In ten years I’ll be cool

August 24th, 2015 9:07 AM
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I don’t remember ever not having an Apple II in my house — and our early acquaintance made for a rough childhood. My very small elementary school class was composed primarily of jocks who didn’t take kindly to bookworms and computer nerds, producing an unwelcoming environment, to say the least. I often wondered, would it ever get better?

I didn’t have to wait long to find out. Ten years after middle school, I was in a college where computer prowess was lauded; ten years after that, the things I was into as a kid were mainstream and cool.

So if you ever wonder if things get better, just wait ten years — that’s the time in which geeks become hip, as detailed in H.P. Mendoza‘s music video, "In Ten Years", off the 2004 album Everything Is Pop:

And yep, that’s an Apple II in the first shot — or at least, it appears to be. Says Charles Mangin, "It looks like a II or II Plus with the badge on the cover removed, or a close clone. The drive certainly looks like a Disk II with the Apple logo removed or covered." The first game of the video being King’s Quest (with Sir Graham later getting jiggy) seems to cement the theory.

We shouldn’t be surprised. Of course Apple II users are cool! Wil Wheaton would agree: it’s awesome to be a nerd.

(Hat tip to <a href=”https://twitter.com/IQ_Adventures/status/624582018916028416″ title=”Infamous Quests on Twitter: “Because this can never be shared enough. In 10 Years I’ll Be Cool – @hpmendoza https://t.co/EXcCb2KhLs #retrogaming””>Infamous Quests, with whom I appeared on a panel this past spring about point-and-click adventure games!)

The music of Silas Warner, part deux

October 27th, 2014 1:57 PM
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Three years ago, I published music by the late Silas Warner, creator of MUSE Software’s Castle Wolfenstein. By taking obscure NoteWorthy files and converting them to the more accessible MP3 format, I hoped to not only preserve Warner’s legacy, but expose a side of him that hadn’t gained him fame, but of which he was doubtless proud.

Since then, blog reader Andrew Monti generously volunteered to contribute to that effort. He emailed me to say:

Wonderful site! I didn’t realize that [Silas Warner] was a musician as well. I knew you did what you could to extract the audio from NoteWorthy, but the built-in sound on the NoteWorthy player is painful! I managed to convert the original NoteWorthy file to Logic, where I used the Steinway Grand Hall piano sample kit. I also cleaned-up the tempo and applied a few other changes, and voila – a new, better-sounding stereo mix of this lovely piece.

Monti’s modifications raise some philosophical issues: how did Warner intend for his music to be heard? If NoteWorthy’s inbuilt sound is awful, is that how he heard it when he wrote it? If so, does adapting it to other formats or sample kits distort the artist’s intention? This is the same question at the root of how emulators play sound. Few emulators manifest the original software’s audio as it was intended to be heard, instead settling for a best approximation. Do Monti’s improvements similarly reinterpret the past — or is using today’s tools to enable Warner to overcome the limitations of his era? Are these edits any different from my previous release of the songs in MP3, a format that didn’t exist in Warner’s time?

Such questions are not for me to answer, and in this case where the original files are still available, any answer isn’t likely to be particularly weighty. Monti’s MP3s do not replace the ones I previously published, so I offer the updated ones at the bottom of this post, which Monti produced via these steps:

  1. Find someone with a ‘real’ copy of NoteWorthy. In this case, my PC-based producer friend Keith fit the bill.
  2. From within NoteWorthy, export the file as MIDI.
  3. In Logic, import the MIDI file.
  4. Unfortunately, not all MIDI parameters made the trip; I had to manually set the tempo and time signatures at the appropriate parts in the score based on the original NoteWorthy file. There were also a few obvious ‘spurious’ notes that had to be reigned in after the conversion. These were mostly between the tempo transitions.
  5. I applied a stereo mix to the track based on Logic’s Steinway Grand software keyboard based on what the performer would hear (high frequencies in the right ear, etc.).
  6. Lastly, I exported the track as a WAV file and compressed it though a high-quality Steinberg MP3 encoder.

The result is a new rendition of "Variations on Sonata in A by Mozart (K.331)", by Silas Warner:

and "The Heavens are Telling, from The Creation":

For that latter piece, Monti acknowledges that "string sections are tough without either special software or inordinate amounts of time in Logic to map the instruments to legato, pizzicato, bowing direction and speed, etc. when required… Personally, I don’t think it’s much better than the built-in MIDI sounds in NoteWorthy, but I may just be picky."

I’ll let listeners decide how these songs should be heard.

Wade Clarke’s Victris plays the Apple II

September 1st, 2014 9:27 AM
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Wade Clarke has long been unique in the intersection of musicians and Apple II programmers. Unlike chiptune musicians such as 8 Bit Weapon, who create music entirely from classic computers, Clarke is more free-range, drawing inspiration and instruments from synthesizers, real-world samples, video games, and more.

Since not all Clarke’s music is based on the Apple II, it makes it all the more fun when the computer does pop up in his work. Recently, Clarke pointed me to the liner notes for his album, Victris, where he describes the song "Ai no kuni"

I play by ear, so most of my compositions from back then were only stored in my head. I did record some to cassette, but more often I transcribed them into music software on my family’s Apple II computer … in the early 1990s using the Apple IIGS program The Music Studio. The synths I had playing these lines sounded bad, but in this case what I really valued was the composition itself.

These intersecting lines were good enough that even two decades later I didn’t want or need to change a note when I had the idea to bring them into an Aeriae track. I’d just heard the riffs anew after rescuing my old Music Studio files from the decaying 3.5-inch floppy disk where they’d lived for twenty-something years.

The song "Heiress" also has ties to the Apple II, incorporating output from Paul Lutus’ Electric Duet.

Victris is only the latest embodiment of Clarke’s work in both digital and musical realms, as he’s been fusing the Apple II with his musical pursuits for the better part of a decade. In 2007, he used Fantavision to create this music video for the song "Amay":

More recently, Clarke contributed his art to the Drift demo disk that was bundled with the June 2012 issue of Juiced.GS.

But even that disk was not Clarke’s first appearance in the magazine. In Clarke’s track notes for the Victric song "Nurse 2 Alyssa Type", he reflects on his experience with survival horror video games. It was this genre of game that inspired Clarke to develop Leadlight, the Eamon adventure that graced the cover of Juiced.GS‘s first color issue. Two years later, in Volume 17, Issue 2, he wrote a Juiced.GS article about his ensuing experience transitioning from Eamon to Inform for his interactive fiction exploits.

Survival horror, text adventures, synthesized music, journal articles — Clarke is truly a Renaissance man of the Apple II community! Catch him on tour in Australia later this year.

Eye of the Dot Matrix Tiger

March 3rd, 2014 12:01 AM
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We already know that storage media are musical instruments, with floppy disks playing the Star Wars theme and hard drives producing a rendition of the Imperial March. Now printers are getting in on the orchestral action. Behold as a dot matrix printer plays "Eye of the Tiger" from Rocky:

Such magic is a combination of custom hardware and software. Says the video’s creator on how you too can produce this tune:

Learn about electronics, reverse engineering, embedded software development, maybe some hardware description language, the MIDI protocol and some music theory (how notes relate to frequencies). Then take your printer apart, find out how it works, disconnect the original processor from everything you need and add your custom built electronics…

The MIDI files have to be edited a bit to be played on the printer: some channels need to be disabled (percussion stuff), some are transposed to avoid exceeding the frequency limit. Also the volume of the individual instruments never fits when the original settings are used.

Get started with the MIDI file that was adapted to this purpose; it’s available for download.

(Hat tip to Geekologie via Colin Druce-McFadden, Geeks Are Sexy, Brendan Robert, and Mark LaPlante)

The music of interactive fiction

July 29th, 2013 10:40 AM
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Juiced.GS has just shipped a PDF on the subject of interactive fiction. At 14 pages long, it’s a digestible yet diverse tour of the various aspects of modern IF. Once you’ve loaded the file onto your e-reader of choice and settled into your study’s reading chair, the only component missing is some background music to set the mood.

Enter Tony Longworth. The musician whose work has previously appeared in such documentaries as Get Lamp and Going Cardboard has released a new album, Memories of Infocom. "These pieces of music will transport you from ancient empires, to crime scenes, to outer space and beyond", the album’s description states. "This album captures the magic of those heady days of Interactive Fiction, so sit back and let yourself be transported to the 80s when text was king." The dozen tracks can be purchased for a dollar each or $9.99 for the lot, which clocks in at 57:55.

Memories of Infocom

Despite having often written about text adventures for Juiced.GS and this blog, I am not personally acquainted with many Infocom games, sadly. So although the songs have titled such as "Enchanter" and "Planetfall", I can’t say how those games may have inspired these tunes, or how pairing them might prove a complementary experience. But if you like ambient/background/electronic music and want to support a fellow retrogaming enthusiast, then check out these tunes.

(Hat tip to Lorien Green)

Karateka sequel’s unknown genre

September 17th, 2012 1:26 PM
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In February, I shared the news that Jordan Mechner‘s original Apple II game, Karateka, is being relaunched. But as discussed in the September episode of Open Apple, the direction this reimagining is taking could leave traditionalists perplexed.

When an iOS port of the new Karateka was confirmed, Touch Arcade reported this summary of the game:

In this rhythm-fighting game, players assume the role of three Japanese warriors attempting to rescue a kidnapped princess from an evil warlord. Players engage in frenetic one-on-one battles with various enemies, using timed martial arts moves (i.e., punch/kick combos) to stun opponents and drain their health meters. Matches are highlighted by battle cries, colorful light flashes, and slow motion effects; when players’ character is knocked out, a brief cutscene depicts him falling down the side of a mountain.

A rhythm game? One in which players time their input to match the game’s soundtrack — like PaRappa the Rapper?


At the time of PaRappa’s release for the original Sony PlayStation in 1997, I gave it a score of 8.0 out of 10 — not terribly compelling in today’s competitive video game market. But PaRappa has stood the test of time better than I expected, and most gamers who knew this quirky little title look back on it fondly. It’s often considered the first modern rhythm game, a genre that grown in popularity thanks to titles such as Dance Dance Revolution, Guitar Hero, and Elite Beat Agents.

So yes, rhythm games can be fun — but I’m having a hard time envisioning the hero’s ascent of Akuma’s fortress to rescue Princess Mariko as a music-based game. What sparse soundtrack the original Karateka featured was not central to the gameplay experience, so to introduce a core mechanic absent in the series origin strains the continuity of the franchise.

It’s also possible that Touch Arcade was fed inaccurate infomration. We’ll find out when the game is released for Microsoft Xbox 360, Sony PlayStation 3, Nintendo Wii U, and other platforms later this year.