Korg DS-10 Plus Coming, with Beefed-Up Features for Nintendo DSi

Fans of the Nintendo DS may have been immune to the siren song of Nintendo’s tweaked DSi model. Unfortunately, I have a feeling a bunch of you are about to upgrade your handheld game system. Why? Because the folks at AQ Interactive are doing an upgraded version of the DS-10 software synth for the game platform, now on the DSi. Palm Sounds gets the scoop.

New in this version:

  • Twice the analog synths (4 of them, instead of 2)
  • Twice the drum machines (8 instead of 4)
  • Twice the tracks (12 instead of 6)
  • Expanded song mode: programmable track mute, realtime editing (that is, edit parameters inside the song mode

They’re also announcing distribution through retailers. The new features appear to be platform-specific — that is, all this doubling business appears to be thanks to the greater horsepower of the DSi. My guess – though this is unconfirmed – is that if you can get this for the pre-DSi DS, you won’t be able to switch to the “Dual Mode.” The other slight disappointment is that it doesn’t sound as though online features or collaborative features have been enhanced. On the other hand, AQ is promising that they’ll be in brick-and-mortar retailers, not the online-only distribution they had on the original. I’m hopeful that may also mean distribution outside the US — either for an online DSi purchase, perhaps, or for the cartridge. (The DSi still supports physical carts – hence the mention of retailers.)

The best part of all of this, though, is watching Nobuyoshi Sano – the composer/arranger behind Namco games like Ridge Racer and Tekken – do a Steve Jobs keynote impression.

Via Brandon at the best-game-blog Offworld, who notes that in US dollars this represents a $10 discount.

Play Super Mario Bros. with a Theremin

This is worth posting for this line alone:

“Who needs a Natal when you’ve got a theremin!”

(If you don’t know what he’s talking about, see here.)

Yes, in case you’re looking for a creative way to practice your Theremin playing, here you go. Now, where’s our Theremin Hero game? From the description by Glasgow-based YouTuber conquerearth, previously seen using the Theremin to play “Still Alive.”

This is even more fun with two people playing! One person controls left/right, the other controls jump.

Its not just limited to the theremin. Its even possible to hook up a microphone and use your voice to control the game! Or a guitar! Or a violin!

Heres how it works:
The sound from the theremin is split into its frequency and amplitude components in real time, which are then mapped to values in a linear scale representing the X and Y axis. Pitch becomes horizontal control, and Volume becomes vertical control.
The X and Y scales are then cut up into different zones. In this case, Left; Right and dead zones for the horizontal, and a single trigger and dead zone for the vertical.

The trigger zones are then mapped onto a virtual joystick hooked into an emulator.

The end result is a fairly usable input control for playing games like mario. The bars give the much needed visual feedback as to how “in tune” you are, so you have a better feel of where the trigger points are.

I’m sure there’s a deeper meaning I could extract about gestural controllers, expressive musical instruments, and the meaning of life, but it’s Friday and it’s lunch break time. If you can do my job, feel free – add in comments. (If your cat walks across your keyboard, it’ll still probably come across as more intelligent than an average YouTube comment, so have at it!)

Game Music Making: Kongregate Collabs to Connect Music Makers with Indie Games

image Speaking of games, you can expect game production to start to attract the attention of musicians and web publishers. Whereas a few short years ago, targeting musicians might mean dangling rock club gigs or album sales, now a lot of those same music makers want to break into gaming, too.

Kongregate is a bit like public access, only on steroids and for games. The idea is this: get indie game makers in one place contributing games, then get lots of people playing those games, then support the system with ad revenue shared with the game makers. The model has grown rapidly, with millions of users and over 15,000 original games.

The newest project from Kongregate looks to connect artistic talent on projects, including musicians, composers, and sound designers wanting to work on game projects. The Collabs section will see artists and sound and music creators uploading their work to find collaborators. Initially, there’s a contest on, with competition for attention, cash, and studio prizes.

http://www.kongregate.com/collabs

The competition aside, this could be the beginning of a successful community for collaboration in the indie Flash gaming world. Assets are often uploaded under a Creative Commons license, and I see one of the top sounds draws on samples from Freesound.org. While career success is an obvious goal, the contributors so far appear to see sharing as a way to get there – in stark contrast to the model in the mainstream, big-business game industry. Quality is, of course, variable, but ask anyone in the game industry how to become successful and the answer is always make as much as you can. Getting work out there, even primitive, can be part of a learning process. So I’m eager to see what transpires as these kinds of communities grow.

There is an invariable comparison to Deviant Art – and you’ll see they’ve already begun to invade.

Oh yeah, and I quite like these glassy tendrils, rendered in Cinema 4D. Image (CC) Chaodeath. Now, make that run real-time. Or, erm, imagine those are virtual renderings of artists … collaborating.

Game Music Inspiration: Amon Tobin and Sony on Infamous

Wired has a great mini-documentary on the score for the videogame Infamous. It’s chock full of sound design ear candy, not only served by the chops of composer Amon Tobin but the team at Sony Music and Sony’s entertainment division, as well. Curiously, Jonathan Mayer, Music Manager at SCEA, says explicitly that he doesn’t want composers writing interactive music. He’d prefer to have them write a conventional score and then adapt it to the interactive engine. Now, of course, around these parts we like the idea of composers finding ways to write genuinely generative and interactive scores. But in this case, Mayer is acting as a kind of remix artist for the game realm, sampling Tobin’s compositions and reconceiving them in the game world. That kind of collaboration could be powerful.

Chuck Doug, SCEA music director, overstates things a bit by claiming this game has a unique aesthetic. The visuals are a burnt-out, post apocalyptic city – yeah, been there quite a few times. The music involves lots of ethnic percussion-y instruments and bowed metal and deep booming sounds. (Let me get this straight: we’ll hear a plucky stringy thing, then a bowedy metally thing, then there will be a big boom!) So, generally, not some radical new departure from game and motion soundtracks. But regardless of its novelty, I’d be an utter killjoy to complain: it sounds utterly gorgeous.

Previously:

I got to listen in on a lot of gems regarding sound design from composer Troels Folmann. He doesn’t just bow metal instruments – he boils them.

GDC: Boiling Waterphones and Other Sonic Inspirations from Composer Troels Folmann

And on the subject of getting composers to write interactively, Matt Ganucheau has been teaching that way:

Teaching Adaptive Music with Games: Unity + Max/MSP, Meet Space Invaders!

More Tangible Sequencers: The Game of Go, and a Graphite Record Player

The translation of music from something largely invisible to a physical object is oddly beautiful, even when imperfect. That’s part of why we’re working on the Tangible Interface Hackday – less than 48 hours away now.

Here are a couple of additional sources of inspiration as we prepare.

At bottom, Guy John has made a sequencer out of one of the world’s most ancient games, Go. Over two millenia ago, Chinese people were passing the hours playing this game, so it’s an incredible way of connecting our passtimes today with the leisure time of our ancient ancestors – and a sign that gaming is a part of culture that endures. It’s fitting, too, as a lot of computer musical interfaces can be thought of as games. This particular game uses Max/MSP/Jitter and the CV Jitter externals for image analysis, then translates the game into a grid. Guy’s idea is fairly early in development, so I actually think you could go all sorts of different directions with this basic concept. (As seen in Hack a Day at the end of last year.)

At top, the Graphite Sequencer translates optical images made in the electricity-conducting material to sound in a simple turntable. It’s lovely seeing these patterns as sound objects, especially since usually we go the other way (trying to find patterns to affix to sounds). The same basic graphite-conducting process is used in the business card PAiA kit we showed at a past Handmade Music, as well as the Drawdio pencil (based on the same circuit).

Graphite Sequencer (2006), as seen recently via the blog of the fabulous-looking Montreal Elektra Festival

I’d love to see people continue to combine these fairly basic analog-style techniques – or thousands-year-old games – with the newer digital approach. Let us know what you come up with, creative folk.

gosequencer