All Stories in Music

Blip Tokyo Q&A: Nullsleep Interviews Manabu Namiki

Blip Tokyo Q&A: Nullsleep Interviews Manabu Namiki

For the past two years, Blip Festival Tokyo at Koenji High has served as a powerful argument in favor of the undying appeal of chiptune music. The annual party’s audio-visual performances excel at bringing rock concert intensity to old school game aesthetics. Few spectacles on earth go quite as far to extol the appeal of the Famicom, Game Boy and other endearing machines of yesteryear. In this discussion, we hear from four chiptune artists and Blip participants. Nullsleep has contributed music to such independently developed game titles as PongVaders for iOS. Here, he talks game audio with Manabu Namiki , series composer of Deathsmiles and DoDonPachi . They are joined by Hally , founder of the influential chiptune label VORC and arranger on various Mega Man remix albums. Chibi-Tech works in music and sound design for games created in Tokyo and can be heard on the album Chiptuned Rockman. The conversation between the game-inspired artists offers several perspectives on the independent spirit of the Tokyo event, as Blip Festival Australia gears up for its debut on February 17 and 18. Photo by Marjorie Becker of Chiptography .com The Blip Festival concert series has stops all over the world and will be headed to Australia next month. How would you describe the way the live event has gone over in Japan? Nullsleep: I was very impressed with how it turned out and was excited to see it be so successful. For me it felt similar in a lot of ways to Blip Festival 2006 in New York. That was the first time we were doing Blip Festival ever, so we had no idea how it would turn out. We didn’t know what to expect from the first Blip Festival that we ever did in Japan. There was the possibility that we would come, bring all these musicians, and only ten people would be in the audience. It was great to see so many people come out to the party. Hally: What I can never forget is that in 2006 you came to Tokyo and I suggested putting together a chip music party here in Japan like the one in New York. It was a dream then, but now it’s real. Nullsleep: That was sort of the way Blip Festival was born. In 2006, Bit Shifter and I did a world tour. It was the first time that either one of us had the opportunity to come to Japan. We met with Hally and many of the other Japanese chip musicians, and were able to play some shows here. Meeting face-to-face I think strengthened relationships that we had already started building over the internet. After the tour, when we returned to New York, we were contacted by Hally and some other musicians, saying that they were interested in visiting New York. And that was basically how the first Blip Festival was born. We then started speaking to Mike Rosenthal at the Tank and told him about all these visiting musicians from Japan joining us for a chip music event. The idea grew slowly until we started inviting other artists from different countries to New York. Nullsleep’s “Pleasure Construct” from Blip Festival Tokyo 2010 Nullsleep: It’s exciting to hear that you’re becoming more interested in chip music. Could you talk a little bit about what your impressions were of the Blip Tokyo party? Manabu Namiki: I was surprised that there was so much energy. Everyone was performing simple electronic music: square waves, noise channel and kick drums. There were young kids there that hadn’t even experienced the Famicom in back in the day, and they seemed to be really into it. Hally: Were there any performances in particular that left an impression? MN: The musician from Argentina… 8GB . I’ve never heard chiptunes by a South American artist before. It must be happening in Brazil, because there’s so much interest in the Sega Master System there. His music was sophisticated and interesting. And, unsurprisingly, Hip Tanaka ‘s performance was incredible. He really knows his reggae and four-on-the-floor dance music. The extent to which he can produce that kind of groove while performing live is very impressive. Chibi-Tech: Considering this took place in Japan and we had a predominantly Japanese crowd listening to all the artists, it was surprising the way everyone was getting really into the music. They weren’t just flashing a glow stick or something, but going into happy rages and crowd surfing. Whenever I go to live events here in Japan it’s usually quite different. It’s orchestrated: people pass out a “call book” that tells you how to dance in a predetermined fashion. When it goes to the bridge, you wave your glow stick “like this.” For a moe song or denpa song, or any genre that involves a popular idol seiyū, you can tell that the crowd is into it, but it’s a sterile kind of situation. You’re supposed to be given directions on how to enjoy your concert. Nullsleep: At Blip there are no rules. Indie game creators Goto80 and Raquel Meyers performing at the 2010 Blip Festival Tokyo MN: Something that really surprised me was the presence of moshing at a chiptune event. Moshing, headbanging and stage diving all remind me of heavy metal. When I was in high school I loved that music: Metallica, Megadeth, Slayer, Overkill, Anthrax…. To see that same kind of enthusiasm for chiptunes was somehow nostalgic and also totally new to me. Since there were so many performers from overseas, it exposed me to a lot of new artists’ styles. Nullsleep: Your music history is very diverse. Knowing so many different styles must help in bringing ones that are appropriate to the games you’re working on. MN: I don’t spend a lot of time analyzing my own musical influences, but I have paid attention to certain genres of music from around the world. When I was writing music for Battle Garegga and NMK games, that’s when I was developing a personal style of music. I’m really fond of techno music. YMO was especially influential. Electropop, bands like Propaganda and Devo, spoke to me. Maybe the biggest impact on me has been from Detroit techno, such as Underground Resistance. I was influenced by that aggressive sounding music, by R and S Records, Rising High Records, Dave Angel and C.J. Bolland. Those were my research materials for several of the shooting games. In a nutshell, here’s how I’d describe a shooting game: It starts with your inserting a coin, you press the start button and select your character. And that’s an opportunity to motivate the player. Tension is mounting as the background music plays. The first stage starts, and you rush after the power-up. The music is expressing the excitement of gaining power. You’re shooting at targets and battling the boss, while interwoven with the action is the rhythm, tempo, melody. So over the years I have been developing this style to stage the action of shooting games. Following the Tohoku earthquake, Cave donated profits to relief efforts Deathsiles 2 was self-published by Cave in English-language regions. What has been your approach to writing music for the Deathsmiles series? MN: The 3D polygon art style of Deathsiles 2 was a departure for the series, as the original game had 2D sprite art. It therefore made sense to take a different approach when it came to the music. Sound for the original’s arcade cabinets was in mono and the sampling rate was low. The switch was made to stereo for the sequel, and the bit rate was bumped up. Beyond addressing the specs, I was looking to introduce a greater degree of musical variety to the soundtrack, along with a “happy” quality to match the game’s Christmas theme. Shooting games somehow gravitate more naturally toward serious genres like horror. That made the gothic horror elements of Deathsmiles a natural match. Having the Christmas theme make sense was not so obvious. In the end, the answer appeared to be to treat Christmas like a decorative ornament. It wasn’t going to carry the entire game thematically, so that made composing for it a bit tricky. The player wouldn’t know what to make of a bunch of cheerful sleigh bell sounds in a shooter like this. So it was a tough nut to crack, the music for Deathsmiles 2 . Nullsleep: You’re very well known for your game music soundtracks. Do you have personal music projects that you are also working on in your spare time and do you have any interest in live music performance? MN: Working on games and with a wife and child at home, it doesn’t leave a lot of time for music not directly related to my job. Shooting games have largely directed my career so far, but it would be good to expand beyond that sphere as well. I would like to explore chiptunes and orchestral compositions in my privately directed music projects. Hally: He has already started working on chip music arrangements, for example on the Darius Remix and Chiptuned Rockman albums. MN: There I was looking to approximate the sound of the Famicom. I didn’t use the actual console hardware, though. Truth be told, I relied on an emulator. It was something unique built by my friend that generated sounds similar to 8-bit Capcom music, like U.N. Squadron (Area 88) and Carrier Air Wing (U.S. Navy) from the CP-System 1 era. That’s how I went about doing my remix for the Chiptuned Rockman album. Nullsleep: When you’re playing DoDonPachi , there’s this feeling of a very dystopian future where military power has gone too far. I think it’s one of the Cave games that is most interesting to me because of that concept. The soundtrack that you wrote for it conveys the anxiety of that future. C-T: There have been rumors circulating that the arcade versions of DoDonPachi Dai Ou Jou and Ketsui were being driven by a tracker. Eventually, I realized it was true, that there was this European-style tracker soundtrack. I find that very interesting because there’s almost no instances of Japanese composers using trackers. I always thought that Japanese composers didn’t know about that stuff at all, or thought, “What’s this tracker stuff? It’s like spreadsheets.” Hally: What’s interesting is that he’s often working as a programmer and will make his own music drivers. Sometimes it’s on Assembly language. Sometimes its in MML, or using trackers. MN: When I was asked to write music for DoDonPachi Dai Ou Jou , they specified that I deliver the music files in MOD format. The itemized sound specs were: MOD format, waveform, 8bit PCM. It was up to me to figure out how to make it happen. I did some research and found the MOD file from DoDonPachi II , developed by IGS . The same sound driver from DoDonPachi II is featured in DoDonPachi Dai Ou Jou . As you know, IGS is a Taiwanese company, so I thought I’d try adding a Cave-sounding spin to it. How did you receive the name “Santaruru?” MN: When I started at NMK, I became the third member of the sound team. My nickname was a play on the words “number 3.” Maybe it was a form of hazing, but for the most part I was treated well, so I tolerated it. My name began showing up as “Santaruru” during the credits of games. That tradition has continued in some form until present day. Hally: “Santaruru” comes from “ichi, ni, san.” When I managed Kamishimo Records , one of the first Japanese netlabels, I asked him if we could publish remixes of his Battle Garegga music on our label and he kindly accepted. MN: I’d like to hear a little about your career, Nullsleep, and how you first got into music. Nullsleep: I started making chip music my first year at university, using trackers and some PC software. I discovered it through friends that were already making electronic music. Later I became interested in doing chip music, got a Game Boy with LSDJ and Nanoloop, and started playing with those. I thought this was the sound that was most interesting to me. My background is not so heavily influenced by videogame music. I got interested in Aphex Twin, IDM stuff. Also, more recently there are bands like M83, which is very heavy texture electronic music. Of course, older synth pop groups like Depeche Mode, as well as Shoegaze, My Bloody Valentine, Joy Division. Lots of diverse musical styles come into my background. The first chip music I wrote was very happy and melodic. More recently I’m interested in sound design and texture, dissonance, combining extremes of very structured order and disintegration, destruction of the sounds and contrasting those two parts of the music. I grew up listening to early videogame music on the Nintendo Entertainment System, but there was also an interest in the demoscene. My brother and I used to watch demos that we downloaded on PCs over slow modem connections. This was 1997, so we were downloading on a modem, watching demos and using MS-DOS to write music for the PC speaker. It was similar to MML style. Those all feed into my interest in this style of music. Hally: What was your first experience with computer-generated music? C-T: In 1985 or ’86, my dad bought me an Amiga 1000 and something called Activision’s The Music Studio. It’s the same one they used for Cheetahmen . I had to deal with this very awkward interface that tried to accommodate staff note entry and the limitations of having only four channels. This was when I was five years old, so I was only starting to have formal training. My parents tried to get me to play on the piano, not just stare at the computer. But I enjoyed making music on the computer. MN: The Blip Festival was really interesting. I’ve always had an interest in dance music and the chip sound has similarly been a source of fascination. There’s something about the combination of chip and electronica that could be interesting. What mix of these genres you could explore is definitely something to think about. [Japanese language portions of this discussion can be found on the Videogame Music in Context in Japan DVD. Translation by Yoshi Miyamoto. Images courtesy of Blip Festival and Cave.]

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In Depth: Comic Market 81

In Depth: Comic Market 81

The band land corner at the Penny Arcade Expo is a place to meet game-inspired musicians like Metroid Metal, Supercommuter and Anamanaguchi. There, the bands’ latest albums are arrayed atop a fold-out table, alongside an EP or two, fresh off the presses and found nowhere else. If you can imagine in place of those few tables at band land, thousands of tables, arranged end to end within a sprawling convention center on the outskirts of Tokyo, then you have grasped what the vastness of Comic Market is all about. Manning the booths inside the Tokyo Big Sight twice a year are artists, musicians, game designers and hobbyists, from the internet famous to the genuinely obscure. There are also voluminous assortments of cosplay, of varying depth and countless varieties. In this overview we will take a look at the musical side of the 81st Comic Market festival, taking place last week. The summary will focus on the event’s relevance to the potential growth of independently financed game development in Japan. Minecraft has become the first independent game from the West to capture the imagination of cosplayers at Comic Market. Two music circles published albums containing arrangements of Minecraft music during the winter show. ” Undressed ,” a collaboration between the Phoenix Project and Sepia-Sis groups, featured remixes of C418′s “Sweden” and the game’s title track, which were tucked between Persona 3, Drakegard and Final Fantasy IV tunes. “Even in the comfort of my own home, I can be creative and build things,” said an attendee in a lime green creeper hoodie, explaining her admiration for the gameplay. Students from Chiba University’s Computer Researching Society brought a retro game compilation to Comic Market, on sale for 500 yen. The PC-compatible disc included seven games, ranging from a traditional bullet hell shmup to a comical water drinking time attack simulation. A decidedly anonymous undertaking, no names were credited on the packaging and copyright was self-deferentially attributed to the university, but the creators mentioned that they can be contacted through the Densanken twitter account. Chiba University’s student game compilation Diverse System dedicated an entire EP to Minecraft-inspired tunes, titled ” Dear Mr. Minecraft .” The album sports delightful cover art, rendering wildlife from the sandbox game leaping across the dust jacket, as if an action-packed comic book. Arranger Tomoya Atomic says of his contribution to the compilation that he wished to write an original song incorporating the ghast creatures’ bleating ghost noises. His theme was “freedom,” a gameplay conceit he feels the title gets just right. Excerpts from his six-minute music track can be heard on SoundCloud . Analogous to the user-generated content that Minecraft invites players to explore in the virtual space, shooter designer ZUN has sparked a cottage industry by allowing content from his Touhou games to be remixed and sold by fans. Openly allowing his intellectual property to be ripped off, hobbyists can safely scratch the itch of copyright violation by messing with the creator’s songs and characters without getting into trouble. The fifty new Touhou remix albums and countless Touhou art books on sale at Comic Market 81 demonstrated that riffing on ZUN’s copyleft creations remains a popular fixation. Pilgrimage to the Nerd Mecca Joining Touhou in the marginalized subculture department of Japan’s indie scene are hentai games, unpopular for obvious reasons. The naughty, erotic creations count among their designers talents who wish to retreat, temporarily or permanently, from the often pressurized work environment of the mainstream gaming industry. While eroge is risqué in Japan, it contends with illegality when exported overseas, and the genre is unlikely to take home a Nuovo Award anytime soon. Even an award-winning independent puzzle game creator like Yo1 Komori of Heloli is something of an obscure figure in Japan. A genius programmer who works freelance for big studios while publishing to XBLIG in his spare time, by living in Tokyo he misses out on basking in the limelight of his Western counterparts’ Independent Gaming Summits and highly publicized indie bundles. The soundtrack album to Komori’s brilliant downloadable title Prismatic Solid premiered at Comic Market 78, published on the SweepRecord label. Game composers Shinji Hosoe , Hiroyuki Iwatsuki and Ayako Saso Diverse System’s alliterative tribute album ” Ridge Racer Respect Recreation ” sported eye-popping CG cover art and expertly arranged tracks. Atomic, who in addition to the Minecraft EP pitched in here as well, says that his primary inspiration on the album was SamplingMasters Aya, aka Ayako Saso. He arranged her track “Nitro Mantra,” found on the soundtrack to Ridge Racer 6. “I think it’s cool to see a woman regularly performing her own techno music at dance clubs,” he says. Saso will DJ on February 26 with Yuzo Koshiro, Nobuyoshi Sano and quad (luvtrax) at Linear Vol. 45 . Seated nearby at the SuperSweep booth was the music director of Ridge Racer for PlayStation Vita, Hiroshi Okubo . Joining the SamplingMasters, the composers had two new EPs for sale: their 13th installment of Nanosweep and Hosoe’s 6th Over Drive Hell album. In our Prismatic Solid interview last year, the musicians explained that what draws them to the festival is that unlike game scores, their EP releases are subject to no guidelines, allowing them to be as experimental as they please. Celtic music master Kou Ogata k-waves LAB「タンベリーのしらべ」C81 xfade by Kou Ogata Kou Ogata of k-waves lab chose to return to mainstream game arrangement this year, having published several Touhou albums previously. His six-track EP ” Tonberry no Shirabe ” treats Michiko Naruke’s latest game soundtrack to acoustic arrangements, showcasing traditional instruments like the tin whistle, bodhran and Irish bouzouki. Ogata says he was immersed in the musical landscape of Nora , a role-playing game published by Atlus for the Nintendo DS in Japan. Having enjoyed the music and thinking it would mesh with his style of arrangement, he began work on the tribute album. The results are a moving tip of the hat to the composer of the Wild Arms game score, whose debut on the original PlayStation took place just over 15 years ago. Other albums premiering at Comic Market emphasized the massive scale of their collaborations. Salvation by Faith Records enlisted thirty artists to create a two-disc Super Smash Bros. Brawl tribute album, dubbed ” We Bros. X “. Music from the fan arrange album, borrowing melodies from the highly collaborative score of the tournament brawler for Nintendo Wii, can be sampled on the circle’s YouTube channel . An EtlanZ collaborative album, whose sales benefit charity organizations The circle EtlanZ , having remixed just about everything under the sun, from old school RPGs like SaGa and Final Fantasy to shooters Gradius and TwinBee , organized a charity compilation to raise funds for victims of the Tohoku earthquake and tsunamis. ” Memories of Game Music ” features the participation of Secret of Mana composer Hiroki Kikuta , also in attendance, who was quick to point out that regions of Japan are, to this day, in need of support. A cross-fade demo can be heard on the EtlanZ webpage . Other game-inspired albums provoked intrigue and astonishment. Ebi1000 of East Breaks in Thousand continues his commitment to making breakbeat versions of music from Saga and Persona series titles. His songs can be sampled on SoundCloud and as part of the free IWADON Hiroyuki Iwatsuki Tribute album. Hao of the circle earth Japan also participated in the making of IWADON. The group’s arranger Nijeil has amassed experience writing covers for classics like F-Zero and Ninja Gaiden , which has led to professional opportunities. Today he performs on the scores for high profile game soundtracks like Xenosaga Chronicles and plays live on stage with Falcom’s jdk band, but had to miss Comiket this winter to record in China. Minecraft makes its presence known Woodsoft ‘s elegant ” CastleVania: Chronicles of the Past ” demanded notice for its covers of vampire hunting music, composed by Kinuyo Yamashita and Michiru Yamane. A three-minute cross-fade sample of the tribute to Konami can be heard on the circles’s website by activating the blue “mp3″ hypertext or clicking the gray player bar on the lower left corner of the screen. 8-bit and vocaloid albums have retained their popularity at Comic Market. Deadballp was on hand with his fifth in a series of vocaloid albums, having recently performed at Square Enix’s SQ Party event . Hige Driver , also an SQ series participant, had produced an arrange album featuring guest artists sasakure.UK and NOVOISKI. Chip musician Saitone, also represented on the disc, will be performing live at the Blip Festival Australia event this February. Meanwhile, chip music vocalist Julie Watai played a thirty-minute set at the Hobibox booth. The brainy idol is known for her gadget-themed photo shoots and instructional Furby autopsies . Julie Watai loading a chiptune track during her live set Transcend – Phantom Rym オリジナル楽曲 by Julie Watai Comic Market can be an inspiration for anyone who wishes to play entrepreneur, if only for a day. Musicians have delved into its time-honored traditions and emerged working game composers. For game designers, that portal to the professional world has not been so clearly established. While Western indie devs have fashioned out of their conventions resources for networking and exhibition, twice a year the otaku sanctuary of the Tokyo Big Sight remains at the very least a welcome diversion, a spectacle beyond compare. For more information on the entrepreneurs of Comic Market, see our C80 writeup . Further images from the event are available on flickr . Photos by Jeriaska.

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Raquel Meyers’ Season’s Greetings by FAX

8-bit inspired VJ Raquel Meyers , co-creator of the independently developed art game THE GREAT ADVENTURE OF WH-TVR , sends a sprite-styled holiday card by FAX. The animation of bunnies riding roller coasters is the product of a collaboration with chip musician Goto80 for an art exhibit hosted by the Danish Arts Council. The old school season’s greetings follow the release of the video artist’s compilation disc ” useless yet crucial ” early this year.

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More Jimi Heading to Rock Band 3

Harmonix has announced that seven titles from Jimi Hendrix will be making their way onto the Rock Band Music Store come December 20th. Checkout the full list and price info below! Available on Xbox 360, Wii™and PlayStation®3 system (December 20th, 2011): ·

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Action Adventure World: The Game will stomp your bawls

Action Adventure World: The Game will stomp your bawls

Back in July, I had a chance to chat with nerdcore rapper 8Bit Duane, and one of the things we brought up was the game he was co-creating. Action Adventure World: The Game was an opportunity for him to branch out in game development while taking his music down another avenue. It was also an opportunity to get people to say, “God, f*ck that guy,” in the most endearing way possible. AAW is a ” Nintendo hard ” platformer that incorporates elements from various games such as Mario , Sonic , Mega Man , Chip ‘n Dale , and more. The game is split across multiple episodes, with each new installment introducing new mechanics and surprises. At its core, it’s similar to Super Meat Boy in that you have an assortment of micro levels and death comes after a single hit. The first episode , released in August, was a fairly straightforward, “reach the goal quickly” affair capped off with a boss battle homage to Rocket Knight Adventures . Episode 2, which will release by Christmas, appears to introduce the ability to attack enemies directly as well as an even wilder assortment of obstacles. AAW is hard as hell. I was able to get through the main levels of the first game without issue, but the bonus levels have really been working me over. If you think you’ve got the cojones, visit the game’s page and throw down some cash. Episode 1 costs $2 while Episode 2 can be pre-ordered for $5.

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