant blips. *sweats nervously*
Pryor: I assume that this search for other musicians lead to you the Chiptunes = WIN group and eventually on the first and second compilation albums?
BRK: I have had the honor of appearing on both Chiptunes = WIN Volumes 1 and 2.
I earned a spot on Volume 1 by simply discovering the group on accident like a week or two before the submission deadline for their experimental giant of a compilation album. It wasn’t until Volume 2 that Brandon Hood and everyone else in the Chipwin Facebook group realized the gravity of the situation when they got like 150 something entries and had to actually judge who would make the cut.
And Chiptunes = WIN has gained even MORE attention since then, so who knows how many people are going to submit tracks for the inevitable Volume 3. But I will sure as hell submit AND U CAN BET UR BUTTOM DOLLAR I WILL BRING MY AY GAME.
Pryor: SOOO with all this video game music making does that make you a “gamer”??
BRK: Though I’m not sure how much I like the term “gamer”, I do play video games quite a bit. Practically every day. Or I at least absorb video game related content every day. I love games of all times and genres. I just think they’re an interesting and incredibly fun art form.
Pryor: What about the term “gamer” do you not like? Personally, I could do without the “a”.
BRK: I think it’s just an unnecessary label that was created solely to make the creator feel more important. Like if you really liked to read, you wouldn’t call yourself a “reader” would you? I just play video gaems, mane.
Pryor: I totally get it dude…*enlightening moment*
BRK: *angelic choir singing in the distance*
Pryor: Well then, I got to ask…what games are you playing?!?!?
BRK: I am currently replaying The Legend of Zelda: Twilight Princess because I’ve reached the point of having forgotten a lot of the game itself. So now, I can go back and replay it like it’s a new game, but it’s also pretty nostalgic since the first time I played it was during my angsty twelve year old phase.
But yeah, it’s tied for first in terms of my top favorite Zelda titles, so it’s given me something to distract myself with while I wait for games to actually release on the Wii U.
By the way, speaking of Zelda, fingers crossed for the reveal of the next console Zelda at E3 2014. I hope they deliver since they’ve finally got a console to work with that can handle everything they throw at it.
Pryor: At this point, we can only pray… I am assuming you are pretty big Zelda fan, mostly because you said the word Zelda a whole bunch of times. Does this mean you have played ALLLLLL the Zelda games???
BRK: Not ALLLL of them by any means. Everything I have played though has been superb and I intend to keep up with all the future releases. A Link Between Worlds was gr8, btw. But it’s not ALLL I play by a long shot.
BRK: Some of my other favorite modern titles are Halo, Bioshock, Half-Life, Portal, Donkey Kong Country, Mirror’s Edge, and Mario Galaxy. At this point I’m just looking at the games on my shelf. In terms of PC/indie games, I really love stuff like VVVVVV, Super Meat Boy, Fez, Limbo… that kinda stuff. Minecraft is pretty neato as well. Then again, my laptop isn’t exactly a gaming PC, so I can’t really get into the big PC exclusives very well other than those indie titles that aren’t very graphics-intensive. Btw, I have loved the music and soundtracks to all the games I’ve mentioned here.
Pryor: You have some phenomenal taste in games. Commendable.
BRK: thank u
Pryor: Any influences into the bleep bloops you are using now? Or any artists influencing the way you compose?
BRK: So after playing around with the pirated (*gasp*) digital audio workstation known as FL Studio for a year or two to actually learn how electronic music is sort of created, I eventually got my hands on my own EMS cartridge and a copy of LSDJ (which I actually bought with real money(!!!)) to use with my father’s old Game Boy.
As far as influences go, I look to larger artists in the chip world like Dubmood or Shirobon, and even artists that aren’t really chip at all like Unicorn Kid for inspiration, but I also try to stay connected with the chip community as a whole because I look up to a lot of lesser known artists as well. It’s always cool to learn new tricks and stuff to use in LSDJ.
Pryor: Have you experimented at all with any other tracker programs? What made you want to use LSDJ?
BRK: I’ve played around with Famitracker a bit, but that’s about it as far as trackers go outside of LSDJ. I really wanted to actually play around with LSDJ because I enjoyed its sound the most. Plus the thought of being able to create “authentic” chipmusic on the go was pretty cool. I also won’t deny that being able to synthesize actually cool sounding music on something like a Game Boy is pretty badass, imo. And hip as fuck to boot. But seriously tho, I love the program itself. The way it’s set up makes the creation process easy once you’re used to it.
Pryor: It is pretty swell being able to make music on the go. Have you put out any album of any kind or are you planning on it?
BRK: If Soundcloud constitutes a disc type object, then yes, I have. I’ve dumped all my music I’ve deemed worthy, from the very first piece of ambient bleh I created on my iPad to the recently posted preview of a track from my UPCOMING EP.
Obvious the scrutiny with which I select what tracks I post to my Soundcloud has gone up over the years…or months. Once I get this whole super srs EP business sorted out, I should be posting quiiiite a bit of content in 2014. There are things being planned. Things that are probably not as exciting as I might lead you to believe, but they are being planned nonetheless… So yeah.
BRK: *cough* *cough*
Pryor: LISTEN I ADD THE LINKS!!!!!….Okay I have nothing after that…I thought it would go somewhere but I think that about does it. I don’t really see any reason to keep this conversation going.
Pryor: Now I am going to rearrange this conversation in a fashion that makes me look like I know what I am doing. Thanks again Neil, for your time and patience with this process.
BRK: no Danny. thank U.
And this concludes the very first interview at Prying Questions. Make sure to check out the links below to listen to Brick Brker’s music, add him to your social networks, and/or just to do some good old fashion internet lurking. Keep an eye out for his EP ‘BRKOUT’ set to release sometime this Spring!