Month: September 2013

Command & Conquer Sole Survivor: The World’s First MOBA. And, Sound FX Easter Egg

The First MOBA!

Try to imagine a game, a game based upon a popular RTS. In this game, instead of placing buildings and creating hordes of units, you would control a single unit. There would be no structure creation of any kind, though there could be armed defense towers placed in the map at strategic locations. During the game you could perhaps collect power-up items to increase armor, movement speed, weapon damage. This would be an online-only game, fought between two sides. At the start of each game, maybe players could pick the unit they want to control for that game.

No, I am not talking about Defense of the Ancients (DOTA). That was a mod for Warcraft 3 released in 2003. I am talking about Command & Conquer: Sole Survivor, a game released by Westwood Studios back in 1997 (6 years before DOTA!), which was essentially a giant mod of Command & Conquer, released at retail as a standalone product.

At the time, C&C Red Alert had shipped, C&C Tiberian Sun was in development, and Westwood wanted to try a small experimental game based in the C&C world where each player basically control one C&C unit in a massive battle between Nod and GDI. For what it was, the game had its moments, though it ultimately failed to catch on commercially (and was not without design balance issues, though capture the flag mode could be fun). Free-to-play had not been invented by the mid-90’s, and I think most people (including many at Westwood) just didn’t see the point of Sole Survivor as a retail release.

Audio Easter Egg

The game featured music by the legendary Frank Klepacki and had a full sound treatment by the very capable audio department at Westwood. The development team built into the game the ability to swap out the included sound effects and replace them with ones of your own. By way of an example, yours truly dutifully created a set of sounds, which happen to be all electric guitar squiggles, licks and riffs. This stuff was included with the retail CD release of the game, and I’ve collected the samples and included them for your listening … pleasure … below. All the growls, squeals, twiddles and other noises are played on my trusty Yamaha SG style guitar (which is still my main guitar), and recorded through my DigiTech FX pedal. I think I piped this straight into the line-in jack on my PC and used the Windows sound recorder to capture the recordings. It probably took an hour or so to record the lot of these.

As you might imagine, once enabled, the effect was rather chaotic and comical. It sounded like Saturday morning at the guitar store where all the kids try to outdo each other with the new riffs they just learned. 🙂 I’m not sure the audio department @ Westwood were really ever told about the inclusion of this stuff in the game. Sorry guys.

Posted by Steve Wetherill in Music, Retro, 4 comments

Flimbo’s Quest Atari ST: Music!

Here’s some more Atari ST music, this time from the System 3 game, “Flimbo’s Quest”.

My company, Eldritch the Cat, did the conversion of Flimbo’s Quest from the Amiga to the Atari ST. Mark McCubbin, Marc Wilding and myself did the porting, and I did the music player and music. The music I think is somewhat derivative of the Amiga version of the game, and I forget exactly what might be original and what might be based on the Amiga. I suspect that the Atari ST music was composed by listening to the Amiga and then coming up with something similar. So, I am not taking total credit for the original composition, it’s probably a mixture of things. There’s no friendly YouTube video available for this stuff and I have not yet taken the time to grab samples from the ST emulated version of the game, so for now here is this MP3 collection courtesy of gamesdbase.com (there are three pieces, back to back, in the player):

This music was created in Quartet, and then played back with my custom Quartet player.

Posted by Steve Wetherill in Atari ST, Music, Retro, 2 comments

Warlock – The Avenger: Amiga Music!

A second musical entry for today. This track was written for Millenium for their Warlock – The Avenger game (sequel to their Gauntlet clone, Druid). This track was composed using one of the myriad Soundtracker clones for the Amiga. I sampled a bunch of muted and unmuted sounds from my guitar, and then composed the track on the Amiga using the Soundtracker UI. To me it definitely sounds like music from its time (late 80’s), and I think the overall sound has a Def Leppard feel to it, electronic drums and processed, layered guitars. Again, I never actually saw the game at the time, so I was basing the whole composition on a verbal brief + the name of the game (Warlock – bad male witch). At the time I had an audio sampler for the Amiga, and I recall grabbing the “Prince of Darkness” snippet from a movie on TV (don’t remember which one). There is some obligatory backwards satanic messaging in there too (it was the 80’s), originating from some samples I had sitting around. Some scallywag did figure out what those samples are saying, but I’ll leave that as an exercise for the listener. 🙂

I quite like this one, on balance.

PS To be clear, I had no involvement with the development of the game; I just did the music.

Posted by Steve Wetherill in Amiga, Music, Retro, 0 comments

Tusker Atari ST: Music!

Continuing the music from video games theme, here’s a couple of things from the Atari ST version of Tusker, published by System 3 in 1990. This was a rush job, I think I had to turn it around in a couple of days.

Title Music

This was composed using Quartet, and as with most of my Quartet compositions is best played back loud. 🙂 As I have mentioned before, the Quartet player by necessity introduces an incredible amount of distortion, so the compositions tend to cater to that. The music itself has a jungly sort of a beat and was intended to have a vaguely “African” sound. I’d never seen the Tusker game (though I had been given the original music for the Amiga version of the game as a reference), so I didn’t have much of an idea of the theme of the game itself. I imagined Elephants, with, tusks. It is fairly repetitive, makes use of a few key changes to add some variety (possibly one key change too many), but overall I think has some decent bits here and there.

Ingame Music

This track was composed using Quartet, but I had put together a chip tune playback routine to map the quartet note data to the Atari AY chip beeps and boops. It’s ultra repetitive, being not much more than a jam up and down the keyboard. It was done quickly, what can I say? 🙂

PS To be clear, I had no involvement with the development of the game; I just developed the music for the Atari ST version.

PPS These samples were grabbed using the OSX ST Emulator “Hatari“.

Posted by Steve Wetherill, 0 comments

Projectyle Atari ST/Amiga: Music!

This is the first in (possibly) a sequence of posts covering video game music that I created in the late 80’s and early 90’s. This stuff was typically composed either for a game I was developing at the time, or was done “on the side” as I offered my so-called musical ability to various UK publishers, quite often just to fill a gap where they needed music for a port of an existing game. Most of the stuff on here is original, occasionally I transposed (or created a vague approximation of) some other composer’s ditties (always by ear) and I’ll call out where stuff is not original. The music here is essentially “chip tune” music (albeit PCM chips), in that it was “sequenced” or to use the parlance of the day, “tracked”, rather than being recorded as a single audio stream, as would be typical today. There was an ever present danger of using too much memory (and too much CPU in some cases), and so the music had to work around those constraints.

Projectyle: 1990 Atari ST, Amiga

So, on with the show. The first set of tunes is from a game I’ve mentioned before on this site called Projectyle. I developed this game in the late 80’s for Electronic Arts, and it was published in 1990 on the Atari ST and Commodore Amiga. The music was composed using a MIDI keyboard (don’t for the life of me remember which one, but it was a Yamaha) hooked up to an Atari ST running the Quartet software. The ST version of the game used the standard Quartet player (which tricked the AY sound chip in the ST into playing back 4 channel PCM audio by basically setting the volume registers very fast). The Quartet player, by virtue of how it worked, introduced an incredible amount of distortion into the music, and in fact the music was composed with this in mind – it was definitely “balanced high”, meaning that for best results you had to crank the volume in order to hear everything. I’ve always been a fan of a little distortion, so this suited me just fine.

Another thing about Quartet is that you really can only have one sound bank (of 16 samples, shared across all tunes). So, all the tracks share the same 16 instruments. That really shows here and there, but there was simply not enough room to fit more.

As mentioned above, there was also an Amiga version of Projectyle. Because there was no official Quartet player for the Amiga, and, needing to get this music running on the Amiga quickly, I settled down one night with Devpac, disassembled the entire Quartet player from the Atari ST into 68000 assembly language, and made an Amiga player that would accept the same (or similar) data files using the Amiga PCM hardware. After an all-night hacking session the Amiga version of the game was playing all the music by the next morning. There were a couple of problems with this approach, however. First, it turned out that the Amiga, for all of its PCM hardware could not play back the same range of frequencies as the software player on the ST – it could not reach the sample rates needed to get some of the high notes. This meant that some songs had to be edited in order to play back correctly. Second, the Amiga did not distort the sound anything like as much (though I think we were stuck with 8Khz 8bit audio) as the ST, which is actually detrimental to the sound in many cases – there is a certain “density” that is lacking in the Amiga version. This cleaner sound also reveals some tuning problems as the sample rates are pushed to the extremes here and there.

Of course, these songs are not recorded from an Atari ST – in fact they are likely (I don’t know for sure since I did not post the YouTube videos – YouTube user Bryskens takes credit for that) recorded on a PC playing an emulation of the Atari ST sound. So, there’s definitely some generation loss here.

OK, so here are the tracks. There are 8 tracks in the game corresponding to the 8 teams featured in the future sport of Projectyle (or Tribal, as the product instructions insist on calling it). Each track was designed to somehow convey a feel for each particular team. Each track is named for the team.

The Terminators

This track features what was intended to be a thrash metal intro. Not sure it comes off as such. One thing about Quartet is that it did not allow musical triplets, which are basically essential to get a good guitar solo type effect. As such, I had to make do with quadruplets which are of necessity slower and give a clumsier feel. Thus the intro. The main section of the song has a wild beat which was inspired by a couple of things. First, there was a lot of what was being called “house” music coming out, which was usually some distinctive backing beat layered with very simple melodies. Also, there was some scratch mixing happening, along with sampling of other tunes. So, I have the “oh yeah” (which others used in several hits @ the time), and then the section with the really fast hi-hat (which was actually inspired by a Sigue Sigue Sputnik concert I attended where they played a track too fast, somehow). Yes, I mentioned Sigue Sigue Sputnik.

I think the intro is kinda weak, but the rest of it, while repetitive, I think is interesting sonically. For some reason I always picture slaves rowing in the galley when I hear this one.

The main “melody” is basically riffing on the MIDI keyboard, and underneath it all is the metal guitar and orchestral stabs. You can blame ZZ-Top, Def Leppard, Bon Jovi and all the others for that. 🙂

The Eldritch Cats

[Music Track is MIA! I need to dig it out, though honestly its omissions is not a great tragedy]
This track is a tribute to the monotony that was Stock, Aitken & Waterman. It has that “disco” backbeat, and just repeats on and on. That’s about all there is to say about the track, except that the Amiga version has an extra little flourish that the ST version did not. So there.

The Uzteks


This track is essentially as many layers of guitar as you can fit with only 4 channels, leaving a bit for bass and drums, with a slight concession to melody here and there. It sounded awesome played on the ST and cranked up load. As it stands, it is not one of my favorites. As are most of these tracks, it is quite repetitive. I have to remind myself that most of my time was spent designing and developing the actual game; it is quite a miracle that I churned out that 8 tracks, and I often wonder why I thought doing one track per team instead of (say) a “main menu” track, and win/lose tracks made any sense at all!

Sledge Hammers

The name of the team, if not the musical inspiration, came from the TV detective spoof of the same name. This track has a 6/8 beat (blame Status Quo), which of all things meant that I could actually pull off a triplet effect, which I labor into the ground in the middle. The Quartet player tuning rears its ugly head, especially on the bass section. This was actually the first piece of music I composed for the game, and exists in a couple of other forms. I really like the main riff, but I am not sure I really pulled it all together here. Certainly, this one is less repetitive, and I quite like some of the bass and drum detail here and there.

Manic Moose


This is one of the more melodic pieces, and seems to be one that people like. The main melody is just a riff around the various chords of the key of C major, and I think there’s a nod to Orchestral Maneuvers In The Dark going on (unintentionally, I am sure). One of the voicings that I really like out of the set of 16 is the infinite sustain guitar that is used both as a rhythm and solo instrument. I don’t recall off-hand if that is a standard Quartet sound, or if I sampled my guitar (which I certainly did for other games), but it ranges from sweet here (the second run through the melody refrain) to raucous elsewhere. There’s a switch in the middle of this that is somewhat reminiscent of the Electric Light Orchestra, and once again the quads-rather-than-triplets rear their heads (I don’t like the effect).

Vectors

This one has a punchy enough beat, a nod to Star Wars somewhere in there, and Steve On The Keyboard [tm] jamming not quite randomly. There’s a interesting “play orchestral stabs with keyboard vs guitar stab” section in there. That’s about all I can say about this, except that there was a much, much better version of this that I’d previously done with Soundtracker for a local Liverpool memory expansion company, the so called MES Demo part 1. That version was resplendent with samples, snippets of TV show themes (Neighbors, Eastenders) and more. Unfortunately I don’t have a copy of that version any more. 🙁

Jovian Jello Juggernauts


I think this one is utterly horrible, and I am only putting it up here by way of penance. 🙂

Devils


This one has more of a standard song arrangement to it, and that is probably because the track originates in a song I wrote in my garage band days. I hate to say it, but that song was a bit inspired by Twisted Sister. The “solo” bit which is where you might expect a chorus to be is a bit wild, with some possibly questionable musical tonality. Not my least favorite.

Posted by Steve Wetherill in Amiga, Atari ST, Music, Projectyle, Retro, 18 comments

Projectyle Amiga: Review!

Projectyle is a game that I designed and developed with Marc Wilding through our company Eldritch The Cat in 1989-1990, and which was published by Electronic Arts.

Projectyle is a “game of three halves” – up to three human players (with AI filling in the slots if necessary) duke it out over three sets on an interconnected arena grid of 5 zones. It’s in the “future sports” genre (quite popular at the time), and could loosely be described as “three player Subbuteo meets Air Hockey”.

In some ways it was probably over ambitious because I agreed with publishers EA to create completely different graphics for the “home” arena for each team, a completely distinct visual look for each team, along with a completely new theme tune for each team. The fact that I did all the music and sound effects, and that the budget was so tight that I ended up doing the majority of the arena (and other) graphics, meant that certain things did not get the attention they warranted. There’s a lot in the game, including a league mode which saves to disk, a player training mode which allows you to earn in-game powerups and then “train” your players, in addition to the main gameplay proper.

Anyway, some people liked it. Here’s a YouTube review I came across recently. Maybe I should finally remake this …

Posted by Steve Wetherill in Amiga, Atari ST, Projectyle, Retro, 25 comments