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	<title>Comments on: Chiptunes in a Nutshell</title>
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	<link>http://grandtextauto.org/2009/03/16/chiptunes-in-a-nutshell/</link>
	<description>A group blog about computer narrative, games, poetry, and art.</description>
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		<title>By: Mark J. Nelson</title>
		<link>http://grandtextauto.org/2009/03/16/chiptunes-in-a-nutshell/comment-page-1/#comment-461399</link>
		<dc:creator>Mark J. Nelson</dc:creator>
		<pubDate>Sun, 05 Apr 2009 04:58:48 +0000</pubDate>
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		<description>The relationship with videogame music is an interesting one, and wasn&#039;t mentioned in the only previous (much shorter) scholarly analysis of chiptunes I&#039;ve seen, one by &lt;a HREF=&quot;http://www.music.ucr.edu/people/faculty/lysloff/index.html&quot; rel=&quot;nofollow&quot;&gt;René T.A. Lysloff&lt;/a&gt; in Ch. 2 (pp. 37-38) of the volume &quot;Music and Technoculture&quot; (Wesleyan University Press, 2003).

In relevant part:
&quot;A vestige of the early demo scene is a category of mod music known as &#039;chiptunes&#039;, in which composers create fullblown mods using only computer-created sounds, often simply modified sine or square waves and the like. To qualify as a chiptune, the mod must be quite small (about fifty kilobytes or less) and use only &#039;hand-drawn&#039; tones (that is, tones created by the composer) instead of sampled sounds. These mods, while usually having the distinctive bleep and beep quality of transistor-generated tones, are often astonishingly creative and rich in expressive nuances. This kind of mod music remains a viable option for composers, perhaps because it poses particular challenges and limitations while providing a subversive alternative to the bigger and more elaborate compositions that use increasingly larger samples of real-world sounds and are created with sophisticated new tracking programs widely distributed throughout the Internet.&quot;

Both the game-centric and the synthetic-sounds-centric views seem to have some merit to me; I suppose there might even be multiple cultures within the chiptunes scenes of various eras whose practices relate to videogame music to greater or lesser extents.</description>
		<content:encoded><![CDATA[<p>The relationship with videogame music is an interesting one, and wasn&#8217;t mentioned in the only previous (much shorter) scholarly analysis of chiptunes I&#8217;ve seen, one by <a HREF="http://www.music.ucr.edu/people/faculty/lysloff/index.html" rel="nofollow">René T.A. Lysloff</a> in Ch. 2 (pp. 37-38) of the volume &#8220;Music and Technoculture&#8221; (Wesleyan University Press, 2003).</p>
<p>In relevant part:<br />
&#8220;A vestige of the early demo scene is a category of mod music known as &#8216;chiptunes&#8217;, in which composers create fullblown mods using only computer-created sounds, often simply modified sine or square waves and the like. To qualify as a chiptune, the mod must be quite small (about fifty kilobytes or less) and use only &#8216;hand-drawn&#8217; tones (that is, tones created by the composer) instead of sampled sounds. These mods, while usually having the distinctive bleep and beep quality of transistor-generated tones, are often astonishingly creative and rich in expressive nuances. This kind of mod music remains a viable option for composers, perhaps because it poses particular challenges and limitations while providing a subversive alternative to the bigger and more elaborate compositions that use increasingly larger samples of real-world sounds and are created with sophisticated new tracking programs widely distributed throughout the Internet.&#8221;</p>
<p>Both the game-centric and the synthetic-sounds-centric views seem to have some merit to me; I suppose there might even be multiple cultures within the chiptunes scenes of various eras whose practices relate to videogame music to greater or lesser extents.</p>
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