DF Retro Direct: Chris Huelsbeck Interview - Star Wars, Factor 5, Turrican and more!

Digital Foundry Direct
26 Oct 201929:00

Summary

TLDRIn this exclusive interview, John Linderman of Direct Feedback hosts renowned video game composer Chris Huelsbeck, delving into his illustrious career and the evolution of sound in gaming. Huelsbeck shares insights on his work with classic systems like the Commodore 64 and Amiga, discussing the technical challenges and creative process behind iconic soundtracks. From the innovative '7 channel trick' on the Amiga to composing for the Super Nintendo and Sega Mega Drive, he highlights the unique sonic characteristics of each platform. The conversation also touches on his recent Kickstarter projects, including an orchestral rendition of his game music and his Patreon, offering fans royalty-free access to his compositions. Huelsbeck's passion for creating memorable game soundtracks shines through, as he recounts the excitement of pushing the boundaries of early gaming hardware and the enduring legacy of his work.

Takeaways

  • 🎵 Chris Huelsbeck, a legendary composer, discusses his work on various sound projects and shares his experiences with different gaming platforms.
  • 🔧 Chris recently completed a Kickstarter project, recreating an Amiga soundtrack using the original hardware and tools, which presented challenges due to the limitations of the technology.
  • 🎼 He faced difficulties in replicating the process of creating soundtracks from his early career, such as the one for 'The Kick Off', due to the constraints of the original hardware and his own evolution as a creator.
  • 📀 Chris has been involved in producing music for vinyl and CD packs, including an orchestral selection from his work on 'Tarkin', showcasing a live orchestra rendition of his game music.
  • 🤝 He credits his friend Audie Surly for helping set up the interview and discusses his work on the game 'Bubsy', which is a favorite among fans.
  • 🎮 Chris has worked across a wide range of consoles, from the Commodore 64 to the PlayStation 3, with a notable contribution to the 'Resident Evil 2' conversion on Nintendo 64.
  • 🛠 The Nintendo 64's lack of a dedicated sound chip was a hurdle Chris had to overcome, requiring him to mix audio on the CPU and balance sound quality with memory constraints.
  • 🎵 He composed original music for the 'Rogue Squadron' series on Nintendo 64, in addition to using John Williams' iconic Star Wars tracks, contributing to the game's immersive audio experience.
  • 🔄 The transition from cartridge-based storage to CD-ROMs, like the one used in PlayStation, allowed for a shift from synthesized music to Redbook audio, providing more freedom but also changing the creative challenge.
  • 💻 Chris has embraced the digital audio workstation (DAW) revolution, moving from a traditional hardware-based studio to a fully virtual setup on his laptop, reflecting the broader industry shift towards software-based music production.
  • 🌟 His work on the 'Turrican' series stands out as a personal favorite, as it allowed him to fully express his musical vision and create a lasting impact on fans of the genre.

Q & A

  • Who is the special guest featured in the video?

    -The special guest is Chris Hülsbeck, a legendary figure known for his work on sound projects.

  • What was Chris Hülsbeck's last game project before the interview?

    -Chris Hülsbeck's last game project was 'Popeye: The Bully Strike Back' over a year prior to the interview.

  • What Kickstarter project did Chris Hülsbeck complete after finishing his last game?

    -Chris completed a Kickstarter project where he created a full new Amiga soundtrack as a bonus, using the original hardware and tools.

  • What challenges did Chris Hülsbeck face when creating the Amiga soundtrack for the Kickstarter project?

    -He faced challenges such as the increased difficulty of working with the original hardware and tools, as well as the time it took to create the soundtrack, which was over a year.

  • What is the significance of the 'Tarkin Orchestral Selections' mentioned in the interview?

    -The 'Tarkin Orchestral Selections' is a vinyl CD pack featuring orchestral renditions of music from the game, which was a part of Chris Hülsbeck's second orchestral Kickstarter project.

  • How does Chris Hülsbeck describe his experience working with the Commodore 64 and Amiga computers?

    -Chris describes his experience as challenging and rewarding, noting that the TF-X system he developed on the Commodore 64 was also used on other platforms like the Super Nintendo and Sega Megadrive.

  • What was unique about the approach Chris Hülsbeck took for the music in 'Rogue Squadron' on Nintendo 64?

    -Chris had to work within the memory limitations of the Nintendo 64 cartridge and craft samples to fit within those constraints, leading to a balance between sound quality and memory usage.

  • What is Patreon and how does Chris Hülsbeck utilize it?

    -Patreon is a crowdfunding platform for ongoing projects. Chris uses it to release one music piece a month for his fans, who can support him with a small monthly fee.

  • What was Chris Hülsbeck's involvement in the 'Indiana Jones' project by Factor 5?

    -Chris worked on the music for 'Indiana Jones and the Infernal Machine' on the Nintendo 64, creating tracks that were a challenge to squeeze into the limited space of the system's sound capabilities.

  • What is the '7 channel trick' Chris Hülsbeck mentions in relation to the Amiga?

    -The '7 channel trick' is a technique Chris used on the Amiga to mix two sample channels onto each of the four Amiga channels, effectively creating seven channels of sound, which was showcased in the game 'Turrican'.

  • What was Chris Hülsbeck's first paid gig in game music?

    -Chris's first paid gig was working on the music for the game 'Giana Sisters' for Rainbow Arts.

  • How did Chris Hülsbeck transition from hardware to fully virtual studio technology?

    -Chris transitioned to fully virtual studio technology by 2006-2007, after recognizing the potential of virtual studio technology (VST) and eventually selling all his hardware to work solely on his laptop.

  • What is Chris Hülsbeck's favorite synthesizer?

    -Chris's favorite synthesizer is the Yamaha DX1, which he describes as having a special place in his heart.

Outlines

00:00

🎙️ Interview with Sound Designer Chris Huelsbeck

In this introductory segment, John Linderman of Direct Feed Games interviews Chris Huelsbeck, a renowned sound designer, discussing his past projects and the evolution of sound in gaming. Huelsbeck shares his recent work on 'Pop Seed' and his Kickstarter project, which involved recreating an Amiga soundtrack using original hardware and tools. He also mentions the challenges of working within the limitations of older technology and the nostalgia of revisiting his roots in sound design.

05:01

🎮 Sound Design Evolution and Nintendo 64 Work

This paragraph delves into the technical aspects of sound design for older gaming systems, particularly the Nintendo 64, which lacked a dedicated audio chip. Huelsbeck explains how he worked around the limitations by mixing audio on the CPU and balancing sound quality with memory constraints. He also discusses his work on 'Resident Evil 2' and 'Rogue Squadron', highlighting the creative solutions he employed to achieve high-quality audio within the systems' capabilities.

10:01

🔊 Sound Challenges and Creative Solutions on Different Consoles

Chris Huelsbeck shares his experiences with the sound hardware of various consoles, including the Super Nintendo and Sega Mega Drive. He contrasts the clean sound of the Super Nintendo with the 'crunchy' quality of the Mega Drive's FM synthesis. Huelsbeck also discusses the innovative use of the Z80 processor for sample mixing in the Mega Drive, which was against Sega's guidelines but successfully implemented by Factor 5.

15:05

🎵 Transition from Physical to Digital Audio

The conversation shifts to the transition from hardware-limited sound design to the digital audio era, where CD-quality audio became standard. Huelsbeck reflects on the loss of the creative challenge that hardware limitations provided, but also acknowledges the benefits of the new technology. He talks about his work on 'Jim Power' and the '7 channel trick' he used to enhance the Amiga's sound capabilities, pushing the boundaries of what was possible with the hardware at the time.

20:05

🎼 The Impact of SID Chip and Early Synthesizer Experiences

Huelsbeck reminisces about his early experiences with the SID chip on the Commodore 64, which sparked his interest in synthesizer music. He discusses how the chip allowed him to fulfill his dream of creating electronic music and led to his first paid gig in game development. The paragraph also covers his first real synthesizer, the Ensoniq ESQ-1, and how it influenced his work and the evolution of his sound design.

25:06

📚 Embracing the Digital Studio and Favorite Projects

In this final paragraph, Huelsbeck talks about his transition to a fully digital studio, leveraging virtual studio technology to create music. He reflects on the convenience and power of modern laptops compared to his earlier large studio setup. The discussion concludes with his favorite project, the 'Turrican' series, which holds a special place in his heart as it allowed him to fully express his musical vision and creativity.

Mindmap

Keywords

💡Sound Projects

Sound projects refer to the creative and technical work involved in producing audio for various media, such as video games, films, or music albums. In the context of this video, the term highlights the guest's involvement in creating soundtracks and sound effects for different gaming platforms. An example from the script is when Chris discusses working on sound for games like 'Popeye' and 'Bubsy'.

💡Amiga

The Amiga is a series of personal computers that were popular in the 1980s and early 1990s, known for their advanced audio and graphics capabilities for the time. In the video, Chris mentions using original Amiga hardware and tools to create a new soundtrack for a Kickstarter project, emphasizing the system's role in his earlier work.

💡Kickstarter

Kickstarter is a crowdfunding platform where creators can raise funds for their projects from the public. Chris mentions a Kickstarter project where he promised to create a new Amiga soundtrack as a bonus, illustrating how modern crowdfunding platforms support creative projects in the field of sound design.

💡Patreon

Patreon is another platform for crowdfunding, but it focuses on providing ongoing support for creators by allowing fans to contribute monthly. Chris discusses his Patreon page where he releases a new music piece each month for his supporters, showing how such platforms enable creators to engage with their audience and fund their work.

💡Nintendo 64

The Nintendo 64, often abbreviated as N64, is a video game console released in the mid-1990s. It is relevant to the video as Chris talks about the challenges of working with the N64's sound capabilities, which lacked a dedicated audio chip and required creative solutions to produce high-quality game music.

💡Rogue Squadron

Rogue Squadron is a series of Star Wars-themed flight simulation games for the Nintendo 64. The series is mentioned as one of the projects Chris worked on, and he discusses composing new music for the games in addition to using John Williams' iconic Star Wars soundtrack.

💡Memory Footprint

Memory footprint refers to the amount of storage space used by a program or data in a system. In the video, Chris talks about limiting himself to the same memory footprint he would have had in the past when creating new samples, which was a constraint that influenced his creative process and the technical aspects of sound design.

💡GameCube

The GameCube is a sixth-generation video game console from Nintendo. It is brought up in the script when discussing the evolution of audio hardware and how it allowed for more advanced sound capabilities compared to its predecessor, the Nintendo 64.

💡FM Synthesis

FM synthesis, or frequency modulation synthesis, is a method of creating sounds using the modulation of one waveform by another. The term is relevant as Chris talks about the different sound chips on the Super Nintendo and Mega Drive, and how FM synthesis contributed to the unique sound of the Mega Drive.

💡C64

The C64, or Commodore 64, is an 8-bit home computer from the 1980s that was popular for its sound chip, the SID, which allowed for advanced audio capabilities at the time. Chris discusses his roots in sound design starting with the C64, and how it influenced his career in creating game music and sound effects.

💡Synthesizer

A synthesizer is an electronic musical instrument that generates audio signals that can be manipulated in various ways to create a wide range of sounds. Chris's first synthesizer, the Yamaha DX1, is mentioned in the script as a significant step in his journey as a musician and sound designer, highlighting the importance of synthesizers in creating game soundtracks.

Highlights

Chris Hülsbeck discusses his work on various sound projects and reflects on the evolution of sound design in gaming.

Hülsbeck's recent work includes finishing a Kickstarter project for a new Amiga soundtrack, using original hardware and tools.

He faced challenges recreating the Amiga sound experience due to limitations in memory and processing power.

Hülsbeck's work on 'Bubsy' is highlighted, with a special mention of his friend Audie Surly's influence.

His involvement in the creation of an orchestral selection CD and vinyl pack for the game 'Tarkin' is showcased.

Hülsbeck's use of Patreon as a platform for ongoing music projects and offering royalty-free music to supporters is discussed.

His history with tracker software on the C64 and Amiga, and work on various consoles up to the PlayStation 3 is covered.

Hülsbeck's approach to working with the Nintendo 64's limited audio hardware and creating high-quality game music is explained.

The upgrade to the Gamecube's audio hardware and its impact on Hülsbeck's music composition process is examined.

His work on the 'Indiana Jones' project for Super Nintendo and the challenge of fitting orchestral music into limited hardware is highlighted.

The differences in sound hardware design between the Super Nintendo and Sega Megadrive are discussed.

Hülsbeck's preference for the Megadrive's sound chip due to its challenge and unique 'crunchy' sound is noted.

The shift from creating music within hardware limitations to using CD-quality audio on PlayStation is explored.

Hülsbeck's '7 channel trick' on the Amiga, which allowed for more complex sound compositions, is explained.

The impact of the SID chip on Hülsbeck's early career and his love for synthesizer music is highlighted.

His transition to fully virtual studio technology and the advantages it offers over traditional hardware is discussed.

Hülsbeck's most memorable project, the Turrican series, and its significance in his career is celebrated.

Plans for a more in-depth documentary-style video on Hülsbeck's work with DF Retro are teased.

Transcripts

play00:02

[Music]

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[Applause]

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hello and welcome back to another DF

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direct I'm John Linderman and this time

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I have a very special guest joining me

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to discuss all manners of sound projects

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this is of course the legendary Chris

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holes Beck welcome to the show Chris ie

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how's it going yeah okay a little bit

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jet-lagged

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yeah I just arrived in Germany not too

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long ago and yeah excellent well today I

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think the main topic is I wanted to talk

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to you about some of the sound ships

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that you've worked on in the past and

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sort of you know the it's interesting

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sound used to be a very different thing

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than it is today

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you really had to program for these

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machines and there was a lot of work to

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be done you've of course done a lot of

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that across many different machines but

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before we get to that what do you been

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working on over the last few years so

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the last game I worked on was actually

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pop seed the bully strike back

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and yeah but that's what's over a year

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ago and then I spend a lot of time

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finishing up my last Kickstarter project

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where I promised foolishly the hair

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created as a bonus of a full new Amiga

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soundtrack so for that you actually went

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back to the original hardware in tools

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then yes I used my original sound tool

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from the Amiga and slaved away and it

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was much harder than I anticipated yeah

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so what kind of challenges did you face

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with that what well I mean I'm not 20

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anymore first of all back then I did the

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soundtrack for like at arrogant or

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whatever probably in something like

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three four months and this time it took

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me over a year to put the CD fault I

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made sure that I used the same tools and

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I limited myself to the same memory

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footprint that I would have had back

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then and I even when I did a new sample

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so I used

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sounds that I would have had available

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at 95 or so so that was a challenge in

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itself that's awesome

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I guess I should say real quick big

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shout out to my good friend audie surly

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for setting all this up of course and I

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think it's very fitting that you worked

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on bubsy because we all know that he

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loves clumsy he's a fake fan and we even

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did that whole episode on DF richer so

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yeah that happened but hey I think you

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actually brought along one of the vinyl

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CD packs here yeah I did actually

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oh my god I've had a chance to look at

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this yet this is the Tarkin orchestral

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selections our second orchestral kick

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started at minute to record Huracan

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music with a live orchestra oh wow huge

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production and yeah it turned out even

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better than the first one even though

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the first one is already amazing but

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this this is really like the ultimate in

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sound and whatever so yeah and it

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contains the CD also this vinyl in here

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and art prints and the CD contains also

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that amiga bonus oh yeah I mean here to

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hear that check it out and it's limited

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they're really made a thousand of the

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world oh yeah it's really cool another

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thing that I've been working on for the

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last few years is actually a website

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called patreon which is also a

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crowdfunding thing where this it's for

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ongoing projects and I do usually I do

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one music piece a month written my fans

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can support me from $1 and it's kind of

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like a tip jar and I get something out

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of it and about two years ago I decided

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to make all the pieces that I did and

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over 25 now royalty-free so everybody or

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contributes can use all these music

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pieces for whatever they want YouTube

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they don't have to worry about Content

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ID you could use it on your channel if

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you wanted to and the only thing I'm

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asking for is a credit that it sounds

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good

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I guess I'm really just eager to talk

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about some of the old sound stuff

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obviously I mean you really made your

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name back with the tracker software on

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the c64 the Amiga

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but you worked on a lot of the different

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consoles as well all the way up through

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I guess like I mean you were even

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working like PlayStation 3 at some point

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is that how far did you go yeah but I

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didn't do the backend programming for

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that I think was the last back-end that

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you worked on the last beckoned was

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probably Super Nintendo and Mega Drive

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where I actually have code that I

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programmed in in the game and then after

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that the genies program as a factor 5

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advanced to the next level but the

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interesting part is that the tf-x system

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that I developed on the Commodore 64 and

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then it was very prominently featured on

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the Amiga computer that actually went

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also on to Super Nintendo Sega Megadrive

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and later even on to Nintendo 64 oh

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that's cool and actually that's one

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that's one of the most interesting

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things you did a lot of work on Nintendo

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64 so obviously with factor 5 guys he

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also contributed to the Resident Evil 2

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conversion which is sort of a miracle

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port to the system but the n64 doesn't

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really have a proper sound chip does it

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so how did you approach like working on

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a system like that that didn't really

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have dedicated audio Hardware right so

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they just gave it the ability to output

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I think it was 16-bit sound already

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mm-hmm and you had but you had to mix it

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on the cpu oh but it was it was

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optimized for that so you could have in

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the game even rocks for NASA graph we

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had 16 or 20 voices okay that were

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adverse effects and I don't know how

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many were in Resident Evil but yeah it

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was it was definitely doable the more

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limiting factor was probably the the

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memory because we recorded on the

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cartridge of course because it was not

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the CD system yet so you basically had

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to craft samples then it would work

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within the memory limitations we kind of

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said did you produce music where it's

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you tried to say okay I want to do this

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quality but then you it's kicked back

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and say no this samples are too large

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like how did you deal with that finding

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the right balance between sound quality

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always about

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and there are several ways to go about

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it you either get like high fidelity

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instruments but they have to look very

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fast oh yeah yeah or you do some low

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fidelity but you can have longer loops

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and so yeah that was always a struggle

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but yeah you know I mean that's that's

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like part of the puzzle yeah yeah that

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you give them and make it sound good and

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I think in just in terms of Rogue

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Squadron it's it still holds up pretty

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well it does yeah it's one of the best

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sounding games in the system I think it

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still sounds suitably Star Wars did you

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actually go back to the original Star

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Wars like music tracks and samples and

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then try to pull those in and find ways

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to massage them to work within the

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memory constraints well I mean all the

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samples were new but there were you know

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modeled after Symphony Orchestra verse

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of course this you know very very like

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cut down of course but I think I

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remember spending a good month or so on

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the tidal music track and in fact I

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still finished that up in Germany and it

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was kind of like the proof that

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LucasArts needed to bring me over to do

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spectre-5 and and and that title track

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convinced them because I was able to get

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that into the memory footprint that we

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wanted with the voices and it sounded

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pretty darn good yeah that's interesting

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because the original Star Wars game on

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Nintendo 64 was shadows of the Empire

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which LucasArts produced and their

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approach was simply to digitize the

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music but they had to play it back

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really Louis sample rate so that ball

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and and probably shorter loops exactly

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like very short loops very low sample

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rate so the approach you did and then by

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breaking it up into the samples we were

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able to get very clean sounding audio

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and that's interesting that because you

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mentioned that so the factor of five

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guys came over to the United States and

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96 or so and you were a couple years

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later 98 98 for rock squadron actually

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yeah well I was actually brought over

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for an initial nine months mm-hmm and

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then we stretched it to a year and after

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that they offered me

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I wanted to stay that's cool you did

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work on Rogue Squadron two and three as

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well yeah good news obviously while

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we're talking the Nintendo hardware how

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did you feel about the upgrade to the

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audio hardware there because the

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Gamecube obviously had significantly

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more memory and advanced audio

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capabilities how did you approach that

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absolutely your thoughts on it it was

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still the same system act really a music

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system that we did called musics mm-hmm

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was actually used on a Gamecube as well

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because we had a few pieces that we

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could stream but not everything because

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there was still like stuff that they

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loaded on the fly oh yeah and the codecs

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were just not quite there yet to crunch

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it down so you couldn't do like an mp3

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codec per se yeah it's it progressed and

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it got better and better and by rogue

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squadron three we had actually a little

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bit more of the original soundtrack

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loops vixen was the MIDI and actually

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the challenge there was to have like

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seamless switches between the MIDI music

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for samples and the actual longer sample

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snippets that came from the original

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sound oh yeah

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and that worked actually out which was

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nice and another thing that many people

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don't know about the rock solid series

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is that I actually composed a lot of the

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a lot of additional music that's alright

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you didn't just use the regular Star

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Wars tracks from John Williams a new

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music in there was maybe like in some

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cases half and half or 60% soundtrack

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40% new compositions Wow okay that's

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really cool Benchley it was rock

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squadron two at the end and rock

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squadron three we also had another

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composer that helped out and we really

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took it to the next level where it it

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sounded like I I mean yeah it was it was

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like the soundtrack in fact I think now

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so much time has passed that I can talk

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a little bit about it the sad fact is

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that we had actually recorded music from

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all three rocks once was a life work

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at some point and it never saw the light

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of day because of the there was some

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project was canceled and then effective

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- on the originally yeah it could have

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had a release on the we that's right I

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can fool like I remember happened like a

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new version with all three games

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something yeah that would have been

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amazing or master recordings up all

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those tracks yeah so they sit right now

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in like some draw his name probably yeah

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and nobody knows about them that's a

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shame I would love to hear that but yeah

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it's just maybe you can dream someday

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maybe figured out somebody will be able

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to use those I kind of feel like that's

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a series that people would welcome back

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if they were able to bring this back I

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think Rogue Squadron would do pretty

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well and the games themselves still look

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great today yeah so it's like why not

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bring them back we don't have anything

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like that these days

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so thinking of a factor five were you

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involved from the indiana jones project

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as well they did an infernal machine I

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mean 64 I think was a Super Nintendo

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game actually oh yeah that's right

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earlier Indiana Jones where I did some

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tracks there was like The Chronicles of

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money in it was kind of done with

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straight conversion from the soundtrack

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rate race but it was still a challenge

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and it was fun to do that because I'm a

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big fan of genres of course squeeze that

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kind of you know like Orchestra stuff

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into such small space this is a special

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challenge and fun okay so that's

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actually interesting then Super NES and

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Mega Drive I love these systems I'm

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especially partial to the Mega Drive

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there they're both great but I'm curious

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from somebody that's actually worked on

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the music side of things they're very

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different in terms of the way the sound

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hardware is designed oh yeah what were

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your thoughts on each machine and in

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working with them basically

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well the Super Nintendo was really nice

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because I could actually go from my

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Amiga seven voice system go ahead and

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and use the Amiga to compose the music

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and then basically was pure limitation

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straitly ported to the

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Super Nintendo on the Megadrive on the

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other hand you had the FM sonship and

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that PSG was few voices and then the

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factor five guys Thomas angular he did

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an amazing efficient example mixup for

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two channels simple to PCM giraffes and

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things like that great yeah

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and so that was fun in itself because of

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all the different styles and flavors of

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sound chips yeah I feel like the kind of

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the look and feel of something like

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megator can actually works pretty well

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there with the FM synthesis came that

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grungy metallic sound yeah I like it I

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think it sounds it definitely has a

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special place yeah one interesting

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anecdote there is that for the sample

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mixing factor 5 use the z80 processor oh

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really

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yeah that was actually reserved for

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master system use compatibility and it

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was not supposed to be used by the 68000

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was running it very huh but they managed

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to do it and they got through all the

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checks from Sega and it went through and

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it worked we were always like wondering

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why they prohibited it wasn't because

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the machine would get too hot or could

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it unexpectedly crash or would it like

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you so much power and break the power

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supply I don't know what was ultimately

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I think maybe they thought about putting

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all the machine later that didn't have

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to see a right oh yeah yeah they could

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strip that out because you had to use it

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for mastery systems backwards

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compatibility so maybe that's possible

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yes so what do you think then Super NES

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or Mega Drive which sound chip do you

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personally prefer that's a really tough

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choice but I really liked the challenge

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of the Mega Drive and and I still like

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the sound of it it's as you said like

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crunchy yeah the Super Nintendo was like

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very clean and

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almost a little bit dull compared to

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like the Amiga but it yeah it was kind

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of like it was a little bit softer yeah

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you're right mom kilohertz and it's kind

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of like soft fall off on the channels

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and yeah yeah I know what you mean it

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was a very different sound yeah I mean

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you never get there's a lot of systems

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from there that you didn't actually get

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to work on or is there any that you

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really regret that you didn't get to

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spend time with like you didn't really

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do anything on PlayStation right you

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didn't do you think it's Aaron I did one

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game at least on PlayStation with just a

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little bit probably one that's a local

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game that was my first well I was

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actually my second grateful game because

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Jim power was on his horse

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that's an awesome engine this was the

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cd-rom but Tanabe one was the first one

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that I yeah did officially for system

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that was available in Europe so yeah

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that's actually interesting then because

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you're right

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the switch to Redbook audio kind of

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meant that you didn't have the same

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limitations as the consoles because it

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was just you could make whatever music

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you wanted and then put it on the disc

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yeah how did you feel about that like

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did you feel like that took away from

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some of the fun and challenge or were

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you just like oh this is great I can

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just make whatever yeah at first it was

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definitely great that that freedom to do

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whatever you wanted was to you know it's

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the power of a studio recording and all

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those machines that you had but I don't

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know

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I mean shook music still has like a

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special place in my heart yeah exactly

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me too it has a certain sound to it and

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you have a Jim power soundtrack it's

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really good by the way if you guys

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haven't heard that dude listen to that

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it's a very disorienting game to play

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due to the way they do this the parallax

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scrolling layers all right put the

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soundtracks really really good and yes

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you used your 7 channel trick on that

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actually you know what we should we

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should explain that what tell us about

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the 7 channel trick on the Amiga yeah

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people understand what this is about

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because this was really cool so let's go

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back a little bit on the comic okay c64

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why are already hat

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a force and pseudo fixed channel because

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it's on trip only has three voices but I

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figured out the trick to play samples

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along with Sanchi voices and so I had

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four and then a multiplex doors to make

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like two sounds almost at the same time

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you know it could have a drums on and

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some bass sound even this was pitches

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and and played them along and then you

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would have three set channels to play

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like ports and more interesting things

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yeah

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[Music]

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[Music]

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[Music]

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so I use it quite a bit and then when I

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switched to the Amiga was obviously

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happy that it had samples and you could

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already like sample a whole quart onto

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one channel and you had three more and

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but in my mind already I thought like

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couldn't we also do software voices on

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the Amiga and I experimented a little

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bit and the first version that I tried

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was to mix two sample channels onto each

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one of the four amiga chance that would

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have been eight okay but the sound

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quality was very bad yeah and the

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quality was also not there and the code

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was not that efficient but then I saw a

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software mixer from a friend and

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colleague and Industry Johanna plot of

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course he wrote a basically emulation of

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the Amiga sound on the Atari ST well

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unless main goal was to play you know

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track on modify it and might hear from X

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which he also ported over and to play

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those four voice Amiga things on the

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Atari ST and that sounded pretty good

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and it was his own code was very

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efficient aha so then I asked him hey

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could you like give me your source code

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and I try to port it back to the Amiga

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and then mix that into one Amiga Channel

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very the idea that I had was like okay

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you have those four voices and then you

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have three regular Hardware voices that

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are untouched so everything that doesn't

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sound as good on the software voices

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like drums and bass and things like that

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they don't degrade that much you play

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them on those four sulfur voices and

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then you still have to 3 Omega change

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for the more higher end sounds very very

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belt or

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I had sort of things like that what was

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the first game that you actually used

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this in then Tarkin - it was - yeah and

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it was really arts of the showcase that

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the title music if you listen to the

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intro of it

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[Applause]

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[Music]

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[Applause]

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[Music]

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it's essentially like the composition

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follows that showcasing of the voices

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because it adds likewise after voice

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after wise and here you're like where's

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this coming from you know that was yeah

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then and then of course it plays the

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theme from turrican one and then it goes

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into Tariq and who theme and it's still

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probably the best it sounds yeah

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composition that at that for the fans

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developers were still figuring out all

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these new tricks on the hardware and it

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wasn't immediately apparent what you

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could or could not do so as you're

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buying games for the computers you pop

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in a new game and you might hear or see

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something that you've never seen before

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and it was just like I didn't realize

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you could do this on the machine and

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that's kind of a feeling that I miss a

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little bit today you don't really get

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that in feeling anymore like it does

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feel like okay oh this is neat and an

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impressive evolution but not like you

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don't feel like oh I've never heard this

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before or seen this before it's right

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more of this more evolution yeah I've

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been revolution yeah definitely so then

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what so then I guess obviously c64 then

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was kind of your main roots and stuff

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like Giana Sisters of course and what's

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your take on the old sid chip then

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because that's I love the sound of it

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but how was it to work on it that's

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that's probably my favorite sound chip

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Oh of all times and that sense and and

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it's amazing that it's actually still

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relevant to the hands and yeah but it

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was like my childhood dream was to make

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synthesizer music mhm and when I was in

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my teenager years I I so wanted to own a

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synthesizer but my family couldn't

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afford that it was super expensive so

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then I read in a magazine that the

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Commodore 64 I had a synthesizer sound

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chip and I thought that's my that's my

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my way in and my chance to do

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synthesizer music then I also wanted to

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become I was actually interested in game

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development as well oh yeah ensign and

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back then you could you could almost do

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a game still by yourself it's right here

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or was a very small team and turned out

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I wasn't such a good day

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design I'm like the friend of mine he

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had already sold the game to a company

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and and was working on the second game

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and he wasn't good for Sloane so you

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need music perfect I make music first

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game and that became my first game music

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when you eventually obviously then you

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did have an opportunity to get your

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first real synthesizer sort of oh yeah

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what was the first one you got the and

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Sonic

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yes q1 which was just a few months after

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the chase did attract at one magazine

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contest I approached rainbow arts if

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they needed help with their game music

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my first paid gigs there and they

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offered me a job in house Rowley that's

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excellent so at 19 years old I started

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working for them and one of the requests

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that I had was that they would sponsor a

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synthesizer and I will see and Sonic yes

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q1 the interesting part days I was drawn

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to the East year one because it was

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actually at the time something

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revolutionary right because it could

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play several different sounds at the

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same time and I had once a building and

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I immediately enjoyed the structure how

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it was laid out even though it didn't

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have all those knobs to twiddle like the

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old machines very digital system but it

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had a very analog old style layout and I

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found out later that the guy who

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designed that synthesizer wasn't a sign

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of the century yeah it's like fate yeah

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anything have to be so what what is your

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favorite synthesizer than it that you've

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had over the years um that's a good

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question mmm like I would have to say

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they use q1 and that makes sense

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yeah what kind of gear do you have these

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days then around 2000 Steinberg the

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company that are always used for

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sequencing and all that stuff MIDI and

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audio stuff they developed here

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see standard which stands for virtual

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studio technology of course and when

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when I saw that working for the first

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time was a few effects and a very simple

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software synthesizer I immediately saw

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the future yes I in the mid-90s I

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actually had a pretty sizable studio was

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like many machines and lots of cables

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and mixing death and ton of money was in

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there and it was actually very difficult

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to bring that all over to the US yeah of

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course but I took the main components I

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did bring over but I saw the writing on

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the wall you know was computing power

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getting always better and these things

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that it would go virtual and I actually

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managed to go fully virtual by 2007 2006

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2007 and I did an album completely

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virtual he's in virtual studio in

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virtual studio sense and as effects just

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was that and over the years I sold

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everything and I work on the laptop now

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Wow yeah it's a pretty powerful laptop

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but it's it's amazing what you can do I

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can do more with that laptop probably

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times 10 what I could do in the nine is

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in that studio is there any project that

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sticks out in your mind is like this was

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the most fun to do or this was the you

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of the best memories of working on it

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and it's it's it's got to be the

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turrican serious yeah yeah that makes it

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because it it it was completely my music

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my brainchild what I put in there and it

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was essentially what I was dreaming

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about as a as a kid I really wanted to

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do was with electronic music and then of

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course because it was an action game it

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had that driving beat of course but all

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that melodic synthesizer stuff was was

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represented and then I really I built

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quite a catalog with that and even to

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this day as you can tell from the

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orchestral Kickstarter's and everything

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the fans still support them absolutely

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have great stuff man this is just sort

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of scratching the surface though in a

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more casual setting we're gonna we're

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also here to work on a little bit more

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of an in-depth documentary style video

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for DF retro that you can probably

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expect sometime next year early at some

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point that's gonna be a little bit more

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in-depth but you know I thought it would

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be funny here to you know sit down with

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you for a little bit and discuss some

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thoughts on the old sound hardware and I

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love it it's great stuff amazing work

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after all these years so thank you and

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if you guys enjoyed this special video

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as always be sure to LIKE and subscribe

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of course ring the notification bell and

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follow us over on Twitter and definitely

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go check out Chris's work over on

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patreon and everywhere else and yeah how

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can you know it's great stuff but until

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next time stay retro

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you

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Related Tags
Game Sound DesignChris HuelsbeckRetro GamingMusic CompositionAmigaC64SNESMega DriveNintendo 64Kickstarter ProjectsPatreonSound EngineeringRogue SquadronTurrican SeriesGiana SistersJim PowerFactor 5Video Game MusicInterviewRetro SoundtracksOrchestral MusicSoftware SynthesizerVirtual Studio Technology