Showing posts with label 16-bit. Show all posts
Showing posts with label 16-bit. Show all posts

Tuesday, 10 August 2021

EXP001: TOP GEAR — BARRY LEITCH

Box art for Top Gear for SNES

This interview with Barry Leitch, composer behind dozens of games including Top Gear, is the inaugural feature in our EXP series, showcasing the stories behind some of the world's most iconic and interesting video game soundtracks

Top Gear was one of the first racing games to appear on the SNES in 1992. It was also one of the best racing games for the nascent console. Fans of the game often cite its simplicity: choose a car (some are faster than others); what country you want to represent; automatic or manual; and away you go.

And, though probably true for any two-dimensional racers, the way the cars whipped and screeched around corners — while in reality they were stationary in the middle of the screen — was exhilarating. It was transportive, too, whisking young gamers to places they’d barely heard of let alone visited — Bordeaux, Hiroshima, Stockholm — with the help of neat scrolling backgrounds.

But Top Gear fans also cite its music. Combining rock sensibilities with breakneck Europop, the soundtrack featured driving rhythms (no pun intended), with pulsing drums, juddering low slung bass and leads that spun sparkling, simple melodies — as well as some famously glittering arpeggios — Top Gear sounded good. Really good.


"It was decided that I would spend the week either sleeping in the office, or on some programmer’s living room floor"

Top Gear was developed by Gremlin Graphics, a now defunct studio then based in Sheffield, U.K. The game's musical maestro was Barry Leitch. Born and raised in Strathaven, a “nice wee town… full of the usual Scottish influences” just outside Glasgow, Leitch, 51, cites video games as an early creative outlet.

“Me and some of my friends who got computers around the same time simply embraced them,” he says. “I sold my first game soundtrack when I was 15 years old, just shy of my 16th birthday. That was 35 years ago.”

Seven years later, Leitch began working on Top Gear.

Was there a brief? “Fuck no! ‘Gremlin are doing a driving game, can you go down and do the music for it’ — that was the brief,” he says, adding that he had no real idea about the tracks or locations that would be involved in the game. Levels were still being made at the time Leitch joined the team.

Far from any luxurious studio endeavour, creating the music for Top Gear sounds like a much more rock-and-roll experience for the game development world.

“Gremlin were about an hour away from where I worked in Dewsbury, too far for public transport, and I was too poor to own car,” Leitch says. “So it was arranged for me to be delivered to Gremlin, and that I would spend the week either sleeping in the office, or on some programmer’s living room floor.”

In this Sheffield base, he acquainted himself with what he had to work with. The development manual was in Japanese, but one of the programmers found a source code file for the music, which Leitch started “messing around with.”

“I put in an arpeggio for my favourite chord progression (the one in the Vegas piece), just an arpeggio going up and down to test how many octaves I had, how things sounded etc. Just making sure shit worked,” he continues.

“I found the echo command [which was] amazing!” he says. “I set it to maximum and it sounded glorious.” But there were limits to the technology at the time: the echo was using all the memory, and there would literally be no game with the echo set so high. Leitch settled with minimum. “It sounded ok…” he recalls.


"I wrote a few soundtracks for games where you have to kill everyone, but it takes a personal toll. There is no upside to shooting games: It's all just death"

Aside from the new technology in synthesising music, constraints in the number of channels that could be used at any one time led to innovation in composition. The title theme, for instance, features a lead arpeggio with a secondary arpeggio playing between the gaps; what with the short notes and additional arpeggios of the bassline, the drums and lead melodies, it feels more like five or six channels, not just four. “Electronica always sounds great on sound chips that use wavetable,” Leitch notes.

Nintendo DSP-1 chip was the most widely used of all the SNES DSPs
That glittering, echo-heavy sound, prevalent throughout the Top Gear soundtrack, was quite groundbreaking at the time. “It was the first sound chip to have a built-in DSP (Digital Signal Processing) effect like this, and I totally dug it,” Leitch notes.

After the arpeggio, he extended the melody, adding drums, bassline, and more arpeggios. “By that time it was Tuesday afternoon.” He'd arrived on Monday, and that was one track.

The sheer reality of having to spend so long not only composing music, but also programming it, meant Leitch would have been spending more than a week crashing at the Gremlin Graphics. The solution was to recycle some of his previously written music.

Leitch grabbed pieces he’d composed for Lotus Turbo Challenge 1 and 2, both for the Amiga, and essentially remixed them, taking the choppy, somewhat harsh and staccato sounds of the Amiga soundtracks into the more glimmering aesthetics of Top Gear. The Top Gear title theme, for example, is the Lotus 2 completion music but remade with new, better hardware.

“I got finished in time to go home on Friday.”

The legacy of Top Gear continues today. It could be down to the gameplay, but key to any visual or motor memory is audio. It could also be down to the genre of the game itself, which is one that Leitch can get on board with.

“I like writing music for racing games,” he says. “I like a lot of powerful and energetic music, that whole melodramatic edge to things, I love that stuff, so writing a bunch of tunes that make it sound like you could win the championship any second, or go straight into a tree at 200mph is a lot of fun.”

Shooters — less so. “I wrote some game soundtracks [for games] where you had to kill everyone, and it takes a personal toll on you, because the outcome is always the same,” he says. “[You’re] killing everyone. There is no upside to that: It’s all just death.”

Specifically, Top Gear enjoys a large fanbase across South America, in particular Brazil. Leitch puts it down to price: “When the first PlayStation was released, it must have been too expensive for these markets, and as such the SNES had an extended lifespan,” he says.

The popularity and renown of Top Gear in the region has seen the game spiritually remade in the form of Horizon Chase Turbo (2018), by Brazilian developers Aquiris Game Studios, again with Leitch on music-making duties; he’s also given talks in Brazil, at Feevale University, Novo Hamburgo, to name one venue.

Being a game that’s almost 30 years old now, memories of Top Gear for many people — whether they’re from Sao Paulo, San Francisco or Surrey — come complete with nostalgia.

“You have no idea how many times people have told me heartwarming stories about how they used to play TG with their brothers, their fathers, their sisters, their mothers while they were growing up,” Leitch says.

“Those melodies have become theirs now, and when they hear them, it instantly transports them back to that time.

“It’s a beautiful thing to be a part of that.”

EXP is an interview feature series dedicated to sharing the stories behind some of the world's most iconic and interesting video game soundtracks, and showcasing the composers who created them.

| EXP000 ← |   | EXP001 |   | → EXP002 |
Brazilian-developed Horizon Chase Turbo is the spiritual successor to Top Gear

  • πŸ”” For a split of reworked tracks taken from both Top Gear and Horizon Chase, head over to Barry Leitch's Bandcamp.

πŸ“ 
Barry Leitch Internet Presence ☟
facebooksoundcloudbandcampofficial sitetwitterinstagramwikipediaspotify


Wednesday, 9 August 2017

🐣 CLAIRO — 2 HOLD U

Aiii, this song floats with all the optimism of a hopeful romantic, as much as a cute comic strip as a beautiful tract of balladic understatement, the pounds and ounces of a crush fall hard in your hard, the weight of it visible in the happysadness of those chords—those chords, broad and breezy, stuck in a cycle of major-minor grief and grandiose hope, not robust and oaky like a real piano, but stripped-back electronic and lo-fi and tinny and small-sounding like a toy piano, but which gives it this feeling of an impromptu burst of feeling, like if a livelong is getting played now then now it will be and with any instrument I have to hand. There is a spontaneity in Boston artist Claire Cottrill aka Clairo's internetty love letter '2 Hold U', a sudden dazzling flare from the warmth of fond feelings for another human, and one that exudes true versatility and originality as much as being highly relatable.

As the drum machine click and thud of the beat drives the song along, the rhythm of a half-depressed window-gazing gold of a rainy day spent pining and yearning, Clairo's vocal seems to effuse from the music, almost ghostly in effect but vital and current, the sweet tone of it lilting in subtle curves as it spins simple lines like "everywhere i go i just see you, i see you"—glorious down-to-earth listicle lyrics like, "i wrote it down, i told my mom, my friends all know we get along / i want you to want me too." And as if to counter this romance, slices of chiptune-tinged electronica find their way into the track, one such being a descending melodic breakdown in the middle the flavour of lightly salted gloominess; and the other, the song's finale, dramatic melancholy 16-bit chords that crumble the song's otherwise sunny outlook, beneath its breeziness the truth swirls solemn and serious.


  • πŸ”” This is one of many great tracks taken from Clairo's SoundCloud, and also tracks that are reposted which she features in. Her most current original track 'Flamin' Hot Cheetos' is an endearing minimalist's dream of lo-fi beats-and-vocals only.


πŸ“ 
Internet Presence ☟
facebooksoundcloudbandcamptwitteryoutubeinstagram


Thursday, 20 July 2017

🐣 AESAIRE — CHROMATIC CANOPIES [εˆζΌ” • PREMIERE]

A slice of music toasted and spread with a sweet combo of videogame music and carefree swing, Aesaire's track takes us into a shuffling world of fourth level fun, the sort of music that doesn't denote the easier levels of a game but something a few stages on, you know, but not the hard levels. What first sprang to mind was Dynamite Headdy, sort of like this, but more the atmosphere it effuses, the way it visually builds grass-topped 16-bit platforms and robot enemies as it bounces along. The syncopated melodies weave with the jabbing chords that stutter between the wide swing of the kick-snare dynamic, the dreamier soft choral haze that flutters upwards for extra breeziness in the already breezy quite jazzy chiptune-flavoured 'Chromatic Canopies'.

Indeed its feeling of playfulness is a direct effect of the music theory elements behind the track, "swing rhythms and chromaticism," as Aesaire tells us. Basically a free-for-all of any notes rather than those of a particular key, chromaticism literally adds colour—and the colour at work in this track comes foremost from the bleepsome melodies that appear to dance around the other bassier notes and the chords, and from the more rhythmic sections themselves, too. It's like a hop, skip and a jump, a spring in a step, setting off on the right foot and various other light, optimistic cliches for the beginning of this music project, as well as a brazen reminder of the importance and influence of videogame music in the current landscape of the electronic music world.


  • πŸ”” This is only the beginning, so keep your eye on Aesaire's SoundCloud.


πŸ“ 
Aesaire Internet Presence ☟
facebooksoundcloudtwitteryoutube


Friday, 26 July 2013

ANAMANAGUCHI ENDLESS FANTASY [FREE DOWNLOAD]

I don't know what Anamanaguchi means, but whatever it means (if it means anything) it certainly suits the style of music they make all the same. What style is that? It's like so nice. It is wholly chiptune - I'd say 8-bit, like many people do, but it ain't because it's more 16-bit and it doesn't have the same ring as 8-bit. So let's just leave it as chiptune.

What am I basing this off? I am basing this off a couple of months ago when I first heard them and was umming-and-ahhing about covering them, and also I am basing this off this particular song, 'Endless Fantasy'. It is the title track from their new album, the funds for which was raised by a frenzied fanbase overdonating to their kickstarter project.

But all the same let's not get caught up in details. It can sometimes be like untangling several pairs of headphones all at once, so let's leave it out and get to the music eh? 'Endless Fantasy' is basically an already-hit, sounding like the end-credits theme to your favourite anime, or the soundtrack to the greatest level of Sonic The Hedgehog that there ever could be. It's a rather incredible show of recycled videogame noises, tweaked and pushed into a real galloper of a track. (You can download it for FREEEEE).

What's more, it's filled with the same artful dynamism of your favourite dance music. Whilst high hollow whistles speed by to a pummelsome beat in some places, dragging you along for the ride, at other times you're exposed to the meaty distorted bass beneath the glistening shell of blips and bleeps (like at around the 1:00 mark). Indeed, around halfway through there's a great breakdown: only saw-wave chords, increasingly modulating, keep time before a great drop at 3 minutes where the chords beef up.

Crunching electric guitar joins the show, as do more sparkling drops of sound - all of it helping to create a wide atmosphere. Boundless. Yes that's it. Expansive. Forever horizons. The melody is nicely emotive and strikes a balance between nostalgia and anticipation; leaving home for an endless fantasy. There, I said it. This song literally sounds like an endless fantasy. It's gorgeous, and especially gorgeous if you are into videogame-type music anyway.

This comes as the second single from the album Endless Fantasy by the Brooklyn foursome.

- - - - - - - - - - - - - - - - - - - -
Like Anamanaguchi on Facebook
Listen to Anamanaguchi on Soundcloud
Visit Anamanaguchi official site
Follow Anamanaguchi on Twitter
Check Anamanaguchi on Tumblr
Watch Anamanaguchi on YouTube