
sid - the beginning
for many years, games have relied on music to add atmosphere. we all
have our favourite musician/s, and i personally think it's important
to have someone to look up to, at least you have some kind of a goal
then.
generally, graphics tend to get all the glory in videogames. game
music is either disregarded completely or dismissed as irrelevant;
how can it compete with gouraud-shaded polygons and realtime rendering?
music is as essential part of any computer game. without music, the
game appears dull and there's no dimension what so ever. the technological
advances in the field of game music have been just as dramatic as
those in the visual domain.
in the beginning there was the spectrum. the redoubtable 8bit machine
simply had a speaker that you could turn on and off. when the commodore
64 first appeared, it was considered a great technical advance because
it's specially designed sound interface device (sid). this magnificence
gave the musician three synthesized waveform voices [channels] to
work with. music was written either on a pc or straight into the machine
ifself in source code, with the notes, their length and their volume
typed in manually.
i know that many musicians regards the era when they had to drive
the c64's three-voice chip as the golden age of computer-music. the
music was rudimentary, but there was a real sense of challenge involved.
writing the melody wasn't enough; you also had to write a sound driver
routine to control the sid that would fit into the memory available
- normally 3-5kb.
theoretically, you could only ever get three notes at a time on the
sid, but ways were soon found to push the chip beyond that spec. one
of the common tricks was to assign short, arpeggiated notes to one
voice and trigger them for 1/30th of a second, thereby fooling the
human ear into thinking it was hearing more than one note simultaneously.
and there were many other techniques. sampled sound didn't really
come into it's own until the development of the Amiga's four-voices,
8bit soundchip [though a handful of c64 games like martin galway's
"arkanoid" actually managed to use it], so sampling chords/drums
to save voice polyphony was, strictly speaking, out of bounds. what
was possible, though, was realtime waveform shaping on the sid's square-wave
voice or filling empty spaces between notes with echoes from other
voices.
*
the cream of sid-riders, the unbeatable and most spectacular ones,
will and have written themselves into the history of computer music
forever.
martin
galway
one of the most talented music programmer of all times. he wrote various
soundtracks for ocean/imagine games. already after a couple of years
he had worked on more than 30 games, like "rambo", "hyper
sports", "arkanoid", "green beret" and "miami
vice".
he started to write computer music in 1984, when he still attended
school in manchester. he wrote the music for a game a friend of him
wrote on a bbc computer. this game was published by ocean, which were
very impressed by his work, so they gave him a c64, a datasette, an
assembler and said: "Let's see what your able to do...".
that was in 1984, and in february of 1985 he signed a contract as
a programmer at ocean.
"when i have an idea for a song, i enter every single note into
the computer. this can take pretty long, if you consider a twelve
minute song with three voices. to try musical ideas, i use a seiko
ds202/ds310 and a yamaha cx5m synthesizer. our delelopment system
at ocean is more than top secret, because it's the best! i will only
tell that i enter the music on a c128d and play it on another c128d".
this was his exact words to an interview from "happy computer"
issue 11/86. mr. galway also said that : "rob hubbard is the
only one i pay respect to. all other musicians are second class. that's
because of their lack of programming skills or missing arrangement-experience."
- which leads us to the other legend...
rob hubbard
mr. hubbard has specialized on computer music. some of his famous
tunes are "commando", "monty on the run" and "thing
on a spring". critics said that sometimes, his musics were better
than the whole game. there was a real fan community which buught the
games just because of his music. an english journalist once wrote:
"it's unbelievable, how he makes the c64 sound like ten voices
with only three!"
at the beginning of his musical career, he begged for about half a
year at software companies before he got his three first jobs. that
was the music for the legendary "action Biker" by mastertronic,
gremlin graphic's "thing on a spring" and "confuzion"
by incentive. mr. hubbard also worked for some other companies too,
firebird, elite, system 3, martech and alligata.
[taken from an interview by happy computer, issue 7/86.] "it's
hard to tell which of my tunes are the best. i'm proud of all my musics,
but my favourites are "master of magic", "crazy comets",
"gerry the germ", "spellbound" and "kentilla".
my *absolute* favourites are "monty on the run" and "zoids".
it seems that hubbard equals galway when he stated that he "likes
the music of martin galway of ocean, thinking of his musics from "rambo"
and "comic bakery".
ben daglish
daglish didn't "hit" the people with his music until about
a year after his first music pieces on the c64. But it didn't take
long before he stood responsible for doing some of the most original
[and best] tunes ever on the c64. i refer to "the last ninja"
by system 3, "bombo" by rino marketing, "biggles"
by mirrorsoft and "firelord" by hewson. all these tunes
were made during 86-87. he has an unique ability to perfectly mix
sounds [of his very own style] of the smoothest and particular way,
creating some of the best music pieces i have ever heard.
ben began his musical career in the time-honoured tradition: recorder
lessons at an early age. his parents were keen music fans, and counted
running a folk club amongst their musical interest. ben was going
to study music seriously, but decided to do maths and physics instead
to gain a place at university. within a year, he decided that university
wasn't really what he was cut out for, and decided to return to sheffield.
tim
follin
tim follin has carved himself an eviable position in the videogame
industry. an accomplished player of the guitar, piano and violin,
his career started with freelance work in the mid-'80s. this was followed
by a job with software creations, which then occupied a cramped office
above a computer shop in central manchester.
at the time, the company was porting a range of capcom-coin-ops to
home computer formats. tim created a range of truly outstanding soundtracks
for its conversions of games such as "bionic commando",
"led storm" and "ghouls'n'ghosts" [argubably his
finest hour, putting capcom's snes tunes to shame] for computers including
the spectrum, c64, and later on, the amiga.
tim stayed with software creations until about 4 years ago, having
composed and programmed acclaimed soundtracks for "solstice",
"target renegade" (nes), "spider-man and the x-men",
"equinox" and "plok!" [snes] he later found time
to create a range of widely regarded rock tunes for Interplay's "rock'n'roll
racing", also on the snes.
*
below you can download the c64-tunes of the 4 pioneers mentioned above!
you'll need winrar or winzip to unpack these files. if you do not
have
a player for these tunes, check out the best there is, sidplay!
martin galway
rob hubbard
ben daglish
tim follin
finally, i hope you have enjoyed reading about these guys. my personal
attachment to these maestros' work are of tremendously importance.
in fact, i don't think i would've been doing music the way i am today,
if it wasn't for these guys. thank you!