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  Category > [48]6/2017 Journal

The Sound of 1-bit: Technical Constraint and Musical Creativity on the 48k
Sinclair ZX Spectrum

  Kenneth B. McAlpine (Abertay University)

  [49]pf-pdf-icon   [50]PDF Download

Sinclair 48K ZX Spectrum motherboard, Issue 3B. 1983, Manufactured 1984.
[51]CC BY-SA 3.0 – Bill Bertram.


  Abstract:

  This article explores constraint as a driver of creativity and
  innovation in early video game soundtracks. Using what was, perhaps,
  the most constrained platform of all, the 48k Sinclair ZX Spectrum, as
  a prism through which to examine the development of an early branch of
  video game music, the paper explores the creative approaches adopted by
  programmers to circumvent the Spectrum’s technical limitations so as to
  coax the hardware into performing feats of musicality that it had never
  been designed to achieve. These solutions were not without
  computational or aural cost, however, and their application often
  imparted a unique characteristic to the sound, which over time came to
  define the aesthetic of the 8-bit computer soundtrack, a sound which
  has been developed since as part of the emerging chiptune scene. By
  discussing pivotal moments in the development of ZX Spectrum music,
  this article will show how the application of binary impulse trains,
  granular synthesis, and pulse-width modulation came to shape the sound
  of 1-bit music.


  Keywords: 1-bit game music; ZX Spectrum; technical constraint


  Introduction

  For those who grew up gaming on the video game consoles and home
  computers of the early 1980s, the bleeps of the in-game music were as
  much a soundtrack to life as were Iron Maiden or Depeche Mode. Indeed,
  many teen gamers, myself included, spent much more time playing games
  and absorbing the sights and sounds of those games than we did spinning
  vinyl. Certainly, the familiar chirp of Rob Hubbard’s theme from Monty
  On the Run (Harrap, 1985) on the Commodore 64 (C64) or Tim Follin’s ZX
  Spectrum soundtrack for Agent X (Tatlock et al., 1986) has a definite
  nostalgic appeal, but the game music of that period is of more than
  just sentimental value, with a legacy that extends into the
  contemporary musical mainstream.


  The early days of video game music are replete with tales of ingenuity
  and creativity [52]^1, which were driven largely by the constraints of
  the sound hardware. Microcomputers like the C64, whose specifications
  offered a degree of audio hardware support used Programmable Sound
  Generators (PSGs), dedicated sound chips that provided their voice by
  synthesizing simple waveforms.  Other machines, like the ZX Spectrum
  (Christie 2016), whose computer architecture was constrained by cost,
  offered no dedicated hardware support at all, and its
  motherboard-mounted speaker was controlled using a single-bit value on
  one of the processor’s addressable memory ports.


  Regardless of whether the sounds were generated by dedicated PSGs or
  directly by the Central Processing Unit (CPU), the computer hardware
  offered little in the way of musical expression. At most, PSGs offered
  only a few channels of polyphony and a prescriptive palette of simple
  waveforms, while the monophonic 1-bit Spectrum beeper was more
  restrictive still, providing just a single-channel square wave with no
  level control. In response, however, there arose from this digital
  frontier an explosive period of technical creativity as game
  programmers and musicians (they were often one and the same) coaxed the
  hardware into performing feats of musicality that it had never been
  designed to achieve. The methods that were adopted to broaden and
  expand the musical capabilities of the PSGs were not without cost,
  however, and their application often imparted a unique characteristic
  to the sound, which, over time, came to define the aesthetic, if not
  the style, of the 8-bit computer soundtrack. Here, 8-bit refers to the
  generation of microcomputers, of which the C64 and ZX Spectrum were
  part, which used 8-bit microprocessors at their core. This is distinct
  from the notion of 1-bit music, which uses only a single bit of
  information to encode volume level or speaker displacement.


  The characteristic 8-bit sound that accompanied the video game
  soundtracks of the early- and mid-1980s has currency through a number
  of related contemporary subcultures, including the retrocomputing
  scene, a distributed community of enthusiasts who continue to drive
  development on obsolete computing platforms (Takhteyev & DuPont, 2013),
  the demoscene, a distributed technoculture focused on real-time
  computer art (Carlsson, 2009), and the chipscene, a vibrant lo-fi
  musical subculture that repurposes obsolete gaming hardware to make
  music (Paul, 2015). Appearances of that 8-bit style of music in movie
  soundtracks (see, for example Brian LeBarton’s C64 arrangement of Sex
  Bob-Omb’s Threshold, which features in the end credits of Edgar
  Wright’s Scott Pilgrim vs. the World), television advertisements
  (Jonathan Dunn’s hypnotic theme from the Gameboy version of Ocean’s
  Robocop (1990) was used as the basis for Ariston’s And on… and on…’
  campaign in the early 1990s), and major exhibitions, such as that at
  the Smithsonian in 2014 (Melissinos, 2014), suggest a growing
  acceptance of chip music, alongside 8-bit video game art and animation,
  as a legitimate form of artistic expression, while the adoption of
  elements of chiptune by major artists like Mark Ronson (Knowles, 2010)
  suggests the style is more than a niche crossover. Even Iron Maiden,
  those stalwarts of the 80s new wave of British heavy metal, have
  embraced the sound, launching their 2015 album Book of Souls with a
  NES-style game, which features an 8-bit arrangement of the band’s
  “Speed of Light” (Dickenson & Smith, 2015) as the background track.


  To understand and fully appreciate the evolution of that sound it is
  necessary to approach it from a number of different angles. Of course,
  we can examine the music itself to understand the stylistic influences
  that helped to shape the sound; however, stylistic analysis alone does
  not tell us very much about video game music as a media form.
  Sometimes, stylistic choices were driven by the narrative of the game,
  so that the music might provide context to game levels. However, as
  emerging from interviews carried out by the author with video game
  coders and composers from the early bit through to the -bit era young
  coders, many of them were keen to turn around their games quickly and
  with little appreciation or regard for copyrights and intellectual
  property. Often, composers just reached for the nearest sheet music to
  hand or arranged whatever vinyl was spinning in the background.


  To really understand how video game music functions as media music we
  must also delve into the source code and the hardware, employing a
  platform approach to learn more about how the computer architectures
  and the games that were written for them shaped both the structure of
  video game music and how it was realized. It is by examining this
  broader structural context to video game music that we begin to
  appreciate the challenges facing early game designers, and see how
  those constraints functioned as a spur for creativity. This, in turn,
  can shed light on how the aesthetics of early video game music evolved.


    The physical design of musical instruments creates affordances and
    constraints that, to a great extent, shape the music that is written
    for them; this is as much the case for electronic instruments
    (including PSGs) as it is for more traditional acoustic instruments.
    Video game hardware shaped the sound of early video game music by
    way of the affordances they offered and the constraints that they
    imposed.


  The aesthetics of constraint?

  Constraint has long been recognized as a powerful driver for musical
  creativity. Many cultures express ideas and expectations about how
  music ought to be performed, and arguably, it is the role of the
  professional musician both to satisfy and to challenge these
  expectations by exploring imaginative departures from the norm. Boden
  explores this idea (1995, p. 95), noting that, “(c)onstraints map out a
  territory of structural possibilities which can then be explored, and
  perhaps transformed”. Such common understanding of what music is and
  how it should sound emerges primarily from the musical structures: the
  form, timbre, harmony, melody, and rhythm of performance, the grammar
  and vocabulary of which define the conventions of musical style, and
  the conventions of interpretation and performance that communicate
  these from composer through performer to listener (see, for example,
  Ball 2010, for a detailed yet accessible discussion on this topic). It
  is from these conventions that there arises one of the most delightful
  aspects of music, an implicit guessing game between composers and their
  listeners. Composers provide sufficient structure and familiarity for
  their audiences to anticipate what is coming next at least some of the
  time, while providing enough novelty to maintain engagement with the
  listener  (Huron, 2006, p 141). Without the shared notion of musical
  and performative norms that arises from the constraints of musical
  structures in particular audiences, this guessing game would often not
  be possible (there is little point or reward in guessing what is likely
  to follow if all eventualities are possible and equally likely) and it
  would often be difficult, in this light, to distinguish creative
  innovation from chance variation.


  The constraints of musical form and grammar can be understood as
  cultural constructs, emerging by consensus and evolving as composers
  and performers experiment at the boundaries of style as public tastes
  and fashions change, but other externalities can impose constraints on
  musical expression, both implicitly and explicitly. For example, while
  it is more than just indulgent for a musician to write a sixty-four bar
  intro for the radio mix of a song, it is commercially reckless, since
  it limits the number of stations prepared to broadcast the track and
  the amount of airplay the song will receive. In particular, a
  commercially-aware musician will implicitly impose self-constraint to
  ensure that their compositions suit their chosen medium.

  Perhaps more significantly, the physical design of musical instruments
  creates affordances and constraints that, to a great extent, shape the
  music that is written for them; this is as much the case for electronic
  instruments (including PSGs) as it is for more traditional acoustic
  instruments. In short, video game hardware shaped the sound of early
  video game music by way of the affordances they offered and the
  constraints that they imposed. Of these affordances, of importance was
  the complete top-down control provided to videogame composers by the
  sound hardware and its hosting computing platform (R. Hubbard, personal
  communication, June 9, 2017). This not only allowed detailed control
  over each and every aspect of the music and its performance (similar to
  that of Stockhausen’s principle of ‘total control’––White, 1968, p,
  319), but it was also enabled the means by which the territory of
  structural possibilities could be explored, mapped out by the
  hardware’s affordances, and transgressively pushed against and stepped
  beyond the boundaries imposed by its constraints.


  The ZX Spectrum: A model of technical constraint

  A strong hobbyist community exists in the UK (see, for example, Kline,
  Dyer-Witheford & de Peuter 2003, pp. 84-108). Therefore it may be
  little surprise that the first home computers were sold in the UK as
  component kits that required considerable time and technical dexterity
  to assemble. It was against this backdrop that Science of Cambridge
  (later to become Sinclair Research Ltd.) launched the Microcomputer Kit
  14 (MK14) in February 1978 as a ‘minimum cost computer’ (Science of
  Cambridge 1978). Science of Cambridge launched the MK14 at a price
  point of £39.95, something Practical Electronics described as “a
  landmark of […] unassailable proportions” (Berk, 1979). While it was
  relatively cheap and accessible, the MK14 looked positively primitive
  alongside its contemporaries, the Commodore PET and the Apple II.
  Nevertheless, the MK14 sold well enough to justify a successor, named
  the ZX80 for its 3.25MHz Zilog Z80 processor, with an added X to denote
  a magical X-factor (Tomkins, 2011).


  [53]Figure 1: The Science of Cambridge MK14 has a form factor and
  interface that shows a clear lineage from the company’s handheld LED
  calculators, and was an important first step in the development of mass
  home computing.

  Figure 1: The Science of Cambridge MK14 has a form factor and interface
  that shows a clear lineage from the company’s handheld LED calculators,
  and was an important first step in the development of mass home
  computing.


  Following the broadcast of the Mighty Micro (1979), a groundbreaking
  documentary series about the developing computer revolution, the
  British Broadcasting Corporation’s (BBC) Further Education Department
  began to take an interest in the burgeoning home computer market, and
  established the BBC Computer Literacy Project, a series of television
  and radio programs that would be based around a BBC-branded
  microcomputer. The project was initially scheduled for launch in the
  autumn of 1981, which left little time for the BBC to develop its
  microcomputer in-house. Instead, they collaborated with the
  Cambridge-based firm, Newbury Labs, to draw up a specification for the
  machine. This spec matched very closely that of Newbury’s NewBrain, the
  intention being, presumably, that Newbury Labs would pick up the BBC
  contract. As the project developed, however, Newbury Labs pulled out of
  the agreement and did not tender a design. The BBC was forced to
  postpone the Computer Literacy Project and broaden their search for a
  partner. Sinclair pitched its new machine, the ZX81.


  Sinclair lost out on the BBC contract to rivals Acorn, but the ZX81 was
  picked up and aggressively promoted by the national newsagent chain,
  WHSmith, which had an exclusive contract to supply the machine for six
  months. It sold by the thousand. Growing support from the popular press
  and a thriving mail-order games network grew the market for the
  machine, so that when the ZX Spectrum launched the following year,
  Sinclair had an established user base and many developers selling
  through a national network of retail outlets.


  Free to specify its own components and price point, Sinclair, designed
  the most compact and powerful computer that they could to a price,
  undercutting the Acorn-designed 32K BBC Model B by over £200 at launch
  (Smith, 2011). With the Computer Literacy project giving the machine
  free marketing by pushing the idea of the home computer as a tool for
  learning, thousands of parents bought into the idea, giving the cheaper
  ZX Spectrum a home.


  [54]Figure 2: The Sinclair ZX Spectrum, released in April 1982, was
  massively successful in the UK, bringing home computing to the masses.

  Figure 2: The Sinclair ZX Spectrum, released in April 1982, was
  massively successful in the UK, bringing home computing to the masses.



  As a consequence of being designed to a low price point, the ZX
  Spectrum was a very simple machine. Available in two guises, both
  models had 16K of ROM and either 16 or 48K of RAM. It was also, if one
  discounts the analogue cassette interface of the ZX81, which could be
  co-opted to output simple melodies by POKE-ing certain memory registers
  from BASIC [55]^2, Sinclair’s first machine to feature any kind of
  onboard sound interface, a motherboard-mounted 22mm, 40 Ohm “beeper”
  speaker, which provided just a single channel of 1-bit playback across
  a 10-octave range.


  [56]Figure 3: The 22mm speaker from a 1983 Issue 4B Sinclair ZX
  Spectrum, which provided a single channel of 1-bit sound.

  Figure 3: The 22mm speaker from a 1983 Issue 4B Sinclair ZX Spectrum,
  which provided a single channel of 1-bit sound.


  To compound matters, the sound commands were managed directly by the
  main CPU (a Zilog Z80A processor running at 3.5MHz) and a custom
  Ferranti Uncommitted Logic Array (ULA) chip. Without the availability
  of dedicated sound hardware, calls to the speaker occupied the
  processor; therefore, while the Spectrum was beeping it was unable to
  do anything else.


  Implied polyphony: a channel for free

  It is perhaps not surprising then that few of the early Spectrum titles
  featured very much in the way of sound or music. Typically, games would
  feature a single-channel melody as a title tune, and only limited
  in-game sound effects to punctuate key elements of the gameplay.
  Chuckie Egg (Alderton, 1983) is typical of this model, featuring the
  melody from “Birdie Song (Birdie Dance)” by the Tweets (Rendall &
  Thomas, 1981), itself a cover of Werner Thomas’s accordion tune, as its
  title music. Such repurposing of existing musical themes was not
  uncommon in the early days of gaming. This was as true of graphics and
  gameplay as it was of music: Hungry Horace (Tang, 1982), for example,
  one of Sinclair’s launch titles, was essentially PacMan (Iwatani, 1980)
  in disguise, and Artic Computing’s ZX Galaxians (Wray, 1982a) and
  Invaders (Wray, 1982b) unofficially recreated those arcade classics as
  closely as was possible on the Spectrum’s hardware. Ben Daglish, a
  celebrated C64 musician, recalls:

  “I had no idea that copyright existed. Quite seriously […] I really
  didn’t. When we wrote all the Jarre stuff and all that […] we had no
  real idea as a 14- or 15-year-old kid that you couldn’t just take some
  music that you liked, whether it was Beethoven or whether it was Jean
  Michel Jarre. We’d just write it down and put it in a computer game”
  (Burton & Bowness, 2015).


  It was one such act of creative appropriation that lay behind
  Perfection Software’s Fahrenheit 3000 (Jones & Williams, 1984), a
  64-screen platform game. Perfection wanted a title theme that would
  make an impact as soon as the game loaded, and Peter Jones suggested
  using Johann Sebastian Bach’s 18^th-century composition Toccata and
  Fugue in D minor which he had heard opening the movie Rollerball
  (Jewison, 1975). Working from the sheet music of Sky’s 1980 cover
  (rearranged by Kevin Peek), Jones coded a five-minute beeper
  arrangement in Sinclair BASIC, before Tim Williams converted it to
  machine code for the final game.


  What makes the music in Fahrenheit 3000 significant is not so much the
  arrangement, which doesn’t quite stick faithfully to either the Bach or
  the Sky sources but, rather, the choice of musical material itself. The
  opening statement of Bach’s fugue is a sequence of semiquavers, which
  alternate between the melody and an implied pedal point on A. The
  effect, particularly when played at speed, is to create a sense of
  two-voice polyphony by using the pedal note to continually reinforce
  the sense of the tonal center against the melody.


  [57]Figure 4: The opening section of J. S. Bach’s Fugue in D minor
  creates a sense of two-voice polyphony by contrasting a repeated pedal
  note against a melody line.

  Figure 4: The opening section of J. S. Bach’s Fugue in D minor creates
  a sense of two-voice polyphony by contrasting a repeated pedal note
  against a melody line.


  Jet Set Willy (Smith, 1984) features a similar technique in its
  arrangement of Beethoven’s Piano Sonata no. 14, Moonlight. Using a
  pattern of broken octaves, similar to the left-hand bass patterns of
  Boogie Woogie or Stride piano, the arrangement creates a sense of
  continuous movement between melody and accompaniment. The effect is
  striking, and it is easy to forget that there is nothing more complex
  here than a sequence of single-channel square wave tones.


  Ben Daglish took the idea to its logical extreme with his soundtrack
  for Gremlin Graphics’ Arkanoid clone, Krakout (Toone et al., 1987),
  providing an implied bass, accompaniment and melody, all played at
  breakneck speed. Importantly, he recalls that part of the joy of
  working on a Spectrum was the sense of challenge that it gave. It
  forced composers to look for ways to circumvent its limitations and
  find novel ways to introduce dynamic movement and musical interest, and
  often that involved harnessing the power of the computer itself:

  “Half the point of writing some of the music that I did, writing it on
  a computer, was that it meant that I could use notes that were never
  actually meant to be played by human beings. I could do really fast
  runs, scales and arpeggios” (Burton & Bowness, 2015).


  His earlier port of Thing Bounces Back (Kerry et al, 1987) for the
  Spectrum used a similar approach, but alternates between a bluesy bass
  vamp in broken octaves and a bright blues melody. The effect works in
  much the same way a blues harpist will alternate between vamping and
  soloing to self-accompany, making use of the listener’s aural memory
  and a strong sense of harmonic familiarity with the I-IV-V chord
  progression.


  Granular synthesis: Players can’t help acting on impulse

  Artic’s Invaders was an unofficial clone of Taito’s Space Invaders
  (Nishikado, 1978) and features near-identical graphics and field of
  play to the original coin-op. The soundtrack also mimics the original,
  which uses a descending, four-note Dorian scale pattern that repeats
  and gradually speeds up, as the invaders are picked-off by the player.


  [58]Figure 5: The descending Dorian scale pattern from Artic’s 1982
  game, Invaders.

  Figure 5: The descending Dorian scale pattern from Artic’s 1982 game,
  Invaders.


  The above descending scale sequence plays continuously throughout the
  game, marking the first use of a continuous non-diegetic soundtrack on
  the Spectrum, being released around a year earlier than Bug Byte’s
  Manic Miner (Smith, 1983b), whose rendition of Grieg’s In the Hall of
  the Mountain King is often credited with this accolade. So how did
  Invaders, and indeed Manic Miner, achieve this feat? The solution was
  to think small.

  Granular synthesis is an approach to sound synthesis and manipulation
  that was posed initially by the Greek composer Iannis Xenakis (1971),
  who created the composition Analogique B from hundreds of splices of
  tiny fragments of magnetic tape (Robindoré & Xenakis, 1996 pp. 11-12).
  Conceptually, the idea of treating sounds at times as continuous waves
  and at others as though they were composed of tiny sound quanta, or
  grains, opens up many interesting and creative ways of working. For
  example, two effects that have become commonplace in recent years are
  the time-stretch and the pitch-shift, which allow for the independent
  manipulation of tempo and pitch in recorded audio. Usually, these two
  parameters are inextricably linked: slow down the playback of a sound
  recording, and the pitch will drop proportionally. Granular synthesis
  enables the pitch and speed to be processed independently by applying
  the processing individually to sound grains, before recombining them to
  construct the final sound output.


  Invaders uses granular synthesis as a technical strategy to create an
  in-game soundtrack that addresses the key limitations of the Spectrum’s
  hardware. Recall that its speaker was controlled directly by the
  computer’s main CPU and ULA, meaning that it was not normally possible
  to combine both gameplay and sound. Also, because the speaker was
  1-bit, controlled via a single pin of the ULA, the speaker was either
  fully driven or at rest. No intermediate states were addressable, and
  consequently, there was no level control over the signal, which was a
  square wave by default. However, a 1-bit device can produce more than a
  square waveform. It was by recognizing this, and working directly
  within the software to manipulate the state of the ULA at a low-level,
  that author William Wray was able to create multiple independent
  channels of sound within the game.


  A single cycle of a digital square wave is little more than a sequence
  of ones followed by an equal number of zeroes. Repeating this pattern
  over and over creates a continuous tone whose period, and therefore
  frequency, is determined by the number of ones and zeroes in each
  cycle. Increasing the number of ones and zeroes increases the period,
  and so lowers the pitch, and vice versa.

  A Fourier analysis (Roads 1996, pp. 1084-1112) of the square wave
  reveals a well-defined and characteristic spectral signature:

  Now suppose that, rather than outputting ones and zeroes in equal
  measure, one outputs a sequence of ones followed by three times as many
  zeroes. This is a pulse wave, an asymmetrical version of the square
  wave. In this case, 25% of the pulse is made from ones, and the rest
  from zeroes, and so the pulse wave has a duty cycle of 25%. Its tonal
  characteristics are similar to those of the square wave, although a
  Fourier analysis reveals a different frequency spectrum, where M is the
  number of successive ones in the N sample points that represent a
  complete cycle of the wave:


  Continuing in this manner, the number of ones in each cycle of the wave
  can be reduced further to create smaller and smaller duty cycles,
  varying the frequency spectrum and tone of the sound, until the beeper
  is sent just a single positive bit followed by a stream of zeroes. This
  signal is a binary impulse, and its Fourier transform is a constant. In
  other words, an impulse contains all possible frequencies at equal
  magnitude.


  It is not possible to hear an impulse on its own, but it is possible to
  hear its effect on a speaker, the so-called impulse response. Any
  speaker exhibits a degree of inertia, taking a short but finite time to
  move from rest to maximum displacement and back again, and it is this
  response that can be heard as a noticeable click. By sequencing a
  series of binary impulses together separated by short gaps, an impulse
  train emerges, a pitched tone, the frequency of which is determined by
  the period between successive impulses, and which contains all of the
  harmonics of the signal at equal strength, as shown in Figure 6.
  [59]Figure 6 – Outputting an impulse train generates a signal whose
  frequency spectrum contains an equal amount of energy across all
  harmonics. The top plot here shows a time domain representation of the
  sound, showing a series of impulses separated by silence. The lower
  plot shows a frequency domain representation of the same sound, which
  has its energy distributed equally across all of its harmonics.

  Figure 6 – Outputting an impulse train generates a signal whose
  frequency spectrum contains an equal amount of energy across all
  harmonics. The top plot here shows a time domain representation of the
  sound, showing a series of impulses separated by silence. The lower
  plot shows a frequency domain representation of the same sound, which
  has its energy distributed equally across all of its harmonics.



  Invaders uses binary impulse train synthesis to create all of the
  sounds in the game, ensuring that the speaker is tied up for as short a
  period as possible while still allowing for continuous in-game sound,
  the game processing taking place in the fractions of a second between
  impulses. Moreover, the story does not end there. By using clever
  sequencing of the sounds, similar to that of the implied polyphony
  discussed in Section 4 above, Invaders manages to create multiple sound
  effects playing synchronously with the underscore.


  The first, and most frequent of the game’s sound effects is the alien
  explosion, which is cued whenever a player shot collides with one of
  the alien invaders. The explosion lasts for approximately 85ms, and is
  always triggered sequentially with the underscore. If an explosion
  sound coincides with one of the soundtrack tones, the sound that was
  triggered first, either the tone or the explosion effect, takes
  priority, and the subsequent sound is delayed until the first sound has
  completed. This results in a maximum delay for the explosion sound of
  around 25ms, which is barely perceptible in the context of the game.
  For the underscore, however, the worst-case situation could result in a
  delay of around 80-90 ms, which is enough to cause a degree of
  jerkiness to the underlying note sequence, although not so much as to
  cause it to break down.


  The second effect is triggered by a bonus mystery ship, which travels
  across the top of the screen. Here, the sound effect plays continuously
  while the ship is onscreen, which takes approximately between 6 to 7
  seconds, and is created by toggling the speaker on and off at 25ms
  intervals. During the mystery ship effect, when an underscore tone is
  due to be triggered, the game stops generating the mystery ship
  impulses and prioritizes the underscore grain, before picking up the
  mystery ship sound when the underscore tone has finished. The blip
  effectively masks the discontinuity in the mystery ship sound effect,
  creating an illusory continuity of tone in the latter. The final two
  effects are the player explosion and a level-start siren effect. These
  are played strictly sequentially, and cause the other elements of the
  soundtrack to stop playing.


  Aside from the slight lumpiness to the underscore caused by the
  prioritized sequencing of the soundtrack elements, and the curious
  omission of sound effects for the player ship’s laser fire, the game’s
  soundtrack is very effective, not just referencing the original sound
  effects from the coin-op, but also in creating a real sense of
  continuous two- or three-channel sound, something that it achieves by
  the clever handling and sequencing of the short impulse trains.


  Extending this idea further, it wasn’t long before developers were
  using the technique to play two simultaneous musical lines by
  alternating between two or more grain pitches, and that grainy, bubbly
  quality became firmly established as part of the Spectrum sound.
  Rockman (Carter, 1985), for example, features an arrangement of the
  first movement of Mozart’s Eine Kleine Nachtmusik, although the use of
  50ms sound grains and lengthy inter-grain silences results in an
  unconvincing multi-voice  effect, in the same way that a slowing a film
  sequence to below about 15 frames per second spoils the illusion of
  continuity of motion, and the viewer becomes aware that they are seeing
  a series of time-sampled images. More successful was Imagine’s port of
  the Konami coin-op, Yie Ar Kung Fu (Beuken & Thorpe, 1985), which uses
  the effect to play the main game stings in double-octaves, and Dynamite
  Dan (Bowkett, 1985), which uses alternating and arpeggiated grain
  pitches to recreate Mozart’s Rondo a la Turca. Durell Software featured
  two-voice granular music tracks on two of their 1986 releases, Thanatos
  (Richardson, 1986a) and Turbo Esprit (Richardson, 1986b).

  The music on Turbo Esprit is a fine example of the technique. Its Jan
  Hammer-styled melody complements perfectly the Miami Vice-like
  gameplay.


  Singing to the tune of two

  In 1983, Matthew Smith, a schoolboy from the seaside town of New
  Brighton in the North-West of England, was loaned a Spectrum by
  Liverpool-based publisher Bug Byte to develop three games. His first
  title, Styx (1983a), was a fairly simple action maze game based on a
  single, repeating screen that became progressively more difficult each
  time the player completed a level. It was his second game, Manic Miner,
  which became a runaway success, making Smith an unlikely superstar, and
  introduced the Spectrum’s first truly iconic character, Miner Willy.


  Manic Miner was based on Miner 2049er (Hogue 1982), a platform game
  that featured a Canadian Mountie, Bounty Bob, navigating his way
  through ten different screens and inspecting each area before his
  oxygen runs out. Several elements of Miner 2049er appear in Manic Miner
  (the underground setting and the oxygen-level as a timer, for example),
  but in creating Miner Willy, Smith injected a particularly British spin
  on the game, with an absurd humor to the level and character design,
  and a Pythonesque boot [60]^3, which descends to squash Willy when the
  game is over.


  On loading, the game displays a dynamic title screen showing the sun
  setting behind an idyllic cliff-top house, below which an animated
  keyboard plays, pianola-style, the notes of a delightfully-clangorous
  two-channel rendition of The Beautiful Blue Danube by Johann Strauss
  II. Although the music routine includes an algorithm that uses the note
  data to display the notes onscreen, the keyboard graphics show a
  shortened octave (C to E) to the left of middle C, making it almost
  impossible to use this as a visual point of reference for transcribing
  the music.


  [61]Figure 7: The title screen from Manic Miner. Note the short octave,
  C to E, just to the left of the middle C in the graphic, making it
  difficult to use a visual point of reference for transcribing the
  music.

  Figure 7: The title screen from Manic Miner. Note the short octave, C
  to E, just to the left of the middle C in the graphic, making it
  difficult to use a visual point of reference for transcribing the
  music.


  Smith (2014) notes that:

  “The game needed music, as I felt it was an integral part of the
  attraction. The title song, I had an old, simple piano arrangement [of
  The Beautiful Blue Danube] in sheet music so it was easy to transcribe.
  I did everything as quickly as possible, got the loop running as fast
  as possible, but I never got too prissy about exact timings”.


  A RAM disassembly of Smith’s code reveals that he used impulse trains
  as the basis of the title music routine. The music was stored in memory
  as a series of 95 groups, each containing three data bytes. Each
  triplet corresponds to a separate beat (or sub-beat) in the
  arrangement, and each is encoded as a duration and a pair of pitch
  values, or more accurately, as counter values, which are used to
  calculate the period between successive impulses using a technique
  known as frequency divider, or divide down synthesis (Roads 1996, p.
  925).


  This technique generates a waveform by counting the pulses of a master
  clock, and triggering an impulse when a chosen divisor (the counter
  limit) is reached. The counter is then reset and begins again. This
  generates a periodic impulse train at a frequency that can be
  calculated as follows:

  By rearranging the equation, one can calculate the counter limit that
  corresponds to any given frequency. In the case of Manic Miner, the
  counter is updated on each cycle of the theme-music subroutine, and so
  the timing of each master clock tick is determined by two factors: the
  clock speed of the Z80 CPU, which runs at 3.5 MHz, and the length of
  time taken by the CPU to execute each of the machine instructions in
  the loop, which can be obtained experimentally. Smith was thus able to
  construct a frequency table that mapped the notes of the musical
  arrangement to a series of counter values, and it is these values that
  provide the note data for his routine.


  Smith’s music routine uses two counters to calculate two simultaneous
  impulse trains. The routine writes the two counter values stored in the
  data triplets into two memory registers, and calculates the period
  between successive impulses, effectively interleaving the two impulse
  trains on playback to create two channels of playback. For single
  melody notes, Smith encoded the pitch as a pair of counter values
  separated by 1 to create a phasing effect. Chords are encoded as two
  distinct frequency values. The phasing effect works well, creating a
  harmonically rich, time-varying tone on the single notes with a
  characteristic sweeping effect at the beat frequency. However, when the
  effect is used to trigger two simultaneous distinct pitches, the
  routine introduces a degree of pitch ambiguity that results from the
  relative amplitudes of the harmonics of the individual tones.


  As noted above, single notes are encoded as pairs of counter values
  separated by a single unit, the effect of which is to create two binary
  impulse trains separated in frequency by only a few Hertz. This results
  in a frequency spectrum that is very close to a harmonic series, as
  illustrated in Figure 8.


  [62]Figure 8: A spectral plot of the two near-coincident impulse trains
  shows a pseudo-harmonic series, although the concordance between the
  harmonics of the lower tone, illustrated by the dark bands, and the
  upper tone, illustrated by the lighter bands, decreases with increasing
  frequency. This harmonic character makes it easy to identify a definite
  sense of pitch.

  Figure 8: A spectral plot of the two near-coincident impulse trains
  shows a pseudo-harmonic series, although the concordance between the
  harmonics of the lower tone, illustrated by the dark bands, and the
  upper tone, illustrated by the lighter bands, decreases with increasing
  frequency. This harmonic character makes it easy to identify a definite
  sense of pitch.


  When two impulse trains are interleaved at distinct frequencies, this
  pseudo- harmonic spectrum breaks down, as shown in Figure 9 below. This
  spectral plot illustrates a major third interval. As before, the dark
  bands correspond to the harmonics of the lower tone in the interval,
  and the light bands to the harmonics of the upper tone. It can be seen
  immediately that there is no regular structure to these frequency
  components. The spacing between spectral components is variable, and
  includes a number of very closely clustered components, which
  introduces an unpleasant beating to the tone. Also, because each of the
  harmonics of each tone has equal magnitude, one of the key auditory
  cues that we normally use to locate and identify pitch, the
  fundamental, which is usually the strongest of these frequency
  components, is not evident. Every frequency component therefore
  arbitrarily becomes the dominant one as the ear focuses in on different
  regions, creating a very vague and indistinct sense of pitch. The
  overall effect is to create a sense in the listener of a rough, complex
  tone, rather than two discrete and distinct pitches.


  [63]Figure 9: A spectral plot of two non-coincident impulse trains
  shows a more complex relationship. There is variability in the spacing
  between components and some clustering, leading to beating. The uniform
  magnitude of the components makes it very difficult to identify
  discrete pitches.

  Figure 9: A spectral plot of two non-coincident impulse trains shows a
  more complex relationship. There is variability in the spacing between
  components and some clustering, leading to beating. The uniform
  magnitude of the components makes it very difficult to identify
  discrete pitches.


  Smith’s approach, then, was innovative and, to an extent, very
  effective. He had managed to move beyond implying polyphony on a macro
  level, by manipulating the temporal arrangement of fairly large-scale
  sound grains, to implying it on a micro level by interleaving impulses,
  the smallest units of binary sound. This took ZX Spectrum music into
  similar territory to that which was explored by electronic music
  pioneers like Pete Samson, whose work with MIT’s TX-0 and PDP-1
  computer systems, explored similar methods some twenty years earlier
  (Levy, 2010, p 17-18), and suggested a direction for other developers
  to continue innovating.


  Pulse-Width Modulation

  In 1984, Quicksilva’s Zombie Zombie (White & Sutherland, 1984) became
  the first spectrum game to address the failings of Manic Miner’s
  two-channel routine and coax two completely independent channels of
  tunable square waves from the spectrum using pulse-width modulation
  (PWM). As discussed earlier, sending different sequences of ones and
  zeroes to the beeper allows the creation of a series of related wave
  shapes, from trains of binary impulses through to pulse waves of
  varying duty cycle. This idea can be taken one step further by
  returning to the idea of speaker inertia, which is the notion that a
  speaker cone cannot change its state discretely and instantaneously.
  When driven, it takes a short but finite time to reach maximum
  displacement and must move through all its intermediate states between
  fully off and fully on. The speaker behaves in a similar, though not
  identical way, as it returns to rest. Modulating the width of the
  signals (by varying the amount of time that the speaker is driven
  relative to the time that it is not) sent to the beeper, the speaker
  can be driven to intermediate points between off and on, thereby
  simulating the effect of a continuous analogue voltage. There are, as
  you might imagine, many ways to achieve this, but the most common
  method for the Spectrum was to use pre-calculated lookup tables to
  convert note frequencies to counter values which could be stored in
  memory and used to synthesize pulse trains in a similar way to the
  binary impulse trains discussed earlier. Using this form of PWM, the
  speaker cone could be made to dance in very elaborate ways to create
  very complex multi-voice tracks. This process tied up the CPU
  completely, though, meaning that the effect was only possible for the
  title screen and breaks in gameplay.


  The sound routine in Zombie Zombie generates two-channels of sound
  without any volume or timbral control, and is based around an eighth
  note quantization scheme, with longer notes consisting of multiple
  eighth notes at the same pitch and triggered sequentially. The game
  features three main music sequences. The first is a triumphal,
  march-like setting of Ten Green Bottles, which morphs in bar 9 into an
  unsettling arrangement in parallel augmented 4ths, a reference to the
  common eighties horror soundtrack trope of the distended children’s
  song or nursery rhyme. The game also features a simple, yet triumphal
  arrangement of Bizet’s March of the Toreadors on completion of the
  game, and a track that combines White’s two-channel routine with the
  implied polyphony technique described in Section 4, combining bass and
  a simple arpeggiated accompaniment to create the suggestion of three
  simultaneous voices.


  Having established PWM as a viable approach to music-making on the
  Spectrum, some games applied the technique with varying degrees of
  success, while Melbourne House’s Wham! The Music Box (Alexander, 1985),
  a fairly sophisticated music sequencer and percussion synthesizer
  provided users with an easy-to-use graphical interface that would be
  familiar to users of most digital audio workstations today. The
  Spectrum’s beeper, however, had yet more to give, and it was Tim
  Follin, a young programmer from St. Helens, in the northwest of
  England, who really embraced PWM, and took the Spectrum and its 1-bit
  voice to a whole new level. Follin developed his sound routine on his
  earliest titles, Subterranean Stryker (Follin, 1985), Star Firebirds
  (Follin et al, 1985a) and Vectron (Follin et al, 1985b), so that by
  1986 with Agent X, both his signature sound and his technical
  implementation, which had reached a channel count of five, along with
  percussion, enveloping, portamento and phasing, were already very well
  developed. This did, however, come at the expense of audio fidelity.


  In retrospect, Follin’s earliest soundtracks showcase the incremental
  development of both his sound engine and his emerging musical style.
  The soundtrack for his first Spectrum game, Subterranean Stryker, is
  interesting only insofar as it demonstrates some of his engine’s
  nascent capabilities. It features a single-channel melody line, which
  drifts stylistically and with little in the way of melodic coherence,
  the programming equivalent, perhaps, of a guitarist noodling on a
  fretboard. Beneath the notes, however, can be heard amplitude
  enveloping, a far-from-trivial task on a speaker that can only be
  either on or off, and a phasing effect, creating a dynamically-changing
  timbre, both features that Follin would continue to develop. For his
  next title, Star Firebirds, Follin introduced a portamento effect,
  creating quite dramatic Emersonian pitch glides in places, but it was
  Vectron, a 3D maze game inspired by the Space Paranoids sequence from
  Disney’s Tron (Lisberger, 1982), where both the engine and Follin’s
  musical style really begin to shine through. The soundtrack in Vectron
  manages three independent voices during playback and begins with a
  phased, enveloped synth leading into an electronic fanfare, before a
  fast blues-scale riff, not unlike the percussive organ lines of Keith
  Emerson and Rick Wakeman, begins. The score then breaks style, directly
  referencing Wendy Carlos’s original score from Tron, before returning
  to a series of blues-scale sequences.


  Follin published his three-channel music routine as a hexadecimal
  type-in program listing in Your Sinclair magazine (Follin, 1987),
  making it freely available for use in non-commercial programs. The
  listing contains just 167 lines of code, and the entire routine,
  complete with note data weighs in at just over 1K in size. The article
  noted that, at the time, Follin was working on a new 6-channel routine
  with chorus, bass, echo, portamento and full ADSR, all elements that
  would turn up in his later soundtracks as his commercial engine
  continued to develop.


  In 1986, with the release of Agent X, Follin upped the channel count to
  5, although this came at the expense of some audio fidelity. With the
  processor pushed to its limits, the music is very lo-fi, something
  Follin acknowledged in an interview with Eurogamer, noting that “It’s
  hard to actually hear [the music in Agent X], I think I’d pushed the
  processor too far actually!”. Follin’s Agent X engine works by using
  five of the Z80’s registers, sections of RAM inside the main CPU that
  can be used to store and rapidly operate on frequently-used data,
  prioritized areas of memory that allow for rapid access by the
  processor, in a loop, all of which count down from a series of
  predetermined values to zero. When each loop is complete, it generates
  a pulse, the width of which determines the speaker level. The
  constantly shifting pulse-widths affect both the level and timbre,
  adding noise in the sense that the changing harmonic content introduces
  an undesirable roughness to the sound and causes tuning problems as the
  channel count rises.


  Summary

  That peculiar quality of sound of the ZX Spectrum, its quality of
  sound, the grungy fuzziness, came to define the sound of the Spectrum
  for a generation of gamers, becoming an important feature of the style,
  in much the same way that the warmth of tape saturation came to
  characterize the sound of recorded music throughout the 1960s and 70s
  to such an extent that modern developers now devote significant time
  and resource to create effects algorithms that degrade pristine digital
  recordings to simulate some of that analogue character.

  It was a sound, however, that evolved gradually, through a series of
  logical steps, each of which is rooted elsewhere in the annals of
  electronic music history. Interestingly, however, my conversations with
  those early game music pioneers and game music historians, including
  Rob Hubbard, Ben Daglish, and Chris Abbott, suggest that these
  innovations happened independently. These were young, creative
  programmers looking for a way around a technical problem. In the same
  way that they weren’t aware of copyrights, nor were they aware of Max
  Matthews’ and Peter Samson’s innovations in electronic music that had
  taken place in the preceding decades.


  Following the demise of the Spectrum in 1992, 1-bit music continued to
  feature in many games, largely thanks to the PC speaker, which provided
  the default sound output for many early PC games. LucasArts’ The Secret
  of Monkey Island (Gilbert, 1990) is a fine example of such early PC
  soundtracks, using a combination of the techniques outlined above to
  create an engaging title theme.


  With the introduction of dedicated PC soundcards, Frequency Modulation
  and sample playback synthesis gradually replaced PSGs (Programmable
  Sound Generators) as the source of video game sound, and video game
  soundtracks became more cinematic, often increasingly relying on
  multiple channels with orchestral timbres, both in concept and in
  execution, and yet the chirpy 1-bit sound continued. Music trackers,
  such as the DOS-based Monotone (Leonard, 2008) and Pulse Tracker
  (Larsson, 2012), put these 1-bit music techniques in the hands of
  musicians rather than programmers. Emulators and hacked code allowed a
  new generation of musicians to continue to push the capabilities of the
  Spectrum, and demoscene meets and compos (competitive events that
  encourage the creation of sophisticated real-time generative art and
  music using obsolete and limited hardware) continue to provide
  platforms for creative performance.


  The growth in recent years of open development systems like the
  Raspberry PI, which was introduced to promote the teaching of basic
  computer science in schools, has kick-started the same sort of
  experimental approach to coding that happened during the first wave of
  the microcomputer revolution. With just a few lines of code and a small
  Mylar speaker wired to the digital output pin of an Arduino, a new
  generation of coders has been able to experiment with 1-bit music
  techniques.


  Recent developments in music technology over the last 30 years have
  seen an explosion in the range and scope of music creation and
  production tools. Virtualization has taken esoteric studio hardware
  that previously would have been the preserve of international-class
  studios and converted them to code, allowing all-comers to build
  flexible virtual processing racks, driven by carefully designed presets
  that allow the devices easily to integrate into any production session.
  Classic synths have similarly been modeled and virtualized, and primed,
  both with sounds and loopable MIDI sequences, to allow their users to
  channel the sounds of, for example, Kraftwerk, the Prodigy, or Emerson,
  Lake and Palmer, with a few simple selections from a drop-down menu.
  Such is the democratizing effect of this technology that armed with a
  laptop, a suitable digital audio workstation (DAW) and a little time
  and enthusiasm, it is possible to create quite authentic-sounding
  electronic music tracks with relatively little effort. In many
  respects, this is a very positive development. It has provided a
  creative outlet for many and has made music making and production more
  accessible. This accessibility, however, comes at a cost.


    Constraint is what the lo-fi sound of the 8-bit microcomputer can
    provide. With simple, raw waveforms, limited polyphony and few
    options for dynamic articulation, chip musicians have no option but
    to go right back to the very basics and address the fundamentals
    that make music engaging and entertaining.


  Historically, scholars such as Amabile, (1983) have argued that too
  much constraint on creative freedom decreases the intrinsic motivation
  to create. However, recent work has demonstrated a clear distinction
  between constraints that obstruct creativity (for example by
  encouraging conformity, as may be the case when composing new work from
  preconfigured musical patterns and presets), and those that promote it
  (see, for example, Stokes, 2005).In addition, recent research has
  suggested that the “Paradox of Choice” (Schwartz, 2004) can have
  similarly deleterious effects on intrinsic motivation (Iyengar Lepper,
  2000) and originality (Chua Iyengar, 2008). While, on the one hand, it
  is wonderfully liberating to have complex in-the-box software solutions
  that enable musicians to compose, arrange and produce, on the other
  hand, the tyranny of choice that is presented can be crippling, leading
  to creative procrastination as one searches for ‘just the right sound’,
  rather than ploughing on with the process of creation. It is just as
  Devo sang back in the 80s: “Freedom of choice is what you got; Freedom
  from choice is what you want,” (Mothersbaugh, 1980).


  Constraint is what the lo-fi sound of the 8-bit microcomputer can
  provide. With simple, raw waveforms, limited polyphony and few options
  for dynamic articulation, chip musicians have no option but to go right
  back to the very basics and address the fundamentals that make music
  engaging and entertaining. There is nowhere for half-formed ideas or
  weak arrangements to hide. It is electronic music in its most
  fundamental state; it is about simple ideas expressed well.


  In 2003, Malcolm McLaren declared 8-bit to be the new punk (2003).  It
  has that same, lo-fi DIY aesthetic and, just as punk raised a defiant
  middle finger to the worst excesses of prog rock and glam rock, so too
  8-bit and the associated lo-fi subculture stands in stark contrast to
  the over-produced sound of much of current commercial music. The
  Spectrum embodies that spirit perfectly and, as a small but vibrant
  part of the retro computing scene, the demoscene and the chipscene
  suggest that there are, even now, many new musical chapters to be
  written in Z80 assembly.



  References

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  Audiovisual:

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  The Mighty Micro. (1979). ITV. 29th October, 20:30.

  Wright, E. (2010). Scott Pilgrim vs. the World. USA: Big Talk Films.


  Game Music (by composer/designer/software house)

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  Alexander, M. (1985). Wham! The Music Box. UK: Melbourne House.

  Beuken, B. & Thorpe, F. D. (1985). Yie Ar Kung Fu. UK: Imagine Software
  Ltd.

  Bowkett, R. (1985). Dynamite Dan. UK: Mirrorsoft Ltd.

  Carter, D. (1985). Rockman. UK: Mastertronic Ltd.

  Follin, M. (1985). Subterranean Stryker. UK: Insight Software.

  Follin, M., Wilson, M, & Gough, P. (1985a). Star Firebirds. UK: Insight
  Software.

  Follin, M., Wilson, M, & Gough, P. (1985b). Vectron. UK: Insight
  Software.

  Gilbert, R. (1990). The Secret of Monkey Island. USA: LucasArts.

  Harrap, P. (1985). Monty on the Run. UK: Gremlin Graphics.

  Hogue, B. (1982). Miner 2049er. US: Big Five Software.

   Iron Maiden: Speed Of Light Game. Last 17, 2017. Retrieved from
  [64]http://speedoflight.ironmaiden.com

  Iwatani, T. (1980). PacMan. Japan: Namco Corporation.

  Jones, C. & Williams, T. (1984a). Farenheit 3000. UK: Perfection
  Software.

  Kerry, C., Dooley, C., Hollingworth, S., Harrap, P., Holmes, G., Kerry,
  S., & Duroe, M. (1987). Thing Bounces Back. UK: Gremlin Graphics
  Software Ltd.

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  http://jackdawinteractive.com/files/programs/pulse.zip

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  Sound Recordings

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  Author’s Info:
  Kenneth McAlpine is a musician, author and academic at Abertay
  University, Dundee, Scotland, and is a Member of the Editorial Board of
  The Computer Games Journal. His research focus includes video game
  music and the role of technical constraint in the development of its
  aesthetic, and the implementation and analysis of real-time adaptive
  music used in interactive contexts.


  Endnotes:
   1. For an overview of the early period of video game music see, for
      example, Collins (2008), and Collins and Greening (2016)  [65]▲
   2. BASIC, or Beginners All-Purpose Symbolic Instruction Code, is a
      high-level interpreted programming language that provides simple
      English-like commands that allow the end-user control over certain
      aspects of the machine’s hardware. POKE was one such Spectrum BASIC
      command, which allowed users to write data values directly into the
      machine’s addressable memory registers. By addressing certain
      memory registers, the ZX81’s tape interface, which used square wave
      tones to encode and save digital data to analogue cassette tape,
      could be made to play simple melodies.  [66]▲
   3. “Pythonesque boot” is a reference to the surreal animation of a
      gigantic squashing boot that regularly appears in the television
      series of the British comedy sketch group, Monty Python, in order
      to segue various sketches.  [67]▲

  [68]Creative Commons License
  This work is licensed under a [69]Creative Commons
  Attribution-NonCommercial 4.0 International License.
  Ricerca per: [70]6/2017 Journal
  [71]“Heute gehört uns die Galaxie”: Music and Historical Credibility in
  Wolfenstein: The New Order’s Nazi Dystopia.
  [72]Driving the SID chip: Assembly Language, Composition, and Sound
  Design for the C64
    * ____________________ Cerca

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  Editore: Ass.ne Culturale Ludica, Via V.Veneto 33, 89123 Reggio
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